Monday, August 8, 2016

Joined map and a little coloring

I retried another version of the northern map. The roughness of texture is very apparent once joined. There are even a few joining differences.

Also I experimented with some light green,  green and dark green for indicators of grasslands and forests. Two grey spots were supposed to indicate burnt areas, but I don't really like how they turned out.

I hand painted the upper lake. The big lack in the southern map came with the topographical info for the ocean and world, which has a different color. 


Sunday, August 7, 2016

Aioskoru: Northwest and Southwest Semimanus

I'm experimenting with different ways to make texture and water. The top one is my first map with water. The bottom one I did today, attempting to make the texture smoother. These two maps somewhat connect





ABS12: Action Speed

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

Looking at a few different variable systems, I think I want to try something relatively simple. By using Speed/5 I am guessing that the normal range will end up.

With EL = 1 to 12 and bonuses equaling 1 to 3 so far ( with some plans to maybe go to 6 or 7

Speed 1 to 5 = 1 action
Speed 6 to 10 = 2 actions
Speed 11 to 15 = 3 actions
Speed 16 to 20 == 4 actions

Speed
Speed is the speed of a character used for initiative, action speed, and movement which if no bonus is shown then there is no bonus. Receiving a speed bonus from special verb actions depends on the situation. If a character has fly 3, then the 3 speed for flying only applies if they are flying.

Speed = 1 + EL + speed bonus for description + speed bonus for special verb actions if the situation fits the bonus.

Action Speed
Action Speed is based on the characters speed for that EL. It represents how fast that they act and how many times. It is the number of actions the character can do
Action Speed = Speed/5 rounded up

Movement
I'll work on distance another day.

None of the creatures in the system have had their speeds changed to reflect these changes. I'll have to spend time to change them in the future.

A Basic System 12 (ABS12)

Index of my blog

ABS12: Healing

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

I looked over many systems. Realistic games heal slower. Most fantasy games heal in one day. Cinematic games heal after each scene.

Because of that I'll implement a scaling system with 3 levels into ABS12.

Natural Healing Rate
How quickly a character recovers depends on the type of game being played.

Healing rates 
Realistic = 1 Life per day
Standard = Restore all life with full sleep
Cinematic = Restore life after each scene


My Research Notes
For D20 related games

Hit points are based on character classes  which assigns a hit dice and modified by constitution stat and/or magic. Race modifies constitution occasionally. A creature size determines their hit dice. Level determines the number of hit dice and modifier multiplier.

5e
Looking at 5e, healing can takes place quickly by magic for instant healing through a power or potion. Short rests can be used to spend hit dice to recover hit points by rolling + con modifier. Long rests can recover hit dice. 8 hours of resting can restore all of the hit dice spent.

3.5e
Different than 5e, characters recover 1 hp/level after 8 hrs of rest.

Basic Fantasy RPG
Recovers 1HP/ 6 hours of sleep - CON modifier. If fully bed rest, add +1 HP recovered.

Dungeon World
Make Camp move recovers half of your total HP amount.
Recovery move recovers all of your total HP amount after a full day of rest.

Fantasy Craft
Vitality is based on one's class + CON modifier.

A regular character looses all accumulated damage at the end of a scene.
A special character regains 1 vitality per career level per hour of rest & 1 vitality per day.
Mend check (DR: 15) heals 2d6 damage.

Other Games
Barbarians of Lemuria
Hit points are based on 10 + STR. After 10 to 15 min rest, heal half. After that, 1 HP/day.

Action!
A character's Life (LIF) equals three times Health (HLT) plus two times Will (WIL).

Wounds
Superficial 1xHLT
Light Wound 2xHLT
Serious Wound 3xHLT
Critical Wound 4xHLT
Fatal Wound 5xHLT

Action! uses three levels of healing depending on the type of game being played. Realistic mode has it's three types of healing as hour for stunning, week for lethal, and month for special damage. Cinematic mode has minute for stunning, day for lethal, and week for special damage. Extreme mode has turn for stunning, day for lethal, and day for special damage.

Fate
Each character has by default 2 physical stress and 2 mental stress with values of 1point and 2point. They also have 3 consequence slots: mild, moderate, and severe. Physique adds physical stress boxes with higher values. Will adds mental stress boxes with higher values.Both can add an additional mild consequence at superb rating.

At the end of the conflict after taking a breath, all stress return to their original states.
Mild consequences recover in one scene. Moderate consequences recover in one session. Severe consequences recover in one scenario.

D6
Cumulating Wounds. Two wounded. One Neutralized. One Mortally Wounded.

Strength roll
Wounded: 3 days rest, roll.
Wounded twice: 3 days rest, roll.
Neutralized: 2 weeks rest, roll.
Mortally Wounded: 1 month rest, roll.

D6 has an optional localized wound system. It's a 2d6 roll. With head, neck, eyes, ears, arms, legs, torso, heart, and ribcage results and states.

D100
Hit points equals (Size+Constitution)/2. Races may modify SIZ and CON. Major wounds equals HP/2.

Minor injuries CON/4 HP/24 hours
Major Wound must do a healing test & recover 1 HP/day

TriStatdX
Health points equals (Body+Soul)*5.
Recovery is the amount of the Body stat per day.

Risus
Cliche dice regained at the end of combat at a healing rate determined by the GM.

PDQ
Recover all ranks if not in danger.
Recover 1d6 ranks if still in danger. GM decides when to recover additional ranks.

USR
Hits equals Action die + Wits die.

A Basic System 12 (ABS12)
Index of my blog

Saturday, August 6, 2016

Fantasy Constructed Languages Part 1: Sounds

Other fantasy language posts
Creating a fantasy languageElfin and Orcish amount of words so far
Fantasy Constructed Languages Part 1: Sounds
Fantasy Constructed Languages Part 2: Parts of speech - nouns
Fantasy Constructed Languages Part 3: Parts of speech - adjectives
Fantasy Constructed Languages Part 4: Parts of speech - articles, quantifiers, prepositions, questions
Fantasy Constructed Languages Part 5: Parts of speech - why, pronouns, conjunctions,

I mentioned elsewhere that I had plans to write more about fantasy constructed languages. This post might help begin that series beyond the few notes that I have made in other posts.

I wanted to do a foundation post for fantasy constructed languages.

A good place to start is to look over range of the basic sounds that will make up a language. I begin with basic English sounds which are vowels and consonants which make up syllables. I then list other sounds from other languages to compare with English.

I'm not looking to explaining the linguistic terms and concepts, so I'll try to present the basic information using as few of terms as I can - without going into phonology that much.

vowel - a basic speech sound formed by an open flow of air and vocalized vibration of the vocal chords without friction

consonant - a basic speech sound formed by an obstruction of air flow, when combined with a vowel form a syllable

syllable - a basic speech unit that forms part of a word or an entire word having at least one vowel sound, with or without surrounding consonants.

English sounds are described by how they are spoken using one's mouth. The spoken English language isn't the only form of the language. It is also written and even signed using hands for those impaired. But I'll focus on the spoken form sounds of English.

Vowels are described by either being vocalized from the front, middle, or back of the mouth near the throat. Also they are described by how high the tongue is to the rough of the mouth, or how the tongue moves - by opening or closing.

Vowels
Front
High
beat

Closed
day

Open
bet

Low
fat

Opening
tie

Closing
yes

Middle
Open
it

Back
High
fruit

cook

Closed
oak

Open
ought

Low
bot

Consonants are obstructions of the air flow. They can be described by the main postitions and location of the sound origin. Some are vocalized with vibration and some are silent sounded by the forced air alone.

Consonants
Lips
b, m, p, w

Lips & teeth
v, f

Tongue + teeth
th, thz, t, d

Between tongue & teeth
s, z

Between tongue & teeth, more space
sh, zh

Tongue + front roof
n

Tongue + roof
ny

Tongue + back roof
k, g, ng, q, x

Throat
h

Close & plosive
b, p, t, d, k, g

Hissing
f, sh, zh, kh

Stop + hiss
j, ts, ch, dj

Slight obstruction
l, r, h, w, y

What about other sounds such as the tapping of teeth together, the farting sound, or a grunt. They might also be able to be consonants and vowels. In English, they already have meaning in conversation anyway.

Comparing to other languages
One way to learn different sounds is by looking at foreign languages. I'm just an amateur language person, but I have studied Spanish, French, and Japanese in school. I also learned Tagalog fairly fluently while living in the Philippines for several years. Even with my limited knowledge, I've tried to look at Hebrew and Chinese for some knowledge as well. Spending a little time with Native American languages is also worthwhile.

Tagalog - one official Filipino language - uses different consonants and more limited vowels than English. It uses just five vowels, six combination vowels, and twenty consonants. Being a newer language, words are spelled as they sound. Vowels a, i, u, e, o ay, oy, uy, iw, aw, ey, Consonants b, k, d, f, g, h, l, ly, m, n, ny, ng, p, r, s, t, ts, w, y, z

Japanese - uses the five main vowels like Tagalog. It however uses much fewer consonants. Vowels a, i, u, e, o. Consonants k, s/sh, t/ch/ts, n, h/f, m, y, r, w, -n

Hebrew - uses six main vowels. Vowels a, ee, ay, e, o, oo. Consonants b, v, g, d, h, v, z, ch, l, m, n, s, p, f, ts, k, r, sh, s, t

Inuktitut - uses three main vowels. Vowels i, u, a. Consonants h, p, t, k, g, m, n, l, s, j, r, v, q, ng, lh, nng

Cherokee - uses six main vowels. Vowels a, e, i, o, u, v. Consonants g/k, h, l, m, n/nh/nah, q, s, t/d, dl, tl, ts, w, y

Nahuatl (Aztec) - has four main short vowels with long form. Vowels a, e, i, o, aa, ee, ii, oo. Consonants ch, h, k, kw, l, m, n, p, t, tl, ts(z), x, y, s, w

Chinese - uses four tones in addition to seventeen vowel & combinations. Vowels a, o, e, i, ai, ei, ou, ao. iao, ia, iu, ua, uo, uai, ui, ua, ue. Consonants b, p, m, f, d, t, n, l, g, k, h, s, c, r, sh, zh, ch, x, j, q, w, y, -ng, -n

Hindi - uses thirteen vowels. Vowels aa, aa(a), ei, ee, ou, oo, ae, aey, ou, auo, aum, aha, aum. Consonants k, kh, g, gh, n, ch, chh, j, jh, tr, t, th, d, dh, ph, b, bh, m, y, r, l, v, sh, shh, s, h, ksh, gy, shr


Interesting to fantasy languages would be other sounds caused by different species of creatures.

So most language constructing people begin by choosing what sounds will be in the language. They may try to create their own, or adopt portions from existing languages.

Heavy & harsh
Languages are all relative to other languages. In English, back-of-the-throat heavy languages sounds - especially coughing type sounds - sometimes more harsh. These are k, g, q, x, ng, ch (spoken as K), and nk dominant sound languages. Sometimes d and v sounds heavier. For vowels, O and A are harsher than I and E. They speak louder and stronger.

Melodic & light
Front of the mouth languages sound more melodic and lighter to many English speakers. Front of the mouth sounds such as l, r, s, f, n, ts, y, and vowels i, and e dominant sound languages may sound more melodic.

Hissing Languages
These types of languages use many s, z, sh, zh, th, j, v, and f sounds using the teeth as the dominant sound tool. They may sound more snake-like.

ABS12: Next focuses

I did a few more editing to my next PDF version of ABS12, which I hope will be good enough for RPGNow or even Amazon, if I can fix a few things.

1. I need to figure out what I will do for Speed stat for combat and movement speed.
2. I want to figure out a better simple healing mechanic, a little more realistic then "all wounds are healed after a battle".
3. I need to figure out how I am going to include equipment, mounts, and other stuff.as verbs and adjectives possibly.

All three of these I may research in the next few ABS12 posts.

A Basic System 12 (ABS12)

Friday, August 5, 2016

Character Creation Time

I posted this in the Rolemaster Unified (RMU) beta forum. I thought it would also make an interesting blog post. Many have played systems where much time is spent with the game in creating the actual character. 3.5, PF, and RM2 is known for being systems that players can spend days planning their characters.

Creating characters may be fun. I have fun creating them for stories. But it's only part of the game. The actual game is using the characters to interact with the fictional world. Because of that, I believe that character creation should be kept minimal. That is one reason why I did the Story v RPG series. So that I could look into sociology & psychology for established patterns - saving time.

I begin by breaking down the time to create my beta 2 characters into four major steps.


I was thinking some people might find this interesting.

Rolemaster Unified Character Time Break-Down
In the test play I ended up making three characters. The time it took to create those characters were from 40 to 60 minutes each - about one hour each.

5 to 10 min choosing race, culture, profession, rolling initial stats, switching stats, and improving 2 stats.
10 min selecting ten culture bonuses, 2 min selecting knacks.
5 to 10 min selecting talents if applicable.
20 to 30 min selecting skills & spells (if applicable).

The last month I tested eight different gaming systems, besides RMU.

I place RMU the third fastest, much faster than the average system that I tried.

Time to create a Character & Stress
Here are the stats from character creation and how I felt after creating the character due to the stress.

HeroQuest; 0.5 hr - felt easy
Dungeon World; 0.5 hr - felt easy
Rolemaster Unified; 0.75 to 1 hr - felt good
OpenQuest; 1.333 hr - felt good
JAGS; 1.5 hr - felt alright
Hackmaster; 1.5 hr - felt alright
Radiance; 2 hr - felt rough
Whats Old is New 2 hr - felt rough
Unchained Heroes; 3 hr - was going crazy
1.541625   avg
1.5   median
0.5   mode
0.8249699453   stand dev

Prior Experience with the systems
For all the games, I had never played any of them. I only spent time browsing through the rules before trying to make a character.

For RMU, I read through the rules before creating any characters. I've never played a RM system even though I owned RM2 box set in the late 80s. I only ran MERP with Arms Law & Claw Law + Spell Law up to somewhere in the early 90s. Character info for that game was extremely different.

I don't have MERPS time. It was probably .5 hrs if I did it today, just guessing. I threw away all my books years ago. I do have RMX also and that free HARP Lite download but haven't made anything and don't want to so far. RMU caught my attention more.

A follow up post
I have a follow up post that I will do another time which has my suggestion to speed up play and lessen character creation time.