Expedition Design Diary: Let’s Make Magic (Together)

Expedition has a magic system. It’s a little bit more complicated than the rest of the system is, in order to add flavor and variety, but not by all that much. In the last post I generated a character using (preliminary) versions of certain Titles and Perks. That character ended up with a Magic Level of 3. In Expedition speak, that means:

Magic Level

Magic Points

Max Spell Circle Known

Benefits

1

5

0

+2 to Willpower checks.

2

6

1

You can Surge spells once.

3

6

2

Learn 3 Spells immediately.

Hey, free spells! Isn’t that nice. Let’s take a brief look at magic and spells in the new Expedition.

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Expedition RPG Design Diary: Where Have You Been, Old Friend?

Hey, Expedition is not dead yet! In fact, I’ve gotten a lot of good work done!

(No release date yet, but nearly all the character bits are complete. The GM and Monster sections will, as usual for me, be more complicated to serve. I’m shooting for a spring release of the playtest though.)

A long time ago I wrote an RPG called NAA D6. It was fairly playable if a bit esoteric in places. I liked a lot of the rules of that RPG, and since getting out of that minimalist rut I’d thought to trap myself in, I’ve brought back some of those rules. But today isn’t really about that. Instead, I’m going to post the “tutorial chapter” called “Character Generation Steps” which will summarize the character generation, then post a few examples of what you’ll be looking at in some of the sections. There will be no commentary on it, because I feel I’ve more or less exhausted my design commentary at this point. We sort of know the general goals here by now, and it feels like in each of these post I try to find a fifth leg on a cat for something to say. So here we go.

WARNING: Sword Girls visual spoilers at the end of the post. (Like you care.)

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Expedition: A Few New Paradigms

I think for a long time, the project of Expedition has been sort of “hijacked” by the idea of a universal appeal – an idea which is sort of impossible. I found myself more and more trying to think with other people’s brains rather than my own when it comes to game mechanics. I stepped back from Expedition for a long time recently. I read a bunch of Dark Heresy and Deathwatch books I hadn’t caught up on yet – I really love FFG’s stuff, they’re seriously awesome. When I returned to Expedition, I returned with more focus. I wanted this game to function for the worlds I want to play and the ways I want to play. I want it to do things I like – even if they would face criticism, particularly in the current boom on minimalist RPGs. But Expedition will never sell copies or anything. The project really needs to be enjoyable to me, so I want to bring a few ideas back from Copper Coins.

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Homebrew Diary: Letting Things Simmer

I sat on a bunch of this stuff overnight and woke this morning with some new ideas that as usual I would like to share.

Expedition is constantly evolving and a constant learning process. As I discover new ideas, I often find myself having to rewrite whole sections just because the new stuff is so much better, and releasing a “beta” that is already obsoleted by the time I get back feedback is pointless. I think there’s been a fair bit of “departure for departure’s sake” in my designs lately also, and so I went back to the origins of the system, and I thought long and hard about some of these changes.

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Homebrew Diary: Reassessing Things

It’s both a nice feeling and a bad feeling – when you spin off a mechanic and find you like it so much better than what you spun it out of. On twitter I talked about how I dabbled in writing a bit of a near-future/cyberpunk game called Idyllic Future which may come out sometime, who knows. The system was a modified Expedition alpha with some features of the beta. It was devoid of the charts, and used a roll-over resolution with its own Fates system (called the Aftermath system). Fates/Aftermaths are basically a table where you tally up how many successes you scored, and compare to four possible outcomes of the task set by the GM.

I rather liked what I did there. Though I like the charts, there’s a feeling of rigidity with them. It is easy to look at the chart and see if you succeeded or failed, and the GM doesn’t need to involve him or herself in setting target numbers and whatnot. But it feels like it lost a lot of flexibility when the GM cannot modify task difficulties because the numbers on the players are rolling against will always be the same. The table is simplicity itself, but it already turned off a few folk, and I myself am becoming unhappy with it.

But rather than mope about it I think it’s an important time in the life of the game edition.

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Expedition Beta: The Equipment Section

In Expedition, a lot of the equipment is just rolled into the Expedition Points system. You don’t tally up how much lantern oil and ropes you bought because this isn’t Link: The Faces of Evil. But I wanted to make other types of items more distinct. To that end, I set about expanding some other areas of the equipment section. In the previous version, a Weapon gave you a damage bonus or an attack roll bonus depending on its size and the kind of weapon it was, and it also gave you options during a damaging attack. In the latest version, attack roll bonuses are basically pointless, and I’ve done away with the old model for handling a weapon’s stats.

I did this mostly because the idea of “damaging attack options” confused a lot of people. In fact looking back on it, I was sometimes confused myself as to the timing of these abilities and that’s not good. Let’s do a comparison of what a weapon used to look like in the alpha, and what they will look like in the beta, and talk a bit about it.

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