Homebrew Diary #3: Blending Things Together

I created and released a game called High Score pretty much on a whim. I had a fun idea for a mechanic and I wrote a whole game around that concept. I received brilliant feedback on it from a number of a sources, and I was excited and went back to work fixing some of the problems and tweaking some of the mechanics there. That tweaking and fixing involves making High Score a part of a Copper Coins! – Copper Coins’ non-combat resolution system will, basically, be a tweaked High Score system. In Copper Coins! it is referred to as the Success Pool, and works in ways similar but also different than before.

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Pointless Risus Houserules

I’m probably going to be running Risus soon and I thought about some houserules I would add for this specific game for the purposes of general hilarity.

WHEN SOMEBODY CAN’T PARTICIPATE: In the event that EVERYBODY is bad at something I would want them to do, I’m thinking I could allow them to keep the cliches they gain if they successfully demonstrate that this trait would be entertaining on their character. There’s always stuff like that in media, where a character has some unexpected skill nobody knew about, like the stuffy loser in an Office Show being good at Poker. I’d like them to keep that cliche and bring it up again where possible.

FUTZING WITH THE TNs AND CRAP: I’d like to have everything work off the d10 just because I like d10s better than I like d6s lately, and I have tons of d10s anyway (and if I play online it’s not even an issue and I still like d10s better than d6s). I could mess with the TNs to accommodate this fairly easily too. I’d like for the starting characters to be around 4d10 in their best thing, but able to reach up to 8d10, so over the course of the game they could get a couple more dice. I might incorporate the “narrower traits” clause.

And that’s basically it. I actually rather like the advanced options presented in the basic Risus text, and it feels like a pretty nice system to turn to when I simply cannot get people to pretend to be maids for my amusement, and I don’t feel like being sadistically horrible to them with Incongruent Future (i.e. i want them to remain my friends).


Loot And Encumbrance

In the process of writing an RPG that at its core wants to support dungeon-looting play more than is usual, the idea of encumbrance plays an important part. In older editions of D&D, the particulars of how you are going to get loads of loot out of a dungeon are important. Encumbrance systems are there to essentially limit the amount of crap you can make off with in one go. As a party, if you were expecting to collect a lot of junk then you needed to prepare for the eventuality by hiring minions or buying pack animals, or you had to settle for not being able to make off with a thousand pounds of gold.

A lot of modern gamers, myself included, don’t really have the patience to deal with this completely. I like the idea of encumbrance – it forces a meaningful decision. If you are in a large enough dungeon, then at a certain point you either stop collecting loot, or you toss some and grab stuff preferentially for its value or utility, or you have to leave with the stuff you have, and return later for the rest of the stuff. Each of these decisions can provide a wealth of roleplaying and challenge opportunities depending on the locale.

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Point Buy For Dark Heresy

It seems to me that Rogue Trader’s point buy characteristics generation could easily be applied to Dark Heresy characters as well. All you have to do is find the starting characteristic based on your home world (page 23) and then spend 100 points between them. The maximum characteristic is set by your home world – 45 if your minimum characteristic is 25, 40 if your minimum characteristic is 20, or 35 if the minimum characteristic is 15. So basically, you can only spend 20 points max on any one stat.

In bog-standard random-generation Dark Heresy you’ll be lucky to get a 30-35 when you begin, with perhaps +5 more from a starting advance if you’re willing to swing for one. I’m not altogether very fond of that, as I’m not altogether very fond of random attributes.

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Spending Points

I’ve always liked the idea of points as a tracking and resource mechanic. If you know the system well enough, you could more or less plot the amount of things you can do in a day, if the points are the be all and end all of the game’s resources; if not, say in the case where points are a buff to your abilities, you can plot out about how many “extra cool” things you’ll be able to do. It adds a nice layer to the game’s strategy, as well as being a relatively nice boon for both the player and the GM. I can’t tell you how many times Drama Points in Cthulhutech or Willpower Points in World of Darkness saved my characters. Read the rest of this entry »


Review: Grain Into Gold

The winter is a slow time for blogging. Traffic goes down, posting gets slower, Wyatt freezes in his little forest and can barely muster the energy to flex his brain muscles. I barely read any blogs this week, and the only post I found interesting was Greywulf’s Strongholds and Henchmen for 4e post. So that’s your hymn collection for this week. But that’s not all for this post.

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