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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The Silver Lance (Adventure Aid)

Ruins of the old world lay scattered far and wide, and many times they contain things best left forgotten. Ancient weaponry is often highly sought after by the unscrupulous, and almost always found by the unwary innocent. While one might think such devices can be purified, can be made holy in the eyes of the spirit and again put to use serving the people, many times they are fit only for a cleansing pyre. But enemies lustful for old, locked-away powers are always on the hunt for new weaponry.

The Silver Lance is a scenario idea and an outline for play. There will be blanks which the GM should fill in to adapt and complete the scenario into a full game in his or her preferred style of play. While the scenario will assume many things about the game setting (specifically talking about this blog’s focus, The World of Adel), it is intended that the GM can adapt the ideas here to his or her game. At the end there will be a section to convert the scenario to a more generic game setting fit for fantasy titles like D&D, Fantasycraft, and D&D retroclones. Generic RPGs like GURPS should have no problems as well.

Feedback on the format and content of the posts is appreciated, so they might continue and get better. You can scroll to the bottom of the post where I ask for feedback and explain some things. It would be quite helpful!

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Expedition beta Ch-Ch-Changes

I’ll mention them very briefly as there’s quite a few since last I talked about this.

•The Success Pool has been changed entirely with a new concept called The Fates. The Fates are four thresholds of success that each task has – Blessed, Ordinary, Dismal and Tragic. Each task assigns values (in Successes) to each of these Fates. At the end of a task, your Successes are tallied up and compared to the Fates to see which Fate you earned. The sample Fates are basically “More Fortune, yay; You win and move along, nothing more happens; Attrition, boo; More Attrition, more boo!” But a more creative GM can make up his or her own Fates for any task (including narrative non-mechanical Fates like “you catch up to the kidnappers!” or “you fall off the rooftop!”) rather than using the very mechanical and simple default Fates.

•Speaking of Fortune, Fortune are points you can use to improve rolls on a 1 to 1 basis. They are also Strikes. The Strike system has been changed for issues of both balance and accessibility. Now to make a Strike, you spend Fortune depending on the Condition you want to deal, and then make an attack action. You no longer have to keep track of Strikes on each character. But now Fortune is competing for attention on a bunch of different systems, making its management more important.

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