Thursday, December 31, 2009
Ripping off Mechanics Part I
Monday, December 28, 2009
Rewriting Basic Play for CN: Cribbage Part I
the BasicsCharacters are defined primarily by their Natures and Traits.There are two Natures: Human and Horrific. The more Human you are, the less Horrific you are, and vice-versa. Everybody’s at least a little bit Horrific, but plenty of things are completely in-Human.There are 18 Traits, so we’re not going to list them all here. Traits represent skills, affinities, professions, interests, and so on. A character might be good at fighting, or scientifically minded, or sneaky, or whatever. When you want to do something, you’ll be using a Trait.There are three other elements of a character that, unlike Natures and Traits, are situational, in that you won’t always be including them for every roll of the dice. These are Bonds, Tools, and Grafts.Bonds are a character’s emotional ties to other people – specifically, they’re ties to other characters. These come in four basic varieties: trust, distrust, loyalty, and betrayal.Tools are items that help characters accomplish tasks, from a set of lockpicks to a length of rope to a socket wrench to a .38 Special. Usually, a Tool can only be used with a specific Trait.Grafts are body parts from Horrors that have been transplanted onto a character’s body. These come in three varieties: Greater, Lesser, and Minor. Greater Grafts are things like giant bat wings, or two writhing tentacles in place of a character’s arms. Lesser Grafts are less severe, such as a tail or a single replaced limb, and Minor Grafts are much smaller: a Horrific (or third) eye, a tongue, or a sharp-toothedmouth in a surprising new location. They also make people tougher and more survivable – big pluses in the post-apocalyptic landscape – and confer amazing recuperative powers when first transplanted. Many a life has been saved, or at least prolonged, by the timely application of a Graft.Each of these five components is rated in die size, usually from d4 to d12. We’ll refer to these as your Trait die, your Nature die, your Bond die, and so on. Whenever you want to do something that requires a roll, you’ll roll one Trait die and one Nature die, add the results together to get your total, and compare that with a target number, or Target, to see if you succeeded or failed. If a Bond, Tool, or Graft is relevant, you’ll roll one or more of those, too.For example, if you’re trying to fix a car and you have an ace set of tools, you’ll roll your Mechanical die, your Human die, and your Tool die. If you’re trying to steal Jim’s car and your Bond with Jim is “I’d betray Jim for a nice set of wheels,” you’d roll Mechanical, Human Nature, and your Bond with Jim.Sometimes the rules refer to steps with regard to dice, like “+2 steps” or “-1 step.” Sometimes, a move up to the next highest die is called a “step forward”; a move down to the next lowest die, a “step back”.For example, if you’re rolling a d6, +1 step would mean rolling a d8 instead; +2 steps (or “two steps forward”) would bump that d6 up to a d10, and -1 step (or “one step back”) would make it a d4. Dice can’t be raised higher than d12 or lower than d4, unless stated otherwise.Those are the basics of the game.
Saturday, December 26, 2009
Scenario, Missions and Experience Kitty for Codename:Cribbage
Play Overview for Codename:Cribbage
Update time!
Tuesday, December 15, 2009
Potential cover art and and idea hopping continues
supremacy by ~dopaminart
- Conspiracy
- Conspiracy of ....
- Supremacy
- Shadows
- Linked
- The things that we do
- Dissonance
- Poignant
- Intrinsic
- Cerebral
- Silhouette
- Profile
- Desire/Conspire
- Blindside
- Double Cross
- Betrayal
- Deceit
- Trust
- Traces
- Fingerprints
Thursday, December 10, 2009
Today's Challenge: 10 Metallic Images for CN: Cribbage (bonus round!)
Hitting up DeviantArt once more, this time with "metallic".
Well, “metallic” only yielded this result
So I moved on to cyber
A Good Night by ~UrbaniteByDesign
"implant" (I know shudder right, but fortunately no NSFW) yielded
tActiCaL nEurAL iMpLAnT by ~LichtReize
"bionic"...
nada
"metallic eye" at least got me back to decent art
DAY 9- Digital Nightmare by ~StrangelyIsolated
Perfect Enemy. by =hybridgothica
So we came full circle, and I believe in =hybridgothica's work we have a winner... so much so that I can't even begin to narrow the list down to one from her.
Today's Challenge: 10 Spy Images for CN: Cribbage
Skipping ahead to the last Ingredient "list", Image Hunt. This will probably be a more or less daily challenge to myself as I hunt down images.
First off is 10 images I like while searching DeviantArt using "spy" as the subject, and branching out from there.
- Spy by ~hazienuts
- Spy by ~newfka
- Spy by ~Timetint
- Making Your Mind Up by =Life-takers-crayon
- Extreme Ways by *aryundomiel
- S.B. Covert Ops by ~Essiss
- Ghost Town by ~Essiss
- Spy by ~nikita-kely
- Metallic green eye by ~nikita-kely
- Bomb squad Dasha Intro 1 ruff by *PiratoLoco
Some good stuff, but none really hit quite the right note. Number 9 really got my imagination going though. So much so I think I will do a bonus Today's Challenge Image Hunt.
Narrowing the list for CN:Cribbage (Part I)
A reminder of rules of Game Fu #7: Pick 5 Ingredients, at least one of which must be from one of each of these three categories...
Ingredients
System Constraints
[Stuff]
Genre Blender
You must pick two of the following genres and combine the tropes listed to create your game. Picking additional ingredients from this category means adding an additional genre, and its tropes, to your setting (i.e. two ingredients from this category means three genres combined).
[Stuff]
Image Hunt
Instead of picking an image from a list presented here, you must go forth upon the interweb and hunt down images that best fit your game. Each ingredient from this category must include three images.
To Begin
… I will pare down the list in System Constraints. Most of this has been afloat in my head for the last several days, so not much creative work will likely be done in this post. But let's take a look at each one.
- All characters are designed by committee.
Not really my cup of tea, though I would like to tackle this one later in my design career. Plus no good correlation to the game of Cribbage. Interaction between this mechanic and a game where the players compete with one another is also a little wonky (though something that could be very interesting...)
- All statistics (Skills/Attributes/whatever) must be phrased as Haiku or other form of short poetic prose.
Awesome idea, and would lead itself to a great samurai (or other thematic genre). To a game of cribbage though? Plus most spy literature does not compare well to high literature...
- Character creation does not allow characters to have access to all attributes. They must choose which ones not to have values in.
Possible but not terribly exciting to me. On the list for now.
- Characters are composed of a core that is augmented by templates that can be swapped.
Certainly in keeping with some of the genre ideas below (Punk I'm looking at you). Save this one until genre
- Characters belong to a shared pool rather than individual players.
This and the by-Committee approach both fight the basic premise of CN:Cribbage. This one also really fights one of my Mechanics on this list.
- Characters' skills / abilities are generated / recorded using a Sudoku or Magic Square style grid.
Already have elements of one game prominently in CN:Cribbage. Don't want to mix my metaphors, so to speak.
- Does not use numbers to represent skills or attributes in any way.
I really like this idea. Struggle a bit with how to implement, which is a good thing. On the list.
- Game requires making sketches as a mechanic for task resolution, character creation, or whatever.
Another great spark for a game. Just not my first real design I think. Also I struggle with this and the haiku one, wondering how to keep players who suck at these activities from sucking at the game.
- Mechanics must use different die types for specific action types. (e.g. d6 for social, d8 for combat, d10 for magic)
This reminds me of Dogs in the Vineyard. Given the mechanic from this list that really grabs me, this relationship to Dogs is a good thing. In.
- Must include an emotional connection mechanic binding characters together.
And speak of the devil. How do you keep a game of players competing against each other from devolving? Tie them together in interesting ways that will drive play and insert interest into each scene (plus some other tricks up my sleeve.) This game will succeed if each scene is about crossing and double crossing, seduction and flirtation, getting even or getting ahead, etc... and the players meet in each scene over the objective, rather then the scenes being driven by the objective itself.
- Must use non-traditional randomizers (no dice or poker/playing cards)
Brain fart on my end as to what this would be... One day I am sure I will tackle this idea, but this ain't that day. (Sure it's challenging, but what would it add to the game once you unlocked it...)
- Players control character advancement
No immediate reason not to include (no thematic conflict), and challenging as all heck. Let's throw this one on the list.
- Resolution system must involve a bidding mechanic with a risk of loss.
Another mechanic that brought to mind Dogs. Played with the idea of rolling set number of dice upfront, and then bidding for who goes first in the scene. Each player starts with 10 chips with which to bid. Whoever wins the "hand" gets the chips. After the game is over, each person gains XP equal tot he amount of chips.
Then decided I was once again mixing metaphors (cribbage and poker). Will have to keep this in the back of my head though for a Deadlands style game though...
- Reverse dice pool resolution, where all dice in a pool have to succeed. Penalties add dice, bonuses remove dice.
Interesting twist, and will fill for later consideration. A little too specific for my tastes in a competition like this.
In Conclusion
The list as it stands:
- Character creation does not allow characters to have access to all attributes. They must choose which ones not to have values in.
- Characters are composed of a core that is augmented by templates that can be swapped.
- Does not use numbers to represent skills or attributes in any way.
- Mechanics must use different die types for specific action types. (e.g. d6 for social, d8 for combat, d10 for magic)
- Must include an emotional connection mechanic binding characters together.
- Players control character advancement
With emotional connection and players control advancement being the two big drivers right now.
Answer to yesterday's question...
Yesterday I asked the following question...
"And now to the most important question: Who would race each other in the context of imaginary play and allow for multiple instances of entertaining and twisting interaction?"
and the answer, for me, is Spies! Thinking along the lines of Alias meets Ocean's 11 (12, 13). The players will compete against each other each "episode" to retrieve an item, information, etc... The first player across the cribbage line "wins" that episode, and claims the objective for their Organization.
Each "hand" will be a scene with an objective that moves the players closer to the item. Successes will accrue during the "hand" and be kept track of on the Cribbage board. Rolls will be for things like snappy dialog, psionics, hacking, infiltration, connections, combat, etc..
Wednesday, December 9, 2009
Codename: Cribbage
I don't know why this particular Ingredient for Game Fu leaped out at me:
Miscellanea
- Game requires the use of pieces from a traditional board game, other than dice.
But it did. Immediately Cribbage (which doesn't even meet the critera, since it is arguably not a board game) leaped into my mind's eye. I could see the players "racing" each other around the cribbage board. I think it was a quick alignment of my recent desire to have amount of success matter as much as the binary switch of success/failure, and the word board which brought forth this very clear way of tracking amounts of success.
And now to the most important question: Who would race each other in the context of imaginary play and allow for multiple instances of entertaining and twisting interaction?