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(Hopefully) cool stuff clash is working on now

Started by flyingmice, December 19, 2007, 11:47:49 AM

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flyingmice

Quote from: JohnnyWannabeClash. I received the Wild Blue proto-type. I love the concept, I dig the execution (for the most part), and the information is thorough. I'll post my concerns on the BMT forum later today.

Cool, Rich! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

Quote from: JohnnyWannabeClash. I received the Wild Blue proto-type. I love the concept, I dig the execution (for the most part), and the information is thorough. I'll post my concerns on the BMT forum later today.

You got 8 minutes by my clock... :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Rob Lang

For those two systems, Clash, do you intend on using or, the other or both? Both seem pretty obvious to get along with (hang on, is the second a generalisation of the first?). I'd stick with the first, makes life easier for the GM.

Nice bell curve. I'd modify the bit about 'weapon' to say 'equipment' and then you can use it for any kind of stuff they characters pick up.

How easy are attributes to raise? They seem pretty powerful compared to the dice.

flyingmice

Quote from: Rob LangFor those two systems, Clash, do you intend on using or, the other or both? Both seem pretty obvious to get along with (hang on, is the second a generalisation of the first?). I'd stick with the first, makes life easier for the GM.

How easy are attributes to raise? They seem pretty powerful compared to the dice.

Hi Rob:

Both systems are plug-in TR sub-systems for the StarCluster meta-system. The meta-system is designed so that you can swap out TR systems if you prefer. They are different from each other, designed for different feels. Star20 is a roll over system. For a success you need to roll 13+ on 4d6-4, adding in skill rank and attribute bonus. Attribute bonus is at most 4, so that means with the highest possible attribute, you still need a 9+ with no skill. Also, note that there is no chance of a fumble once your skill+attribute bonus = 6. A GM could optionally rule any roll of 0 is a fumble. Assume reasonable competence (+3 skill rank) and a mildly good stat (+1 attribute bonus) and you need to roll a 9+ on the dice. That's very close the the center of the bell curve.

VariableStar is very different in feel. For one thing, you can change the dice you use to whatever you are comfortable with. If you want a more than human scale, you can use different dice - 2d12, or 3d8 or even 3d10. Since it's a roll-under system, increasing the scale this way allows for supers/metahumans/alien creatures/whatever, because the TNs will also rise with higher stats - the Max of 17 is for humans. It also allows the group to go for the feel they want. With strongly bell-curved dice, you tend toward the average, for a grittier feel. With a flat, linear distribution, any number is equally likely. This gives a more pulpy feel. A weak bell curve, like 2d10, gives you something in between. As for the TN, a mildly above average attribute (10) gives a +3 bonus, with a competent skill (+3) and the +3 always added, that gives you a TN of 9, about the center of all these distributions.

I've already published games using the standard percentile StarCluster and the StarPool d20 dice pool, and I've released the StarKarma diceless/randomless mechanic. These two are being worked on. I'm intending to write a meta-system guide and sell it for a buck along with a commercial development license, but if folks want, their free to snatch ideas to their heart's content.


QuoteNice bell curve. I'd modify the bit about 'weapon' to say 'equipment' and then you can use it for any kind of stuff they characters pick up.

Thanks! Since combat is a subset of TR, not a sepatate system, it all works the same way.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

Quote from: flyingmiceCool, Rich! :D

-clash

I'm having trouble accessing the forum. :confused: I'll try again this morning.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

Quote from: JohnnyWannabeI'm having trouble accessing the forum. :confused: I'll try again this morning.

Just shove that big heater upside its head and ask it politely just who does it think OWNS it!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

Quote from: flyingmiceJust shove that big heater upside its head and ask it politely just who does it think OWNS it!

-clash

I did that. And it worked!:eek: Anyhoo, I posted my two cents over there.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

Quote from: JohnnyWannabeI did that. And it worked!:eek: Anyhoo, I posted my two cents over there.

Gotchyer comments, buddy, and replied to 'em. I also forwarded them along to Michael Scott, my co-author. Good stuff!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

Clash, my replies to your replies are posted.;)

Oh yeah, I got my site back up, too. So when Wild Blue is released, I'll post it.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

Quote from: JohnnyWannabeClash, my replies to your replies are posted.;)

Oh yeah, I got my site back up, too. So when Wild Blue is released, I'll post it.

Awesome, Rich! I've also got replies to your replies! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

I'm having trouble getting on the forum again. As soon as I do, I'll let you know.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

The latest version of Wild Blue has a lot of changes, many due to JohnnyWannabe. :D

I've added Light Armor, Security, Surface Navy, Combat Engineers, and Intelligence options to the Company creation rules to go along with the original Light Infantry, SpecOps, and Mechanized Infantry ground pounders and the jet and helo jockeys.

I've split the planes up, moving all the planes that Mercs couldn't get their hands on into an Appendix.

I've added SpecOps slang into the glossary.

I've got a whole section on vehicles and brown/green water navy craft.

I've got three sample Companies, of varying Capital.

The list of munitions is well organized and exhaustive.

Vehicles use a limited subset of the Airplane rules, with their own maneuvers.

There's a Vehicle Control Sheet as well as an Aircraft Control Sheet for vehicle combat.

I've also tidied up the rules and presentation.

This is probably the best layout I've ever done.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

With the various feedback on the Final Playtest Document we've been getting from our playtesters, I have released Yet Another Final Playtest Document. Playtesting won't be finished 'til the end of the month, so I have time to release Still Another Final Playtest Document if needed! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

I had a revelation this past weekend. When I wrote Book of Jalan and put the Magic section first, I was hammered by reviewers. "Always put CharGen first" said most of 'em, "there's a reason all the good games do this!" I agreed, and since then have always put chargen either first or right after the intro, and all was well with the world.

But there was something wrong with Wild Blue CharGen. It wasn't clicking, and I didn't know why - until this weekend. I realized that Players didn't know what kind of characters would be needed until after they created the Company and accepted a contract. So, I should put the Company Creation and Contract-design sections first!

But wait! There is another type of player character - the Staff Character. These guys never see danger, as they are the planners of the Company. They are the oned who decide the funding for the various departments. The players first needed to create their Staff Characters, then let their Staff Characters create the company and negotiate the first Contract.

So the order now runs: Intro, Staff CharGen, Company Design, Contracts, Chargen.

It works, I'm happy, playtesters are happy, let's go! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

One of the problems with core play-testers is you never present them with a fait accompli until the end. By then, they gloss over all the stuff because they have a thorough comprehension of the game. As a result, they miss glaring errors.

P.S. I'm not saying your games have any glaring errors. Some of mine do!:D
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.