Monday, March 19, 2012

[Atomic Robo] [Kerberos] GenCon Events!

Friendly reminder: Today's the last day to register games for GenCon, so if you haven't gotten on that, get on it.

Another friendly reminder: Pre-reg begins tomorrow, I believe. Brace yourselves.
If you're eager to check out Atomic Robo's progress, we'll be conducting the first public playtests at GenCon in August. It looks like we ("we" being Andy Blanchard, Chris Czerniak, Morgan Ellis, and myself) will be offering six scheduled sessions between us:

  • Thursday, August 16th at 2:00 pm
  • Friday, August 17th at 2:00 pm (two sessions)
  • Saturday, August 18th at 12:00 pm
  • Saturday at 2:00 pm (two sessions)
And possibly a Sunday game as well. Odds are also good that you'll see some ARRPG games at Games on Demand, too.

You can find all of them in the schedule as Atomic Robo: Sneak Preview. Not an evocative name, maybe, but it gets the point across. The blurb's the same for all of them:
Action! Science! Robots! Playtest the new RPG adaptation of the hit indie comic book series Atomic Robo, coming soon from Evil Hat. No experience with FATE or higher-dimension mathematics required.

But that's not all!
I'm also running a FATE Kerberos game on Friday at noon called A Past from the Blast. I am unreasonably amused by that title, partially because it's almost clever, and partially because I'm not actually sure what it means yet. This is how I design convention scenarios, folks!

Anyway, the blurb sure makes it sound like it's about something:
Danger! Intrigue! Explosions! It's all in a day's work for the Strange members of the Kerberos Club, who answer the call when a series of bombings spark panic in the streets of London.
(Any similarities in format between those two blurbs are entirely coincidental.)

Lots of good gaming to be had at GenCon this year! See you there.

Thursday, March 8, 2012

Morgan Ellis' The Spirit... of the SHATTERED EARTH!

Back in 2008 -- seriously, 2008! -- I posted this:
Finally played in Morgan Ellis's "Spirit of the Shattered Earth" game -- well, I say "finally," but it's only the second time he's run it at Strategicon -- which was a lot of fun. If you know your post-apoc references, you'll dig this game. Any game that explicitly acknowledges Kamandi and Thundarr is all right in my book. I caused a ruckus as Gorlla, the Mighty Crorc. I've encouraged Morgan a couple of times to get his act together and publish this thing in some form or other, so hopefully he'll do that.
This is sort of him doing that, via this blog.

Behold, the Shattered Earth!

What he's done is organize the scenario builder and the pre-gens he normally uses into a single, Blackbird-esque packet, so you can just download it and play it at a con or something. It's a totally no-prep game (other than all Kamandi reading, but you should be doing that anyway) -- like Danger Patrol and many other games of its ilk, it relies on player input to get the ball living radioactive boulder rolling.
I just love this map.
Here's what Morgan has to say about SotSE (and if you haven't heard this first paragraph delivered in his stentorian Saturday-morning-cartoon announcer voice, you're missing out):
Eons ago the world was sundered in a great cataclysm, the cause of which can never now be known. Humanity’s civilization was cast in ruins. In its place lies The Shattered Earth! A world of savagery, mutation, super science, and sorcery. But a few heroes still fight for freedom and justice against the forces of evil in a world gone mad! 
The Shattered Earth is a gonzo post-apocalyptic setting inspired by all sorts of post-apocalyptic media, the main inspiration is of course Jack Kirby's classic comic book Kamandi: The Last Boy on Earth. But there are many other influences as well, like Marvel Comic's Killraven, TV's Thundarr the Barbarian, films like Planet of the Apes and The Road Warrior, and RPGs like After the Bomb and Gamma World. It's all about running fun, over the top, 1970s era comic book style post-apocalyptic adventures. I hope you enjoy it, and don't forget the Kirby dots! 
If you'd like to hear an explanation of how I run The Spirit of The Shattered Earth and FATE convention games in general, you can check out the Actual People, Actual Play Podcast: Episode 44 FATE for Convention Games: Hail to the King Baby.
(Definitely listen to that episode of APAP. It's pretty great.)

So there you go. Download it immediately. The Shattered Earth needs heroes!


Monday, February 20, 2012

[Greyhawk] Attributes as Stunts, Skills, & Aspects

One of the interesting design decisions about Fate is the idea that practically everything is a skill. I happen to really like the concept that “Strength is a skill” and so forth.

However in AD&D, you have the concept of attributes (Strength, Dexterity, Intelligence, Wisdom, Constitution, Charisma) as being established at character creation and then generally not changing too much through a character’s progression through levels.

When translating attributes into skills for Fate this also means the player now has the ability to increase a character’s attributes (as skills) throughout that character’s class progression.

Some attributes are pretty easy translations into Fate skills while others might require some additional consideration.

AD&D Attributes and SotC Skills

So most attributes translate pretty easily into existing skills in Spirit of the Century...

  • STRength = Might Skill
  • INTelligence = <None>
  • DEXterity = Athletics Skill
  • CONstitution = Toughness Skill
  • WISdom = <None>
  • CHArisma = Rapport Skill (probably)

...so we’re left with what to do about Intelligence and Wisdom attributes?

You could always just discard Intelligence and Wisdom attributes, but there's plenty of things in the AD&D gameworld that do depend on high intelligence and wisdom.

There’s always the idea that you could “just create new skills” to be 1:1 parallels. However, from a roleplaying perspective I happen to like with the idea that those skills DON’T exist as such. Additionally in Fate, I think there's some interesting things in place around the “meta” of things like intelligence and wisdom that I didn't want to mess with. So what to do?

Perhaps asking the question in a more “actionable” way... what are some other options for Fate about characters and rules that deal with very HIGH or very LOW intelligence or wisdom?

Attributes that Have No Fate Skill

I've started from an assumption where the middle range of an attribute typically has little if any effect on modifying the game. So then we'd just need to worry about the lower and upper range of character potential.

Translating LOW Attributes

Fate makes this pretty easy, by having more overtly negative Aspects to represent a character with low attributes.

So, low intelligence might be replaced with an aspect of something like:

  • “...Whaaaaat?”
  • “Tetched in the Haid”
  • “See, it’s on account of this plate in my skull...”

Translating HIGH Attributes

When translating the effect of higher attributes, I think you need to consider what the higher attribute grants the character within the gameworld.

In the case of the Intelligence attribute, one feature requiring high intelligence is that it allows the character to access the higher levels of Magic-User spells (7th through 9th level, specifically).

So, it would be possible to create Stunts like “Exceptional Intelligence” and “Epic Intelligence” for the Wizard class that act as an additional requirement to access higher spell levels. Gametesting would help determine if those stunts would be progressive (one replaces the other), or if one requires another (eg., the stunt to access 9th level spells requires having the stunts to access 8th and 7th level spells).

Gameworld Impact of Translations

With those ideas as a test, then consider the gameworld’s assumptions that are placed on that attribute.

For example, AD&D has Race / Class Restrictions for "Low Intelligence" (9 or less). Working with the idea that a negative aspect about a character’s intelligence could represent low intellect, you could implement that the following races or classes CANNOT have a negative intelligence aspect:

  • Paladins
  • Rangers
  • Assassins
  • Wizards
  • Elves
  • Gnomes
  • Halflings
  • Half-Elves
  • Illusionist


Depending upon how you translate the impact of acquiring a negative intelligence aspect, it might be appropriate to say that the player cannot advance in a class until the aspect is cleared (similar to a curse), or perhaps cannot actively access a race or class’ stunts until the aspect is cleared.

If you follow the Intelligence table in AD&D by rote, then you might also have the following requirements upon a character that reflect having higher intelligence:

  • Illusionist class require stunt "Exceptional Intelligence".
  • 7th level spells require stunt "Fantastic Intelligence"
  • 8th level spells require stunt "Epic Intelligence"
  • 9th level spells require stunt "Legendary Intelligence"

Additionally on the other end of the Intelligence stat spectrum, if you were following Race / Class Restrictions “as is” for high intelligence, you would also need this restriction:

  • Half-orc characters can only get as high as Intelligence stunt "Fantastic Intelligence"

Attributes that Have Skills

Depending upon how particular you want to get, even those skills have direct parallels might need some review. My previous translation method of looking for a metric that can be compared could apply here.

So for example, when comparing the AD&D attribute “Strength” to SotC’s skill “Might”, you could compare the following passage from the DMG, p.15:

Exceptional Strength: Assume further that a strength of 18 indicates that the creature can lift weight equal to its own body weight, or 180 pounds, whichever is the greater, above its head.

A human with an 18 strength and an additional percentile dice roll is able to lift 1 additional pound for every percentage point up to and including 50%, 4 pounds for every percentage point from 51% to 90%, and 8 pounds for each percentage point from 91 % to 00%.

...against SotC’s “Lifting Things” (p. 258)...

Characters have a default amount of weight they can lift and still do something with that weight (like moving slowly, or trying to place it carefully), shown on this page in pounds. If purely lifting without moving – like, say, a heavy portcullis so others can scurry through – they can roughly double that capacity.

...and then decide those descriptions are close enough to equate to roughly the same measure of strength and from this you could find some common metrics. Comparing the numbers, you would end up with the following:

Max overhead lift (STR Attribute) SotC Weight Capacity (Might Skill)
9 = 90 lbs
10 = 100 lbs Poor (-1) = 100 lbs
15 = 150 lbs Mediocre (+0) = 150 lbs
18 = 180 lbs
18/20 = 200 lbs Average (+1) = 200 lbs
18/50 = 230 lbs
18/60 = 270 lbs Fair (+2) = 250 lbs
18/70 = 310 lbs Good (+3) = 300 lbs
18/80 = 350 lbs Great (+4) = 350 lbs
18/90 = 390 lbs Superb (+5) = 400 lbs
Fantastic (+6) = 450 lbs
18/00 = 470 lbs
Epic (+7) = 500 lbs

It appears that the functional difference between an average attribute of 9-12 and the human maximum attribute of 18 is not terribly significant in terms of the Fate scale--it’s the difference between Poor (-1) and Average (+1). This means that generally speaking, there probably isn’t enough granularity within the range of "average human" to "human maximum" in the gameworld to really allow more than just a few stunts (2 or 3) in order to simulate the bonuses associated with high attributes.

Sunday, February 5, 2012

[Don't Hack This Game] Hacking This Game

So back in December, Ryan Macklin and Fred Hicks announced that they were accepting submissions for a Don't Rest Your Head anthology called Don't Hack This Game. The idea was to gather a bunch of unrelated game hacks of DRYH, written by a bunch of different people, in one convenient book-like volume.

I instantly wanted to contribute something, but didn't have any ideas, so I mostly gave it up. Then Ryan decided to push back the deadline a week, and I was like, "All right -- it's on."

So I came up with a pitch -- a mix of FATE and DRYH -- and hit Send about two minutes before the deadline. I didn't know if it'd make it in, but you gotta try, right? (Answer: Yes, you do.) Fortunately, it amused Ryan so much that he extended an invitation to be included! Yay, me.

I can't really say anything more about it right now, but because Sundays are my out-of-the-house, Jill-has-our-son-all-to-herself work days, and today I'm working on my article, I figured I'd mention it. This is a pretty exciting time. Between this, my revision of Half of Everything Is Luck for Stage One, this as-yet untitled quasi-historical Middle Ages supplement for Legends of Anglerre, and Atomic Robo (it's February, so real work on that can now begin!), my cup runneth over. The cup, incidentally, is labeled "Things To Do."

Tuesday, January 24, 2012

[Atomic Robo] Action. Science. Podcast.


More shameless self-promotion! Mike Lafferty interviewed Fred Hicks, Brian Clevinger, and myself about ARRPG for the BAMF! podcast, which you can check out here.

We covered some interesting stuff, including some of our core design goals for ARRPG (many of which I'm pretty sure I've mentioned here on the ol' blog), and extracted from Brian what I'm going to interpret as an ironclad guarantee that the She-Devils (coming up in Atomic Robo volume 8) will receive a detailed treatment in the book. And naturally we talked about Carl Sagan, because... c'mon. Who doesn't want to play Carl Sagan?

Brian also had some incredibly kind words about The Kerberos Club (FATE Edition). I mean, I already knew he liked it, but now it's on the record.

I listen to a ton of podcasts on a regular basis -- mostly comedy podcasts like Comedy Bang Bang, Superego, and Mike and Tom Eat Snacks -- so it was pretty cool to get to be on one for once. Hopefully I didn't make too much of an ass of myself, but I'll leave that judgment up to you, the viewer (I know you're not a viewer).

Monday, January 23, 2012

[Atomic Robo] It's Sagan-tastic!



Dave Chalker over at Critical Hits interviewed Fred Hicks, Brian Clevinger, and me about ARRPG. In amongst the banter, there's some actual information about the game to be had, so check it out.

We're very excited about Carl Sagan. (And crystals.)

Speaking of Dave, does anyone else out there own the Well of Souls RPG? A friend of mine in junior high was absolutely fanatical about the Well of Souls series and waged a near-ceaseless campaign to get the rest of us in our D&D group to read it. (At least, that's how it seemed at the time. He probably just read it and said, "Hey, I really like these books. You guys should read them." Then we blew it all out of proportion.) When I saw the RPG on eBay a few years ago, I had to get it.

Thursday, January 19, 2012

[Atomic Robo] Paper. Plastic. Dice.


I visited Italy with my family when I was about 10 years old -- i.e., too young to really appreciate it -- but the only phrases I still know how to say in Italian are "What does it cost?" and "fried brains," which means I'm in very good shape if I ever need to know the going rate of fried brains in Milan. (So far it hasn't come up.)

Fortunately, Italian person Paolo Cecchetto of Paper and Plastic speaks English just fine, so I had no trouble answering his questions about ARRPG. Pretty sure I didn't stick my foot in my mouth in there anywhere. Still new to being interviewed, y'know. Anyway, check it out.

(While you're at it, also check out his electronically cataloged RPG collection. S'pretty impressive.)