Archive for June, 2016

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Genre Scaffolding

June 18, 2016

I’m slowing forming a Mekton campaign in my head.  Between the busy season at work and less brainpower for thinking (age, post-chemo, whatever), I’m realizing how much harder it is to set up games with older, traditional games that are set up to do “broad genre” ideas instead of more specific ones.

For example, while Lord of the Rings, Journey to the West, The Mahabharata, and The 1001 Nights are all “fantasy” which you could theoretically play using D&D rules, capturing the correct feel and pacing depends on:

  • The GM knowing the genre and setting scenes & NPC actions around it
  • The Players knowing the genre and setting characters and action around it
  • Constant selective use/disuse of mechanics to appropriately model the specific feel
  • and/or house rules specifically set to bend the game towards that end

…compared to a focused, well designed game which sets everyone towards the same goal and understanding from the start, with rules to back it up – which is a lot less work to play and keep going.

For the Mekton game, I’m having to dissect the specific things I want from a mecha story to even get to framing the situation to sell to players.  While I could easily point-build a billion and one robots, or stat up characters upon characters, the part I’m not supported in, is navigating what conflicts, cast design, etc. tends to make the juicy parts of the specific things I’m looking for.

I have no Genre Scaffolding upon which to build, so I have to make my own.

Once I have that skeleton in place, then the ideas about what kinds of conflicts or characters make sense, and only then can I pitch it to players AND give them some guidelines of what kinds of characters to make.

I’m guessing once that’s nailed down, the rest is easy, but I’m also comparing this to other games where this isn’t a struggle – for example, Dogs in the Vineyard you already know what kinds of conflicts to expect and what kinds of characters fit the bill – the only point you have then is filling in the specifics.

(Mind you, this isn’t a dig at Mekton, the whole Interlock system really does represent some of the best of the 80’s RPG design – which we’d see again in D20 over a decade later, however, it does highlight a massive missing piece in most of the design at the time.)

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Too close to home, too far from safety

June 14, 2016

A few years ago, groups of people organized harassment campaigns aimed at trans game designers.

Long before bullets go flying like the horrific tragedy in Florida, the intent and dehumanization is built up over time by people “just saying words”, over and over.

You don’t have to step up and catch a bullet, but you can stand up and push out the hatemongers and bigotry and not let it flourish in your hobby.

Or, if you can’t do that, don’t be surprised that the seeds of hate eventually bear fruit, while you stand by and do nothing.

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Mekton Hack: Follow Your Heart

June 12, 2016

I found an old copy of Mekton Zeta.  Mekton remains one of the best games for mecha-anime action, provided you’re looking mostly for simulationist play.  But I remembered that most of these old school games aren’t too hard to revamp if you throw a new reward system on top of them…  so, I figured I’d come up with some house rules to make Mekton more anime-like in play.

These rules replace the Improvement Point system in Mekton.  These are pretty close in function to how Spiritual Attributes work in Riddle of Steel or Blade of the Iron Throne.

Drives

Player characters and major NPCs get 3 Drives.  A Drive is a motivation which they are willing to risk and push for – protecting planet Earth, someone they’re in love with, revenge, finding out the truth about the Secret Government, whatever.  You can change these over play, but ultimately they’re Flag Mechanics for everyone to know what to angle your scenes around and where the fun conflicts are for you.

It’s probably a good idea to channel these Drives into general categories for your setting for your particular campaign – “Make a Drive about the Aliens and how you feel about them”, “Have a Drive about one of your team mates”, “Give a Drive about what you wanted to do with your life that got interrupted by the war…” etc.

Drives have a score from 0 to 3.  They start at 0, and every time you take a risk or major action for a Drive, it goes up a point, up to a maximum of 3.

Drives affect dice

When you take actions that are in line with one of your Drives, you can roll a number of extra D10s equal to the current Drive score that applies, and keep the highest die.  So if you have a Drive 2, you get to roll an extra 2D10 for a total of 3D10 and take the best of the bunch.

As you can see, high Drive can make a big difference in your rolls.

Criticals

Criticals are no longer infinitely exploding dice – you can’t just keep rolling 10’s and get some outrageous score.  You can explode the dice only when your action applies to one of your Drives AND only as many times as your Drive score.

So, if you’re fighting to Save the Earth (score 2) and you roll a 10, you can explode the die and roll again, and if you get another 10, you can explode it just one more time.

Drives and improvement

You can improve your skills by spending down your Drives.  Between your 3 Drives, spend down a number of points equal to the current rating of the skill to raise it one rank.  For example, if you had Melee 5, you’d need to spend 5 points from your Drives and the skill would go up to 6.

For stats, you have to do this twice – the first time put a check or a star by the stat.  The second time you spend down, the stat raises by 1.