All done and ready for public consumption:
https://www.drivethrurpg.com/en/product/527945/roll-the-world
All done and ready for public consumption:
https://www.drivethrurpg.com/en/product/527945/roll-the-world
In the last post I mentioned a new thing I was playing with, a system of random tables to generate a setting for a fantasy campaign. Rough draft is now complete and available here. Here's an example of what it can create:
The region where this hypothetical campaign is set is the western half of a continent, with two large islands close enough to be part of the same region. The climate is hot and dry, with little seasonal variation. Despite that, much of the region is dense with plants that have evolved to live with minimal water. A long range of low hills separates it from the rest of the continent. Two major rivers do flow from the hills down to the coast, and there are two lakes as well - most of the plant life is probably concentrated around there, but there could be patches that spread out well past where one might expect. Up in the hills, at the sources for the rivers, it's surprisingly cold, and the rivers are even icy in places.
[if I was actually going to run a campaign here then this would be the part where I draw a map, but I don't feel like spending the extra time on that just for this blog post]
Magic is rarer in this setting than in the default for whatever game system we might be playing. Using magic requires a physical implement - right now I'm thinking stones with runes carved in them sounds like a good default, but different styles of magic might have their own preferences.
"Civilization" has only begun in the past few generations [author note - taken together with everything else we've rolled so far, I'm getting heavy Ur/Sumer vibes, so that would be something to lean on later - but let's see what else the dice give us]. At this point there is one cultural group that has developed to be the major power in the region; if I was putting them on the map they would almost definitely be on the coast, with their capital at the mouth of one of the two big rivers. There are also three minor powers to place on the map. Given this setup, most of it will probably still be unclaimed wilderness.
Doing a lot of pondering about Scales since the last playtest, and I think I've figured out the core change I need to make. Instead of my original (admittedly bland) system of adding points to stats and then comparing with a target, I'm moving to a set collection mechanic. I don't have the details worked out yet, but what I have in mind so far is that each skill from the first draft of the game is now essentially a suit in a deck of cards, and players need to first collect sets to build their individual skills, then contribute cards from completed sets to the band skills. I'll need to add meaningful ways for players to interact with each other, and I think I want there to also be an engine building aspect. And of course there's still the whole "what about dragons?" thing from my last post which I haven't figured out yet, but I hope you'll agree that it makes sense to get a better feel for my core mechanics first before I determine how different aspects of the theme can interact with that. So that's all still in progress. But it is at least still actually in progress.
And in other news, I recently started listening to a worldbuilding podcast called Mythtakes Happen, and that inspired me to start writing up my own worldbuilding tool. My goal is for a glorious, lifepathy set of random tables to give all your dice a workout and end up with a fairly well sketched out game setting. Definitely more involved than my Lazy Culture Generator, almost definitely less involved than the old Central Casting character lifepath books that are another major inspiration for this project. I know that other games already exist that include something like this, but none of them have it at the level that I want, so I might as well make my own attempt. I'm still outlining it right now and listing what tables I need to create for this in order to cover physical geography, how magic works in the system, significant history, and current nations and cultures. Filling in more specific ideas as I have them, which is very scattershot right now, just enough to help me organize, remember what I want in each section, and maybe spur ideas for what else to add. I will say that I've already had some fun just with the bit for generating factions within a nation - what I have right now is that for each faction you roll for what group they come from (e.g. ruling class, trade guild, religious sect, etc), what their main goal is, and their relationships with each other faction, and just rolling those things for three factions, with no other context established, already gave me some serious fodder for a campaign set in that otherwise undefined country. So I think I'm going in the right direction with this.
And yeah, I guess I should specify that what I'm working on right now is only for fantasy settings, and is system agnostic. Maybe if this goes well I'll write similar ones in the future for other settings, but that'll be for another time.
Had a Scales playtest today, with more complete rules than last time but still feeling very first draft. Got lots of good feedback on different ways to go with the mechanics, but this one hit me the hardest - if the game pitch says that it's about dragons learning to play instruments, then why don't they do anything draconic in the game? You'd think I would have seen that one coming after my early tests with Werewolves where players complained that they weren't doing anything wolfy. And this comment is 100% correct. If the game is going to be about dragons, then there should be something in it (besides just artwork) so it feels like you are playing as dragons and not just generic characters. Magic, or breath weapons, or flying, or... something.
So what is that going to look like? No idea yet. Playtest just finished a few minutes ago, I need time to digest everything. Hopefully my next post here will be to announce that I've figured it out (and maybe sooner than another month?).
In my last WoL-related post I mentioned changing how police work. Today I finally got to test out the new system, and it was almost a hit. It started off slow, but by the end of the game the police were blocking off a good portion of the board. Test players said they liked how this forced us into more conflict, and how it helped with balance (Mayfair isn't nearly as valuable if you can't actually cash out your investments). The remaining flaw was that the bribe rules were just a slight tweak off of what I had before, when the threat of mutual annihilation meant that everyone had a reason to contribute to paying off the police. With that threat gone, today's players felt like there was no reason for them to spend their own hard-earned money for something that might only benefit their opponents. So what I'll probably do instead is to have a flat rate that you can pay on your turn to clear the investigation off of a territory of your choice (but you still can't invest money into that territory on that same turn, since the police don't clear off until afterward).
Ooh, and maybe to keep some sense of the "prisoner's dilemma" tension, even if it isn't quite the same anymore, multiple players bribing the police in the same turn will still only clear one territory, chosen randomly between them (or determined by whoever is willing to throw in more money on top of the base price).
Alright, I guess that's at least one more test I'll need to run before it's ready for pitching...
First playtest for Scales today, just a bare bones setup to make sure the basic mechanics work. And basically they did. Players liked the overall system of improving their various musical stats, and the competing needs of solo practice to improve personal stats vs group practice to improve the band's stats. And the final battle mechanic seemed to work well enough for now at least. They felt like there wasn't enough information in the game to make meaningful decisions, which is what I expected for this 0.1 alpha test, and we had a good discussion afterward for different features that should help with that. I especially liked a suggestion they had for adding information - put some of the stat icons on the backs of the opponent cards, indicating what each opponent's strongest and weakest stats are but without saying which is which.
So, next steps for this game:
The last couple of weekends, I played Werewolves of London with different groups of people in real life (as opposed to my usual online playtests). One of these games ended with a police-triggered game over, on the final turn of the game. First time that has happened, and while it wasn't the worst thing in the world I didn't absolutely love that outcome either. As luck would have it, the person I met with for the other game had some interesting ideas for potential revisions, one of which was a complete revamp of how the police investigation works. So I took his general idea, and today I worked out the details for it, and here's what I have now:
Instead of the old "if you hit this Meat threshold then the police do stuff," the new system has police doing stuff every turn. Bribe money prevents them from doing stuff this turn, instead of undoing stuff from previous turns, and there is no more "police catch you, everyone loses" like before. And now there's variation to what they actually do. Sometimes it will be locking down random territories like what I already have, and sometimes they will target specific territories based on a game condition like "where there was combat last turn" or "where there is currently the biggest single investment." I don't know that I have all the details right just yet, but I think this new system has some potential and I'm looking forward to testing it out.
The other thing I learned from these recent games was that the I might need to have a 2-player mode with some rule tweaks. I think the last time I had a game of Werewolves with only two players was many iterations ago, so the information I got from that is completely obsolete now. And what I got from this one was that, with only two players, it was a lot harder to mitigate an early imbalance compared to a larger group where multiple players are all messing with each other. I'm not sure yet what the solution to this could be, but I'm going to wait and see how things go with the new police rules before I work on this. So in any case that's still a few more test games needed before I start hunting for publishers again.
All done and ready for public consumption: https://www.drivethrurpg.com/en/product/527945/roll-the-world