Showing posts with label Advantages. Show all posts
Showing posts with label Advantages. Show all posts

Sunday, May 29, 2016

ABS12: Test play, Game System combat & skill + Solo Game Engine + Fact Generator

ABS12 Solo Game Engine and Fact Generator
ABS12: Basic Fact Generator
ABS12 Solo Game Engine: Additionals, Branching, & Conditionals
ABS12: Synonyms for writing using the ABS12 Solo Game Engine
Testing the ABS12 Solo Engine and Fact Generator
ABS12: Story Engine
ABS12: Drama Escalator

ABS: Solo Gaming Engine - flexible version It contains 1d6, 1d8, Fate, Fudge, 1d10, 1d12, 2d6, 3d6, 1d20, 4d6 JAGS, and 1d100 columns and modifiers.

Picture I made after the story was written. A collage of three images. In the actual story, Dwima has one elven blade not two

In this session, I want to try planning to test the skill, combat, solo engine, and fact generator all together if possible to see how they work so far. All of them can be found in the ABS12 gaming system.

In the last test I tried a PL1 fighter vs PL1 fighter. In this one I will try a PL1 fighter with a PL0 encounter.

I will set up the game story first. Each step I will show the work of how those ideas were created. Then I will start the story. When I need a decision I'll use the solo game system. For ideas and story, I'll use the fact generator. For combat I'll use the ABS12 combat system.

After the game detailed story I will do an analysis of the game system and story results.

I will end by cleaning up the story and presenting a more readable first draft of the story with minimal editing. This should be easier to read. But first I begin with the story framework.

Genre: I want to this to be a fighter character in a fantasy setting.

Characters:
Dwima the elven fighter PL1

Fighter11Lf 4Sp 5Def 61d12/3SwordRescue+21Speed3
vs

a grunt orc fighter PL0

Fighter00Lf 0.5Sp 1Def 41d12/3SwordRescue +20Fighting0Speed0

Roll for Scene Location
Rolling for setting seeds using the fact generator.

I'll roll 4 and see if it's enough.

1d12 = 3 = Taste; 1d12 = 12 = Suck
1d12 = 12 = Description; 1d12 = 7 = Small
1d12 = 4 = Hear; 1d12 = 12 = Background
1d12 = 3 = Taste; 1d12 = 12 = Sweet

To me these two words fit togheter like tasting a sweet fruit. Small, Sweet
And these means hearing something in the distance. Suck, Background

I roll one more time to clearify.
1d12 = 8 = Time; 1d12 = 1 = Stop

Scene Setting
Okay, the scene is that Dwima is outside in an orchard tasting a sweet fruit - a golden juicy peach - when in the short distance he hears the sound of an orc sucking loudly on peaches coming down the rows of peach trees. That sound stops him immediately and he will go into action.

Note on the orc language
When the orc speaks, I will use some of the orc vocabulary and grammar that I made for Aioskoru several months ago, which will be unreadable to others. That is until I publish that orc dictionary sometime in the future.


It was beyond delicious.

The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.

It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.

This is most likely the best food I have ever tasted.

He felt his spirits lifted and having nearly lost his sanity.

"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.

[Does Dwima recognized the orc voice words in his hunger? -2 Somewhat Unlikely in his starved state; 1d12 = 4 - 2 = 2; No, also > Not only does he not recognize the orc's words in his hunger + ]
[Rolling twice for other negative seeds. 5 = Scent, 6 = Woody; 8 = Time, 8 = Old; Old + Woody scent > The scent of the old peach tree orchard wood distracts him as well]

The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.

"This is the best place ever," he shouted and began a dance around amount the fruit trees."

It reminded him of last year's harvest feast, among the myrtle trees.

[The young orc heard the shout and chooses to attack the distracted and slightly insane elf Dwima.
The orc is at an advantage due to the distraction. 1d12 = 5, 1d12 = 6, the 6 is higher.
Offensive roll 1d12 + PL + DL + PL Damage roll
Orc Offensive roll 6 + 0 + 0 (3/3) = 7

Defensive roll 1d12 + PL Defense
Dwima is at a disadvantage due to being distracted.
1d12 = 4, 1d12 = 11, the 4 is lower
Dwima Defensive roll 4 + 6 = 10

The orc's roll is only half way of the possible results - not very good, despite having an advantage.
In addition, the damage portion isn't very good - only 1 out of 4. So obviously, the orc didn't attack well and the situation wasn't great

I roll a quick single time to help explain why.
1d12 = 6 = Think, 1d12 = 8 = Observe
Think, Observe > I interpret this then that the young orc is so focused at hitting the elf that it forgets to to watch it's step.

It does hit Dwima because the 6 exceeded the 4 situation and 2 more skill, but the plate armor easily protected Dwima - only 1 damage to the 4 armor.]

Dwima brought the peach up to -.

He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.

Removing his long elven blade, he prepared to fight back.

The scent of wood receded as Dwima squinted and sized up his would be assailant.

"You son of a troll," he brought sword sideways in an arc.

[1d12 = 9 + 1 + 1 + (1d12=3/3) = 12 attack roll
1d12 = 9 + 4 = 13 defense]

Despite his well place blow, it wasn't enough to penetrate the black stinking plate armor.


[I'm going to drop narration and continue when something happens, focusing on major battle events.

Orc attack 5 + (10/3) = 8
Dwima defense 10 + 6 = 16

Dwima attack 6 + 2 + (5/3) = 9
Orc defense 6 + 4 = 10

Orc attack 5 + (8/3) = 8
Dwima defense  2 + 6 = 8]

After several clash of blades, the orc thrust at his throat.

Dwima panicked and barely was able to turn, to avoid possible death.

The orc was grinning a ghastly smile, fangs dripping with saliva.

His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.

[Dwima 11 + 2 + (8/3) = 15
Orc 6 + 4 = 10
15 - 10 = 5 > 4 = Spectacular success
Orc Life 0.5 - 5 = Dead
Spectacular Success + Kill!]

Dwima jumped forward, swinging his blade before the orc could respond.

He felt his blade crunch into the side of orc's head.

The orc's smile and grin froze. Slowly its face muscles slackened.

He yanked the blade from the skull, and the orc fell to the ground.

The trembling in his hands, briefly gone for that moment, returned.

He dropped his blade and fell to the ground.

[6 = Think, 3 = Apply, what does Diwam learn from this experience?]

I need to be more careful.

That old woody scent now felt threatening.

Sitting under the peach tree looking up, he saw one of the peaches drop towards him.

Reaching up, he caught it with one hand.

He held the peach in the air strong and steady. His trembling had dissipated.

Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.

The peaches are good, but not that good.

After he gathered what was valuable from the orc and eating several more peaches.

He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.

A desperate need to answer questions entered his mind.

What was this orc doing? Do they plan on attacking the villages?

And have they already done so?

He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.

Dwima gathered his gear and headed down the hill towards closest village near the distant river.

Analysis of the Tools
The tools performed pretty well, I think.

It takes me a while to write the bracket material. At first I felt the need to write everything out even the little details to explain the process. As time went by, I created more shorthand form.

The entire setting was a surprise. I added details to try to add significance to orchard.

I figured Dwima would fail, but not by that much. When he did, it forced me to explain how he would be caught totally off guard. That's why I fished for another clue and got the woody scent. So that became my explanation for why he was even more distracted.

The battle, I thought he would take down the orc quicker.

I sort of like how the orc almost hit Dwima.

For more effect, I added my own detail of the 'trembling hands' to help shed a little light on his uncertainty and near broken spirit.

Amazingly the next action was an overwhelming success, which received one of the new rules that I added after last test, the spectacular success. I checked to make sure it was a kill, which at PL 0 is 0.5 Life because they haven't received training yet (I don't think I've updated that in the core book yet). Any damage would have killed this orc.

I one more time and got the think-apply which was a great reminder for Dwima to be more careful and apply what he has learned.

For the rest of the scene I added my own interpretation and wanted to end on a somewhat contrasting and returning back to the beginning with the peach.

I wanted to end the scene with a little bad news - the orc's map. That way the story would have fuel to continue.

Main concern
Mechanic wise, I don't like rolling against myself during combat. It slightly feels like I am fighting myself. I will search out a method to help reduce this feeling.


"Peaches and Blades"
a scene by Ken Wickham 
Copyright © 2016

It was beyond delicious.

The sweat nectar of the morian golden peach dripped down the sides of Dwima's mouth as he slowly and carefully took bites from the delicious golden goodness.

It filled his stomach and helped ease the hunger pains that he had been experiencing the last few days during the long hot days of crossing the eastern wasteland. Days when all he saw was grey barren flatland sprinkled with burnt oases.

This is most likely the best food I have ever tasted.

He felt his spirits lifted and having nearly lost his sanity.

"Vinun ka ava kiut kokorov," said a deep gurgled voice, just over the crest of the small rolling orchard hill.

The sweet taste and euphoria that the peach together with the old woody peach tree aroma overtook Dwima's mind.

"This is the best place ever," he shouted and began a dance around amount the fruit trees."

It reminded him of last year's harvest feast, among the myrtle trees.

Dwima brought the peach up to -.

He felt his armor jolt in a violent chorus. His plate armor rang out like frantic bell ringer. The shock of the blast temporarily shook him causing him to loose his breath for a moment. He shook his head to clear his head and gasped to gulp in some air. He turned his head to see the stone grey features of an orc trying to regain balance.

Removing his long elven blade, he prepared to fight back.

The scent of wood receded as Dwima squinted and sized up his would be assailant.

"You son of a troll," he brought sword sideways in an arc.

After several clash of blades, the orc thrust at his throat.

Dwima panicked and barely was able to turn, to avoid possible death.

The orc was grinning a ghastly smile, fangs dripping with saliva.

His grip slightly trembled. Taking a deep breath of the air, he tried to regain his focus on the annoying grey beast in front of him.

Dwima jumped forward, swinging his blade before the orc could respond.

He felt his blade crunch into the side of orc's head.

The orc's smile and grin froze. Slowly its face muscles slackened.

He yanked the blade from the skull, and the orc fell to the ground.

The trembling in his hands, briefly gone for that moment, returned.

He dropped his blade and fell to the ground.

I need to be more careful.

That old woody scent now felt threatening.

Sitting under the peach tree looking up, he saw one of the peaches drop towards him.

Reaching up, he caught it with one hand.

He held the peach in the air strong and steady. His trembling had dissipated.

Sitting up, looking over the peach briefly, he bit into the peach enjoying and replenishing his strength.

The peaches are good, but not that good.

After he gathered what was valuable from the orc and eating several more peaches.

He stared at a map that he found in the orc's pack. The map showed nearby village locations. Strange orcish markings wrote notes across the map. He tensed his stomach as he saw red ink arrows pointing towards the various villages.

A desperate need to answer questions entered his mind.

What was this orc doing? Do they plan on attacking the villages?

And have they already done so?

He looked in the direction of one of the marked villages. He could make out the river on the map in the distance.

Dwima gathered his gear and headed down the hill towards closest village near the distant river.


Tuesday, May 10, 2016

Story vs RPG Part 3: Character Information

Story vs RPG Series
Story: Elements
Story vs RPG Part 3: Character Information
Story v RPG Part 5: Personality Types
Story v RPG Part 6: Alignment, Morality, and Ethics
Story vs RPG Part 7: Character Needs
Story vs RPG Part 8: Character emotions
Story vs RPG Part 9: Lies - Our characters darkest secrets
Story vs RPG Part 10: Setting - cultures
Story vs RPG Part 11: Pair Dynamics
Story and Game Structure: Storylines
Story vs RPG Part 12: Larger groups - conformity & deviance

If you like this series support it by buying it today for kindle all in one file and without advertisement. Available in most countries that Amazon supports. 

This is the third post in this series. It will first look at the character tools of RPGs and story writing: character sheets and profiles. It will look at the similarities and the differences. It will then consider challenges in converting from one to the other, focusing on what information may be lacking.

Character Sheet vs Profile

At first it seems naturally easy.

So you want to take a character from a game into a story or the other way around.

Doing so may be harder than it may appear.

I'll start with RPGs because characterization for them is more obvious and standardized than in writing stories. This information pertains to main characters mostly: role-playing games (RPGs) - player characters (PCs) and non-player characters (NPCs); Stories - protagonist, antagonist, supporting characters such as mentor, sidekick, hero, heroine, villain, antihero, seductress, storyteller, fool, etc.

RPG Character Sheet

A small image of the official D&D Basic Char

Character Sheets
Normally in RPGs each character will have a character sheet, which has information describing the character. Such information normally includes the name and  stats to represent values to that character. The values might represent amount of lifeforce, supernatural power, natural abilities (such as strength, dexterity, etc.), learned skills, unusual talents, disadvantages, and species traits. In addition, clothing, armor, equipment, money, and other tools might be recorded as well as less functional cosmetic items and features that represent something to show individual taste for that character. The games vary somewhat, but most of the time just by knowing one system you are somewhat familiar on reading other system character sheets.

Alignment and Personality
The main way to differentiate character personality is by alignment or a personality type if the game system has such functions. Alignments sort of are short descriptions of character motivation, decision making, and an indicator of behavior. Some games may include deity or belief system information which helps describe the character to help the players think as the character would when deciding what to do in different situations.

Backstory
Sometimes a backstory is written that further helps define the RPG character, however it's normally optional.

Story Character Profile

A sample of character profile information

Character Profile, Bible, Notebook, & Notes
Keeping track of character information in writing helps creativity and when editing the story. Sometimes the information is called a character profile or character bible - which I will use in this post to differentiate from RPGs. Or it might just be notes, in a notebook, or a file on the computer.

Varied Author Techniques
In writing stories, character information is more varied. Different authors use different techniques. Most fiction writing instructional sources teach that it is best to keep track of character information in order to keep your characters consistent. It is easy to forget some aspect of a character that you wrote in an earlier part of the story and wrote something else in a later part of the story.

Story Character Information
Name and Physical description
Like RPGs character information normally begins with the character name. You may even include a short description of the character's role in the story. Physical descriptions may be written down so that you don't accidentally change the character's hair or eye color or something easily forgotten like that.

Personalities
Some writers use character personality types. They may use archetypes, Myers Briggs, enneagram, a person that they know, or other personality type systems. Personality helps create a more realistic character if differences are added to make the characters less stereotypical and cliche.

Backstory
Most writing sources mention to write some backstory information about each main character, even though that information might not actually be used in the story. Main events that occur from birth to the character's current age may be written down. All of this backstory and main events help to determine the character's belief system, core belief values, triggers for motivation, emotional makeup - all which helps to determine the motivational drives that leads to ambition and character goals. It will help to flesh out the conflict based on different characters having conflicting wants, needs, and desires.

Another important information most systems included is to create relationship connections. How do the characters relate to one another?

RPG & Story Character Info Similarities

Some of the information between the two media seems similar. The both record character sheets and profiles have names, physical traits, and information for abilities and roles in the cast of characters.

RPG & Story Character Info Differences

Some of the information differs at least in stating what is more important and the depth of such information. I will point the differences that I see based on details first - numerical vs description - and then focus - victories vs failure. Following that, I will examine some troubles when converting from one to the other.

Numerical vs Description/Details

RPGs generally are more numerical so that the values can influence probability when influencing random probability. Abilities are more important in games. Whereas story writers normally have more depth, details, and descriptions in their character bibles. Motivation for actions, decisions, and behavior becomes more important in stories.

Victories vs Failure focus

RPG characters are trying to maximize victories by using their higher value abilities or tactics, even in the face of challenges. Story characters focus on conflict - normally a series of failures, setbacks, and struggles - until the final hopeful victory at the climax of the story. Or it may end tragic.

Converting from a Story to a RPG

Existing Game Systems
If you are trying to find a game system to run your story world, there are many systems, each highlighting different facets of interaction and actions. If you don't know what system you are trying to convert your story into, you'll need to take time to compare each one or to ask around for suggestions. Speak with your most knowledgeable tabletop gamer friend or acquaintance. Or head to a RPG forum or online group to ask for suggestions.

Numeric Values & Abilities
Many times the character profiles for a story is very detailed with backstory. In converting over to a game numeric values need to be assigned to the character for abilities. Story writing isn't as systematic and point based, so attention may be required to restricting the character to an allotted point system. Many times the story profile doesn't even cover some of the abilities that the character will end up having in the game. For example, a romance novel may focus on how charismatic or intelligent a character is, but not how strong or quick they are. So possibly some thought and analysis may be needed when addressing details not written in the profile.

Experience and Level
Games may run on a system of levels. Because of this, you may have to consider the background information and figure out which of those experiences may have cause your character to level. If so, what level would that character be at the beginning of the story. Many systems allow the characters to improve their abilities as they increase in level from experience.

Remaining Background
The character profile will most likely have details that do not transfer over to the character sheets, such as a lot of background story. That information however helps flesh out the character to be more dramatic and have their own character voice. You can add that character story on to the end of the character sheet.

Converting from a RPG to a Story

Character Depth
This is, to me, much harder than converting a story character to a RPG character. The main reason being that most characters are extremely shallow, showing too little in terms of depth and background. Unless the player has gone out of their way to add those details in background, details that come from random or picked background options in systems is normally on the first layer of details needed to write believable plots and conflicts. Dark secrets, weaknesses, and disadvantages may have to be added to a character without blemish. Character relationships may have to be constructed, showing how different characters connect to them. Most character sheets are made to highlight strengths rather than to reveal dark secrets, weaknesses, and relationships needed to create a compelling story.

Character Personality
Because of this, new character motives, desire, personality, and background events may have to be written to deepen the shallow character facade. What does the character believe, know, wish for, need, and desire? If all one has is an alignment, details showing how that alignment fits in with the character's past and personality may be explained. Exceptions in the form of dark secrets may reveal time periods that are great in stories when the character doesn't follow the alignment or personality.

Character Voice
After the depth of the character is revealed, finding and honing in to the character voice may be needed. In game, the players voice acts and substitutes for the character. With the information gained from digging deeper, the personality can reveal a more consistent and less cliche character voice.

In the next post

In the next post I may compare alignment to archetypes, Myers Brigg, and enneagram if I have enough time to finish it quickly. If not it may be something else.

ABS12 system

Thursday, May 5, 2016

ABS12: Favorable, unfavorable, defense, damage, nouns, verbs, adjectives, adverbs, definitions

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

The first thing I need to do is add a mechanic for situations that are favorable or unfavorable.

Situations: Favorable and Unfavorable
There will be certain periods of times that because of environmental, tactical, strategical, setting, psychological, social, emotional, or other reasons actions will be done more easily or difficult. These reasons could be weather, lighting, slope of a hill, a distraction, slippery surface, being under a fearful state, fighting in water, fighting behind an object, or almost anything.

If more than one condition both favorable and unfavorable exists in a situation the total for favorable must be weighed against the total unfavorable.  This comparison will determine whether or not the conditions cancel each other out or leaves the character with a more favorable or unfavorable total situation. Therefore, situations can be balanced having no modifier, favorable, or unfavorable. Balanced situations roll normal with 1d12 for the action.

If they are not balanced, the character will be in a favorable or unfavorable situation and will roll two dice.

Favorable: the higher of 2d12
If situations and influences are determined favorable, then to show that advantage the character rolls two dice instead of just one. The higher of the two rolls is picked for the result, and the lower roll is ignored.

Unfavorable: the lower of 2d12
If situations and influences are determined unfavorable, then to show that disadvantage the character rolls two dice instead of just one. The lower of the two rolls is picked for the result, and the higher roll is ignored.

Also, an explanatory section needs to be added in the character section describing defense and damage.

PL Defense
PL Defense is the amount of protection that natural or worn armor provides to a character.

PL Damage
PL Damage is the character's amount of  primary melee damage done if they hit the opponent during melee combat.

For certain sections I added language that describes the elements as nouns, definitions, verbs, adverbs, and adjectives. I do so to help sculpt the system into a story writing system if possible

Descriptions are nouns. Descriptions are definitions in that they define what a character can do (skills: verbs) and how a character does it (PL bonus: adverb or adjective). It represents overall skill and expertise.
Skills are verbs.
Power Level and Description Level are adverbs and adjectives.


A Basic System 12 (ABS12)
Index of my blog

Saturday, April 30, 2016

Attributes, skills, and special gifts


Scope

For another series, I wanted to focus on how gamer developers have made the decision to record statistics such as attributes, skills, advantages/gifts, and disadvantages - the modifiers related to characters directly. The actual numbers (values) will not be considered, which are being looked at the Dice, cards, and probability series. However, formulas that show how they interact with each other will be examined. The post will not look at situation modifiers - modifiers related to influences outside the character or due to the environmental situation.

As foundation, first looking at the terms and concepts will first be analyzed. Then formula variations of the elements effecting performance are listed. Finally, a model showing the relationship of popular attributes is presented.

Terms

attribute - normally represent innate or inherent features and characteristics of the nouns being considered, that cause something else to perform in a certain manner.

attribute, characteristic, aspect, trait, quality, fact, point, statistic, stat, feature, element, detail, particular, consideration, facet, specific, part, unit, component, angle, slant, hallmark, mark, sign, distinction

skill - an ability, which can be learned, to do something well.

skill, skill set, expertise, knowledge, proficiency, adeptness, adroitness, deftness, ability, prowess, mastery, competence, capability, aptitude, accomplishment, facility, talent, know how

gift - unusual natural ability or talent.

gift, talent, advantage, flair, forte, specialty, knack, brilliance, touch, genius, endowment, edge, superiority, dominance, ascendancy, supremacy, asset, benefit, blessing, virtue, pro,  plus

flaw- a mark, fault, or other imperfection that impears a character
disadvantage, flaw, downside, snag, hindrance, weakness, defect, fault, con, trouble, problem, complication, difficulty, blemish, imperfection, inadequacy, shortcoming, limitation, failing, deficiency, failing, glitch, minus


Formula Variations

attribute

attribute + skill

attribute + skill + gift - flaw

attribute + gift - flaw

skill

skill + gift - flaw

gift - flaw

Several variations of which and what factors affect character performance depend on which of the above elements are available in a given game system.

Categorized Chart of Attributes for RPGs ver 1.0

This model I present as a means to show attributes used in different RPG game systems. I have color coded the areas of life using primary colors of red, blue, yellow, and plus white. Secondary colors are used for resources for those areas of life, which are connected to and touching the other attributes of the area in green, purple, orange, and magenta.

Grey is used for defense and aqua for luck.

I have place the attributes in columns.

The first column in the circle is an overall rating for level or challenge rating. In a few games, this is the only statistic which represents the character's entire abilities and power.

The second column in ovals breaks the overall rating down to body, mind, soul, social, defense, and luck. Not all games use all of these. Some use only three and then derive the others from the three.

The third and fourth column in parallelograms lists some names for attributes and alternative names.


The fifth column in squares lists approaches from FAE which describe "How" something is performed.




A Basic System 12 (ABS12)
Index of my blog