Sep 24, 2017

Ideas for Additional BCG Material

Before I got caught up writing about making pacts with monsters, I had a few ideas for BCG play aids and supplementary material. Right now, all these projects are on hiatus until I finish Monsterpunk. Some of them may be finished after that, while others will probably never happen.

The first of the play aids would be a GM screen. For simplicity's sake, it would come in the form of printable inserts to use with something like this: The main reason that I never made one is that BCG already comes with a fairly comprehensive quick rules reference. There are a couple of things that aren't in there (mostly expansion material like new terrain and the transpatial randomizer tables), but overall I thought there wouldn't be much of a need for one. The subject of a GM Screen does come up every now and then though, so I figured I would make one. To the five pages of the quick rules reference, I was going to add Ally Reinforcements, Troubleshooting and the Transpatial Randomizer tables. Adding up all this stuff made it go to a total of 13 pages - a little bit more than a GM Screen is meant to handle. It might be possible to trim it down to 6 pages with some creative summarizing, we'll see.

The second set of play aids I thought of were a number of random idea tables. These were pretty fun to make at first, including Character names that would be right at home in any Gundam or Tomino series, such as Tetsu Terfing and Akasha Apostolo. Mecha names forged in the fires of mount ham like God Grangunner and the Wingbein Powered. Weapons of every shape, color and flavor like the Lunar Gunblade and the Atomic Shotgun. Unfortunately I ran out of ideas around that time. I was going to try writing disguised company and product names (like WcDonalds and Starducks) when I got caught up in other things.

The third idea was to make a couple of ready-to-play missions that could be used for oneshots or as a starting point for longer games. The problem here is that BCG is a setting-agnostic system where the plot revolves around the character's goals and needs. Any given Operation should be tied to one or more PC Themes and help advance a larger plot which... Doesn't work well for a standalone oneshot concept. These issues, incidentally, are why BCZ features five operation scenarios without any plot to them. One way to go about this would be to use the setting in the core book, including premade characters and writing a story arc for them to cover multiple episodes rather than just one. This would be a much larger time investment though, I'm not there's enough interest to make it worth the effort.

There was also an idea to print a deck of ability cards listing what all the abilities in the game do, reminiscent of what D&D 4E had. The main problem here was one of production costs: The game has around two hundred Powers, Upgrades and Weapons between BCG and BCZ - not counting enemy or character-scale abilities. Illustrating all those cards isn't free - on the contrary, it is quite expensive. This is one of those ideas that were discarded and will probably never happen.

The last and possibly most ambitious of these ideas was to put out there a Custom Weapons Creation system. The big problem for custom weapons is that the system is inherently an exploitable mechanic and begs to cause balance problems. I originally thought this could be fixed by writing pages and pages of guidelines and advice for what to allow and what not to allow... But I really, really wouldn't hold my breath hoping for that to work. If it were to be released at all, it would come with a huge disclaimer saying you're on your own if there's any balance problems.

In the end I set all these ideas aside to focus on Monsterpunk. If there is interest for these, I may change my mind and go back to them earlier. If you want them and want them this year, drop me a comment.

Until the next update, Gimmick Out.

Aug 27, 2017

Let's talk a little bit more about Monsterpunk.

I've made considerable progress in both mechanics and flavor text in the past month. As of this weekend I have 30 pages of lore (which still need to go through editing) and am going to start the fourth revision and balance pass of the rules (basically v0.4). Last time I introduced the core mechanic and the game setting, in that order. I only barely got started on the game setting though, so this time I will compensate for that and show you the game's main factions. But before that, here's two quick paragraphs to explain some important terms.

The PCs belong to a Strike Team
The PCs are all members of a Strike Team, belonging to either one of the major factions or to a smaller independent force. They may have been recruited recently for their first job (their first in-game mission) or they could already have been working together for a while before the start of the game proper. The main difference between staying with a major faction or going at it alone is that the former gives them a network of support NPCs to provide them with information, supplies, assistance and a home they can be sleep reasonably safe in, while the latter is a constant and desperate struggle for survival... But at least nobody is going to treat them like glorified attack dogs. Many groups of raiders start off as Strike Teams for monsters that decide to go rogue one day when they don't want to take orders anymore or actively rebel against their old masters. If the PCs choose to go independent, then they are probably their group's sole fighting force - in fact, they may just be their entire group.

Orgone energy is a new power source.
Orgone is a form of energy present in all natural life, similar in concept to other biological energy concepts such as ki or prana. All animals and plants produce orgone, but human brains are the richest source of it. Orgone can be used to power amazing technological devices, to manifest incredible magic or psychic powers and to create medicine capable of curing any ailment. Monsters must eat orgone to survive, with most of them consuming exclusively human orgone. Monsters could subsist using orgone from other sources, but it is considered inefficient and doesn't satisfy them the same way. The solidified form of orgone is a translucent green crystal called orgonium and it is usually minted into small coin-shaped crystals as the most common form of currency in monster-controlled territory.

Basically, Strike Teams are the excuse to gather all the PCs together and give them just enough agency they can do anything but not everything. Orgone is an unifying system that encompasses magic spells, psychic phenomena and basically every superpower into one system that fits the setting. That's it for the prologue, let's introduce Monsterpunk's five main factions:

The Order of Elysium
Led by the Host of Archangels, The Order of Elysium is a cadre of knights and necromancers, laser-focused on the goal of military conquest of the world. They have the largest number of troops and they're the best trained fighting force in the world, making their goal a scary possibility for everyone else. These advantages have one common origin: Warriors of Elysium who fall in battle are raised as ageless ghostly knights. With the reward of an afterlife as a provable fact, it should be unsurprising to learn that their morale is always high. The Order's warriors live to the fullest and die young, then they're raised as eternal soldiers to enjoy the thrill of battle once more. It is easy to see why indoctrinated humans would choose to serve them in the front lines.

Humans coming of age in Order territory have two options: To study or to fight, those who fail to do either of them are reduced to indentured servants. Students become researchers and developers working on new and improved means to eliminate the Order's enemies with orgone-based weapons and death magic. The fighters are rewarded with great feasts and orgies for as long as they live and granted an eternal life as true Knights of the Order of Elysium in the afterlife - at least a life as eternal as possible until total physical destruction. Humans are encouraged to reproduce, but children are taken away and raised in common nurseries by human and golem servants.

There is one Archangel at the head of every large settlement and they're considered to be in charge of every other settlement that isn't closer to another Archangel's territory. The highest ranked monsters in the faction are Angels, the only ones who can innately raise the dead into ghostly knights. The middle ranks consist of ghostly knights and liches, human necromancers that have mastered death magic to such a degree they've immortalized themselves. The lower ranks consist of humans and golems, the latter of which are beings created by the Angels or by the Order's own human scientists, most of which lack sapience.

The Order believes that war is the finest manifestation of all that terrenal life has to offer. It is not just the raw adrenaline rush you get from conquering a foe and the satisfaction of seeing your training pay off. It is also about making deep bonds with your comrades in arms, being part of something bigger than yourself and becoming the best possible version of yourself. Their ultimate goal is not just the destruction of all other factions and the taking of their territories, but also reclaiming all the territory that has been lost to the apocalypse and resettling there. If there is one group who can defeat the endless monsters roaming the wasteland, it is them.

The Order of Elysium might just be the only instance of a rigid hierarchy that works as intended. Angels and ghostly knights are fiercely loyal, while the humans and golems at the bottom don't have much opportunity to oppose their superiors. The only exception are the liches, who retain just enough of their humanity to potentially scheme against their Angelic overlords. However, liches mostly work alone and don't participate in combat directly, limiting just how much they can influence other humans and monsters. So far, none of them have staged a rebellion or made any significant gestures towards doing so.

Strike Team Missions for humans in the Order are generally simple affairs: Go to a place, kill all hostiles, take their stuff, go back to base. Sometimes you are to secure an area until a proper occupation force arrives. Other times you escort VIPs and caravans across dangerous territory. Strike Teams in every faction are expected to fight when they go out in a mission, but those of the Order are the only ones sent with the promise that they're going to run into something that needs killing or subduing.

The Principality of Arcadia
Led by the Fairy Council, the Principality of Arcadia is an isolationist nation of scientists and wizards, more interested in unveiling the secrets of the universe than in waging war against its enemies. The Principality's most important advantage over its enemies is their mastery of large-scale orgone manipulation. Their large settlements are linked together by a network of Fairy Circles that allow instant transportation, protected by Weather Control Towers that redirect emerging Psychic Storms to enemy territory and policed by self-aware elementals to act as Living Architecture, an automated security system inside and outside the walls. What makes them scary is what they do to their enemies: Engineered plagues, self-evolving biological weapons and spells of apocalyptic power.

The Principality has a feudal system, with the families of the Fairy Council at the top, their servant humans and monsters in the middle and serf humans at the bottom. There's little chance of social mobility for humans, the only way is to catch the eye of the Fairy Nobles. Doing this is not necessarily a good thing, however, as the things that the Fairy Nobles put their human servants through range from being simple conversation partners to becoming the experimentation subject of their personal projects. The Fairy folk are a curious sort and they're fascinated by human technology, having made it their trademark as a faction to mingle their arcane knowledge with it, creating all sorts of wonderful and horrific orgonetech contraptions.

As much as the Fairy Council would prefer to keep to themselves and use humans as nothing but playthings, microchips and particle accelerators don't grow on trees. Their experiments require constant trips outside of their territory and that's not something they're keen on doing themselves. Every year, at the time of harvest, Human communities must offer a number of their young and able bodied to serve as conscripts, orgone batteries or potential Gestalts (humans that have fused themselves permanently with a monster). Only the most intelligent, beautiful and physically capable humans become Gestalts, joining the ranks of the Fairies as scientists, wizards and bodyguards. Some Fairy Nobles go so far as to kidnap human babies and raise them from a young age to serve them as adults, these are known as Changelings.

The Principality may be a defensive faction, but they're still very much a threat. Every year, their Living Architecture grows and expands the interior of their arcologies, their Weather Control Towers reach a bit farther and new Fairy Circles widen their already vast network. Between this and their love of orgonetech weapons of mass destruction, the other factions know that they're too dangerous to leave alone.

In theory all the Nobles cooperate together to lead the Principality. In practice, it is a club of petty politics and glamorous displays of wealth and power. The Council only has four seats at any given time and the competition for those positions is extremely fierce. Most who have been present to a Council meeting agree that the main reason the Principality doesn't take the offensive more often is because the Nobles are too busy squabbling with each other. Fairy Lords and Ladies who fail to showcase amazing inventions or increase the Principality's territory regularly lose their Council seat, which is then given to the most promising up and coming Noble.

The Principality's Strike Team Missions usually involve collecting rare technology, securing areas with functional factories or power plants, and capturing live enemies to do research on. Fairy Circles make escort missions a fortunate rarity, but the routes that go back and forth between smaller Principality settlements still need protection. Another uncommon occurence are the rare times when humans are ordered to go out and field test some new weapon or gadget... Which has about a 50/50 chance of being the most fun the Strike Team has had in years or end catastrophically in the accidental deaths of the whole unit.

The Children of Gaia
The Children of Gaia is a cult of dragon worshippers, with each major section of its territory being under the control of a different dragon clan, brood or family lineage. They forsake large settlements and instead encourage many small communities, using druidic magic to make the land fertile again. Of the three major factions, they have the least controlled territory, but they have the most combat capable monsters of any faction, in quality and quantity, including the most humans that have made pacts with them. The Children are starkly against technology of the industrial revolution and beyond, so anybody caught with a working cell phone, motorcycle or assault rifle will need a very good reason for doing so or risks being fed their brains to a monster. Unfortunately for humans, this means that there's no way to create modern medicine such as pills and vaccines, making childhood mortality rates higher than in any other faction, though life expectancy is a comparatively acceptable 50 years or so - higher than the Principality, much lower than the Order's ageless immortals.

To the other factions, monsters who make pacts with humans are outliers, but that's not the case in the Children of Gaia. Pacts are so common that the bulk of their Strike Teams consist mostly of pact-makers. The Children of Gaia's leaders still feed on human orgone, but they're not dictatorial savages, humans are expected to do their part for the greater good of the community. Humans who don't make a pact with one of the Gaian monsters are instructed to work the arable land, pay a periodic levy of orgonium coins and make plenty of babies more ambitious than them.

The Children of Gaia casts a varied ecosystem of monsters in their numbers, with all sorts of beasts, birds and vermin in their ranks, with who else but dragons as the apex predators at the top. Dragons are considered the ultimate life form, majestic creatures of amazing power to match their sharp intellect. The dragons teach their most trusted servants the druidic magic necessary to restore the land and are the ones who make the decisions on where to expand, who to attack and how to do so. Few humans get to make a pact with a dragon and getting the attention of a one is considered the greatest honor, while rejecting such offer is an insult that ends at least in exile of the offending human if not in becoming a tasty snack.

The druidic magic of the Children can restore the wasteland, an amazing feat to be sure, but it requires constant caretaking and takes years to return a few kilometers of land to their pre-apocalyptic vitality. The dragons that lead the Children affirm to be protectors of Mother Earth who fight in her name, firmly believing that technology was what transformed the planet into a wasteland. This makes them natural enemies of pretty much every other faction, arguing they will destroy what little is left of the world before the Children can make the fields green and the sea blue once again.

Dragons are considered the only ones fit to lead Gaian communities, partly out of tradition and partly out of nobody being suicidal enough to contest it. The last time a group of Gaians rebelled against their local draconic masters, a massive force of loyalist monsters paid them a visit and made them reconsider their decision. With that said, dragons of the same clan often compete with each other for sole ownership of their shared territory. Each dragon clan has its own traditional competition that they run every few years to decide who is the most qualified to lead. Some of them run tournaments of raw physical strength, others play games of skill and cunning... And a precious few engage in the strange human tradition of democratic elections.

Gaian Strike Team Missions tend to be about securing territory, as that is the thing the Children are in most need of. Their lack of infraestructure and fractured organization means that Strike Teams often have to assist neighboring territories against incursions from other factions, raiders and unaligned monsters. Local monsters often collaborate and help with patrolling smaller settlements and trade routes, but they can't repel an invasion force alone. Sometimes dragons compete with each other using Strike Teams as proxies, ordering them to complete all sorts of tasks or even to fight each other to decide which one of them has the right to rule.

The Cybernetic Hivemind
The Cybernetic Hivemind is a human-controlled faction with the peculiarity of having the least monsters in their ranks. Their territory is the smallest of all factions and they are considered the last bastion of humanity's global dominance as the ruling species of Earth. The Hivemind are the most technologically advanced faction but also the least powerful in terms of orgone manipulation. This is because their population consists of Cyborgs, people that enhanced their physical forms with a multitude of cybernetic modifications at the cost of dampened orgone field outputs. Many of them go the extra mile and reduce their ability to feel emotions and experience strong physical sensations to improve their performance even further. Fortunately for the other factions, they have little interest in expanding their borders beyond the safety of their arcologies. Between making for unappetizing meals and their vast armory of twenty-first century technology, the other factions mostly consider the Hivemind not being worth picking a fight with.

They are the faction that most closely resembles the western capitalist lifestyle from before the apocalypse, but maintaining that lifestyle is not easy. Members of the Cybernetic Hivemind give up much of their individuality - their passions, dreams and pleasures - for the sake of the group. The life of every citizen is controlled by a communal cybernetic computer called the Panopticon System. People are still free to make their day to day decisions, but the big ones such as which career to pursue or who to procreate with, must be approved by the Panopticon System. Else, the human is labeled an emotional criminal and fined, imprisoned or worse.

The practice of orgone manipulation is highly regulated but just as highly rewarded. Orgonetech is very important to the Hivemind and registered practitioners are granted special enhancements that don't interfere with their emotional and physical senses as much, allowing them to use their orgone fields at maximum efficiency. Monsters are allowed within Hivemind territory but they're always watched and must work hard to earn their orgonium coins. Naturally, most monsters would rather live elsewhere, but some of them - generally humanoids and constructs - prefer this peaceful and orderly way of life compared to the extremisms of the other factions.

Without irrational feelings of individuality getting in the way, the Hivemind has erased corruption and regularly maximizes the meager gains that can be had from the wasteland's natural resources, sustaining a strong internal economy and keeping life expectancy in the 70's. Citizens continue doing their part until the end of their lives, with all citizens willingly choosing to walk into the recycling vats during their last moments. For citizens of the Hivemind, all pursuit of happiness must be intellectual or communal in nature. Those who can truly abandon the vulgar demands of flesh and manage to succed in their studies are allowed a lifestyle that, compared to life outside, is like that of kings. Those who fail to adapt to the needs of the many over their own are relegated to menial labor, kept entertained with tv shows and rewarded with periodic narcotics to make them experience the fleeting sense of satisfaction they can't get otherwise.

Particularly successful and intelligent minds are invited to upload their minds into the Panopticon System. Each settlement has its own Panopticon System, which is connected with other Panopticon Systems through the internet, allowing for proper coordination between arcologies as a single nation. As the most peaceful faction, they sometimes even buy, sell and trade with other factions peacefully. This happens about half as often as Strike Teams are sent from the Hivemind to steal, sabotage, raid or otherwise meddle with operations from other factions. Much more frequently, they must stop enemy Strike Teams from trying to do so.

Most missions for the Hivemind's Strike Teams are about inteferring with enemy forces getting too close for comfort. Currency in Hivemind territory is digital - the Datacoin - since they lack the orgone production and manipulation of other factions. Thus, they frequently raid their enemies for orgonium, using them to feed their monster population and to fuel their orgonetech devices. Stealing orgonetech from other factions and expanding their territory would be nice, but the Panopticon brains worry that doing so would make them a priority target in the eyes of other factions. The Hivemind knows that the stalemate between the monster factions plays a big role in their relative peaceful way of life, and rocking the boat too much could be a fatal mistake.

The Magnasapiens Brotherhood
The Magnasapiens Brotherhood is a human-controlled faction with no territory to speak of. That's because they're a party of several raider bands under one loosely-defined banner, wich each band corresponding to a different lineage tracing back to the Brotherhood's origins. Early in the days of the apocalypse, a demon-worshipping cult turned on their infernal masters and consumed them - literally killed them and ate their corpses - using a now-forgotten ritual to gain their power and become part monster. As superpowered humans, they allied themselves with all the disenfranchised monsters the other factions neglected to form The Demihuman Empire and rule the wasteland. Their reign was short lived, as the angels, fairies and dragons teamed up to destroy them in a handful of years.

Nowadays, the Demihuman Empire's remnants are known as the Magnasapiens Brotherhood, a mere shadow of what it used to be. Most of the original founders are dead, having passed down only a part of their powers to their descendants who now each lead the Brotherhood's many roving bands. An individual band is comparable in size to a large Strike Team, an appropriate comparison given that almost if not all of them are combat capable. The Brotherhood's numbers are few and many bands often group together for large scale operations, but most other factions still consider them glorified raiders and a lesser threat in comparison to the three big monster groups.

The Magnasapiens consider themselves the next step in human evolution. Or rather, their leaders - the Magnasapiens with demon blood flowing through their veins - consider themselves to be. Humans once stood on top of the food chain and they can do so once again, provided they can all evolve into Magnasapiens. This belief stems from how the Magnasapiens can consume the orgone from monsters for sustenance, something no purebreed monster can do. This knowledge is lost to them, but while the many band leaders argue with each other on how to rectify the situation, they can all agree that they must have more Magnasapiens children and fight back against the monsters who took their world from them.

The Brotherhood are human supremacists. With the exception of the few monsters that are the last survivors of the Demihuman Empire, they want all monsters dead and only allow the less threatening ones to live a life of servitude for now. Captured enemy monsters are kept as slaves performing the most degrading jobs imaginable until the band decides to experiment with reenacting the ancient demon-eating ritual. Unfortunately for them, but fortunately for the rest of the world, it never works. They just don't remember the details accurately enough and their lack of central organization certainly doesn't help.

Outside of those common beliefs, each band has its own peculiarities and behaves differently. Some of them barter with human settlements and only raid monsters and monster sympathizers, while others treat everybody who isn't one of them as a resource to be exploited. Some Magnasapiens are dictatorial savages while others are amicable leaders who care for their own. Some bands keep human slaves, while others allow human survivors to run for their lives. The rarest of bands even allow their members to make pacts with monsters that hate their kind as much as the Brotherhood does, granting the chosen monster amnesty from the usual treatment the Brotherhood would otherwise do unto them.

The Brotherhood doesn't have a need for Strike Teams, they're their own fighting force, but the larger and more strategically minded bands may form small units and allow them to work alone, provided they can get results. As you can imagine, most such missions are about raiding the other factions for supplies and slaves, with some good monster slaying as a fun diversion. They know the monsters are too busy keeping each other in check to really pay attention to them, and the Brotherhood intends to prove this is the last mistake they will ever make.

In the Grim Darkness of the Monsterpunk Post-Apocalypse, Everybody is a Jerk.
At almost 4k words, I think this entry makes up for last time's very short introduction to the setting. As suits Monsterpunk's inspirations, all these guys are jerks and you want to take them all down, but you probably need to work with them first before you can do that. I quite like how this is coming along and could post more about it. But I figure I've talked enough about Monsterpunk for now, so I'll make a poll instead and let you decide what I'll blog about in the next few months.

Until then, Gimmick Out.

Jul 30, 2017

Monsterpunk: The Summoners RPG.

It has been over two months since the last update about the Summoners RPG - long enough to get a better name: Monsterpunk. Let's do a quick recap of the last post before we continue:

In Monsterpunk it is not uncommon to have PCs control two units -and possibly more - at the same time. The first puzzle to solve here was how to do summon and summoner stats. The biggest problem was that none of the stat systems I came up with were simple yet intuitive enough to satisfy me. The solution I came to was to make a class-based system instead of my typical point-buy and stat-based approach. The second puzzle to solve was action economy. It is very hard to make characters balanced with each other when one of them needs two or three times as many actions to do what other characters can do in one. The solution was to limit the number of units controlled by a single PC to two at a time (at least for the base rules) and to give the classes with multiple units ways to 'cheat' at action economy by spending actions as if they were of a higher tier for their summon.

As for the classes themselves, there are four categories: Cavaliers (ride the summon to battle), Tamers (buff and support the summon), Fusions (fuse permanently with the summon to gain its powers) and Solos (no summon, but have increased physical abilities, psychic powers, better tech, etc.). That was what they were called back then. Now they're called Riders, Partners, Gestalts and Ubermensch - in the same order.

Now that we've got that covered, let's get to the part that ties all these things together: The Core Mechanic.

Puzzle #3: What's the Core Mechanic?


I had a class and action system in mind but I still didn't have thought up the way players would roll dice to solve problems yet. I couldn't do the good old "dice + stat to beat a target difficulty number" approach, because I didn't have stats. In fact, without stats there's little room for any of the things that make interacting with game mechanics fun and interesting. This was a big roadblock and I'd love to say that I came up with the answer entirely on my own.

But the solution didn't come to me until I was shown a different RPG's core mechanic. The game in question is Strike! In Strike! You roll 1d6 and consult a table with 4-5 results. The results for rolls outside of combat go from catastrophic failure to critical success with other interesting results (success with a cost, unexpected twists that throw the situation off the rails, etc.) in between. Combat results include missing and hurting yourself, doing damage and having a special effect, doing damage or having a special effect (player's choice) and doing double damage plus the effect. The PCs' affect this result by changing, say, 3's to 4's (giving you damage and effect when you would usually only get one) or giving the player the ability to roll 2d6 and choose which roll to keep. Thus, everybody rolls the same 3-4 tables which they'll probably memorize after a few rolls. As a bonus there's no need to do math with bonuses and penalties, which keeps the pace of the game flowing smoothly.

This, dear readers, is one of the most novel and elegant core mechanics I have ever seen. There are as many things that I adore about it as there are things that bother me, but since this isn't a review of Strike! I'll keep to the part that is relevant to our story.

I knew from that moment that I wanted to have a table of fixed results as an universal mechanic. Of course, I would do it differently. Here is Monsterpunk's Table:

This game really needs a more fitting name than "Intermissions" for its out of combat scenes.












Here is what those terms mean:

Success
You did the thing! Go you!

Twist
Something went wrong. Not only do you fail but you also have a new problem to deal with. Maybe you got wounded, maybe you set the place on fire, maybe you succeeded but in a way you didn't want, as if an evil genie granted you a wish.

Success with Twist
You succeed BUT you also have a new problem to deal with. Basically it is both of the above as one result.

Success with Bonus
Also known as a 'critical success'. If a success is usually a step forward in advancing the story, this is a step and a half forward. Maybe you finish the task much faster than intended, maybe you gain a clue for what to do next, maybe you impressed an important NPC who now looks at you favorably.

Base Effect.
What your ability always does. The weakest abilities don't have a base effect - a result of 1-4 means they miss. The strongest abilities always do something, like inflicting status conditions or high automatic damage, even without getting any bonus effects.

Bonus Effect.
All combat abilities have three bonus effects. Some effects can be applied two or three times while others can be only applied once. Hence, you can get up to three bonus effects on top of the base effect - if your ability has one.

What I really like about the d10 is that it has just enough randomness to cover a wide range of results while still being fairly predictable and intuitive. You can tell at a glance that there is only a 40% chance of total failure at any given time, but the highest possible result is very rare at 10%.

Here's some more probability calculations:

Credit for this one goes to Gzar who kindly set up anydice code for my Monsterpunk needs.


In this system Advantages and Disadvantages matter a lot more than they did in BCG. Having a single Advantage to your roll makes it more likely to get a success with bonus than a twist, but a Disadvantage gives you a 64% chance of total failure and a mere 1% of amazing success. This makes managing your Advantages and Disadvantages a tactical priority. It is a much bigger factor than an extra +2 damage on top of your 13 damage attack and I really like that.

With all the important rules well on their way to being solved, it was time to lay the groundwork on the nonmechanical aspects of the game: Setting, tone, mood and all those things.

Why "Monsterpunk"?


I figure I should start with the title.

Monsterpunk is a hybrid of Urban Fantasy and Science Fiction. Like most -Punk genres, Monsterpunk has its roots in science fiction, exploring worlds and societies where amazing technology has led to a dystopic way of life... Except in this case there's no artificial intelligences or genetic engineering or other scientific advancements as part of the setup. The foundation of the setting, the thing that changes everything and makes the world a different place, is the sudden arrival of fantastical and mythological creatures that proceed to take charge.

The game takes place several generations after this change, a long enough time for Humans to be no longer at the top of the food chain on a worldwide scale. People are now servants, nourishment and, quite often, playthings of their new masters. The Monsters need humans as a food source, with the "civilized" Monsters feeding on the psychic energy of living humans bred specifically for this purpose, while others just plain eat people's brains. Most people chose to side with the former against the latter, and the resulting conflict is how the world ended.

Yes, it is a post-apocalyptic world. Satellite networks and power plants are dangerous infraestructure to leave in the hands of potential human resistance factions, after all. Life in the controlled territory of the larger Monster factions means following their rules and paying them tribute (which means feeding them) in exchange for their protection from other Monsters and maybe a nice mid-1900's lifestyle if they're nice and care about electric grids. Outside the territory controlled by any given Monster faction, you're struggling to survive in a hellish wasteland where everything is trying to kill you.

The PCs take the role of a mercenary company - they're tough, relatively independent survivors. Like in most RPGs, combat is expected (in case the table didn't tip you off) to happen often. As mercenaries, PCs are in the middle of a brewing storm between warring factions, having the option to side with any of them or stay as independent as possible. The former means taking on missions to secure uncontrolled territory, sabotage other factions and suppress internal attempts at rebellion. The latter means making a living in a ravaged world where brain-eating monsters roam the wilderness, everything is poisonous and the weather is always extreme.

Regardless of the path they choose, horrible things will happen to them along the way, testing the limits of their sanity and their own humanity.

There's a bit more to it... But, to be honest, I spent most of my Monsterpunk time during the past two months tweaking game mechanics instead of writing lore stuff so the ideas are not fully developed yet. Mechanically speaking, the game is more or less ready for playtesting so there'll be more news soon.

Until next time, Gimmick Out.

Jun 29, 2017

Sudden News!? A Discord Channel Appears!

While I'm still a dinosaur who refuses to use social media and sticks mostly to IRC, I have recently started using Discord, so here you go: https://discord.gg/9ZTyKeM

(The next project update post is coming, I swear)

May 28, 2017

The Summoners RPG

The Summoners RPG is something I started earnest work in relatively recently. Inspiration for it struck just this past March, with the first playtest being this last week. Since then, my leisure time has been spent on this, Shin Megami Tensei IV (Finally playing it like four years after release. Not that odd for me.) and then Persona 5 (Like two weeks after release. Very odd for me.). Of both, I would say that SMT IV is the bigger influence and the one that sparked my interest in going ahead with this project the most, but don't get me started on them or we'll be here all day talking about Summoner Videogames instead of Summoner Tablegames.

First, in case you're not familiar with Shin Megami Tensei, or SMT, it's a JRPG franchise in which every game is full of monsters, deities and legendary humans from pretty much every mythological stripe and a suspicious favoritism for Japanese history. The main appeal is that you're often negotiating with these enemies to make them join your party. The stories are often post apocalyptic cyberpunk(...ish? there's magic along with technology, so it's more like magipunk) or begin when the apocalypse is right about to begin, offering multiple endings to let you rebuild society and create the dystopia of your dreams find the least sucky option from a bunch of terrible, awful aftermath scenarios.

I've spoken about making a Summoners RPG in the past, but never really got around to it. Back then I wasn't really sure how much it would take from SMT. That was mostly because there were a couple of system puzzles to solve before I could really begin. Now that they're in place, I can make the game. Let's start with said puzzles and how I solved them.

Puzzle 1: The "managing stats for multiple units" problem.


Numbers and math are one of those things that RPGs make use of a lot, whether you like it or not. You have your stats, the enemy has theirs, HP totals go up and down in the course of the fight while buffs and debuffs modify these stats and a lot of the games' tactical elements involves doing some mental math to figure out whether something is a good idea or not. In BCG there are two separate sets of stats (for the character and mecha) and a plethora of ways to buff them, debuff them, use one in place of the other and even ignore dice rolls entirely when using a specific stat. I like working with numbers even if I'm not the biggest fan of math, because they make tactical combat more fun.

So my first instinct was to try for a similar approach, giving PCs and all their Summons their own stats for story and combat scenes. It... Well, it was such a mess that I scrapped it halfway through writing it up.

The worst part isn't that it is complex, because complexity is part of the charm when each PC is its own mini-army. The worst part is that most of the mechanics are useless and won't ever be relevant. How often is a Minotaur going to use a Charm or Intellect skill? How often is a Succubus going to roll Vehicles or Electronics? How often is a Zombie's... ANYTHING going to be relevant? Writing all that stuff down is a waste of time and effort.

After this I transformed all the Summons into a pile of combat stats with some story scene abilities. The Minotaur can use its raw strength, tracking and and maze-navigation skills out of combat. The Succubus is a master of diplomacy and deception. The Zombie... Well, I still had no idea what to do with the Zombie but I figured that I'd solve the problem later. This approach alleviated the issue somewhat but it had the problem of inflexibility. What happens when a Summon is hit with a debuff meant for PCs that they don't have the stats to handle? Should they be immune to those things? Then why are your Summons immune to, say, fear and sickness outside of combat but still susceptible to it in the middle of combat? Should they just use your stats? Then why on earth is the nerdy wizard's Minotaur passing its Intellect Tests and the Succubus terribly incompetent at anything that doesn't involve Charm or Intellect? WHAT DO I EVEN DO WITH THE STUPID ZOMBIE IN A SITUATION LIKE THIS!? It looked like there was no elegant solution to what I was calling the "Stats with multiple units" problem.

What alternative was there to using stats? Well, stats can be replaced by tiered skills (instead of having stats, you just have a list of things you're good at with different bonuses for each) if we want to use a point-buy system of some kind. We could also go class-based and ignore stats entirely, making the things you're good at part of your class. I don't have anything against the former method and I think some games use it fairly well (FATE in particular) but it misses what makes point-buy exciting for me (the number-juggling and potential modeling or simulating of nearly anything you can think of), so I decided I'd try to make the idea work with a class-based system.

I knew that I wanted four or five distinct types of character builds represented: A pure "Tamer" type who lets the Summons do most of the work, a "Cavalier" who rides them around in combat, a "Solo" type who at most uses a familiar and does most of the fighting themselves and lastly a "Fusion" type that has fused with a Monster permanently and become something greater than human. Summons could, likewise, be distributed into categories very easily: The tanky melee type, the long range blasty type, the sneaky status condition type, etc. I divided those ideas into classes and things seemed to work okay this time. Sure, there weren't any stats to play around with, but in lieu of that I introduced all sorts of status conditions to compensate. The Minotaur can stun you, knock you down and push you all over the place. The Succubus can charm but also cause fear and incite rage. The zombie can poison you and... Uh, maybe grapple you or something. At least the example Zombie can do THINGS in this scenario.

The big draw of classes is that they're flavorful. As long as there's enough of them, they can be a bit narrow in what they represent yet pack enough cool flavorful stuff to compensate. One kind of Cavalier specializes in riding flying units like Dragons, Chimera or Pegasi focusing on physical skills with some area-of-effect magic. Another Cavalier is a more Reaper-like class that rides undead steeds throwing curses and plagues at enemies. One of the Fusion classes is a monstrous cannibal like if Eva 01 met Venom from Spiderman, using shapeshifting abilities to strike down enemies and heal from their remains. Another of the Fusion classes has combined with a self-appointed divine being that can use the power of song to heal allies and pacify enemies. The Solo and Tamer classes took a bit more effort. Riding Dragons and playing a Symbiont are some of the most obvious "I want to do this" choices for a fantasy game where you control the monsters or become them. Solo and Tamer classes don't have that luxury, as one minimizes the monster aspect while the other minimizes itself to focus on the monsters. Eventually the Solo classes ended up disregarding the monsters entirely becoming alchemists, psychics and power armor users. Who needs Summons when you've got THE POWER OF HUMANITY? FUCK YEAH! And the Tamers? Those didn't solidify for me until partway through solving the next problem. Which is...

Puzzle 2: The Action Economy.


If you're not familiar with the term, "Action Economy" refers to how the most precious resource in turn-based games is not your HP or your money or whatever else you've got but your own Turns. Turns can be transformed into anything, usually more HP for you or a reduction in HP for the enemy. It is why gaining extra Turns, or Actions as they're most often called in Tabletop RPGs, is one of the most powerful things you can do and is usually what enables the most broken and degenerate overpowered builds in these games. Most well-thought out games give everybody one or two Actions per Turn and make it very rare or very costly to cheat around this. BCG gives everybody one Action and it costs a lot of energy, GP, or your future Turns to grant yourself free Actions to use Support Upgrades or follow up to your own attack with your Funnels. Most tabletop RPGs acknowledge the issue and tell you to make rare the 4v1 encounters against a single Boss Monster because even the most overpowered and stat-inflated Big Bad struggles to keep up against people who act 4x as much as they do, or 2x in the games that just give the Bosses additional Turns.

The Problem for the Summoners RPG is that having multiple units per PC necessitates some tweaking of the model. If you have three units on the battlefield, they all need to do things when it is your turn. How do we balance that with someone who has two units? And with someone who has only one? If the classes with more units on the field had more actions, but they were very limited in what those actions could be used for, it could work. Say, the Tamer classes get 3 Actions instead of 1 per Turn, but those two additional Actions can only be used to move into position. The problem there is that it limits the design of the Summons themselves way too much. A fire elemental that does damage to enemies near it is balanced when it is a single unit that has to move and attack to maximize its usefulness every turn. It's not balanced when a Tamer has two of them and doesn't really care about attacking because it is spreading passive damage auras all over the battlefield without even making an attack.

One thing became clear after the first few tries: There's no balancing having three units with having one. Two? Yeah, two is easier to manage, but three is just too wide a gap. If I balance for one then having three ends up feeling like half your team does nothing. if I balance for three then having one unit makes you feel like you're playing 33% of the game that other people are playing. If I balance for two then it pisses off both of those teams while being slightly closer to a sweet spot but not being quite there.

This problem took quite a long while to solve and I don't remember all the things I tried along the way, but at one point I looked at the classes and so many of them looked like they wanted to have one unit (Solo, Fusion) or at most two units (Cavalier) that I discarded the idea of having two Summons on the field. Tamers would have to be satisfied with just one of them. This way I could balance the Action Economy around having one unit, I could just treat the classes that ride their Summons as if they're just one and tweak some numbers for the Tamers to make their Action Economy deficiency worth it.

What I ended up going with is giving everyone a Simple Action, a Utility Action and a Primary Action for their Turns. Primary Actions are used for attacking, healing or other big effects. Utility Actions are used for moving, guarding or other important but not-quite-primary abilities. Simple Actions are, mostly, for class abilities like tanks taunting enemies to come at them and healers removing status conditions from one or more units. Tamers instead have abilities that let them 'upgrade' actions for their Summons. For example, a Tamer can use a Simple Action to let its Summon move around using its regular walking speed. It is still a little bit tight, but the rest of the Tamer package seems strong enough to compensate for it.

The big problem for Tamers now was that they lost the one thing that made them stand out conceptually. Without having a whole menagerie accompanying them, they're like more boring cavaliers. They're fine, I guess, but they're closer to being D&D archetypes than I'd like. I thought long and hard about how to make having one powered-up Summon feel special enough to sacrifice the much conceptually cooler idea of riding them to battle or fusing with them. Then I realised that one of my favorite videogame franchises had the solution to my problem. That franchise was Drakengard.

The main characters of the Drakengard series have made a pact with a magical creature, like a Dragon or Fairy or Golem or whatever else is around. A pact is a magical bond which links their souls (if one of them dies, they both die) and powers up the human at a great cost. For the protagonist of Drakengard 1 the pact cost was his ability to speak (therefore playing into the 'mute main character' trope), this produces a lot of dramatic ironies like a bard losing his ability to sing or a glutton losing his ability to taste food. The more powerful the entity, the greater the price, with one notable tremendous loser from the first game having made a deal with a petrified dragon and losing his... Hair. No, really. It's as ridiculous as it sounds. The pact beast often makes this deal to feed from the humans' emotions, though often they both make the pact because they're in a pinch and need the power boost to survive. The games focus a lot on the relationship between the character and the monster they're bonded to, often showing a surprising amount of chemistry. Watching a mass murderer  bond with a condescending and aloof dragon is strangely heartwarming. This, in addition to giving me a few sinister ideas for the character creation process, became the key to giving the Tamers something unique to base the classes around: Their relationship and the circumstances under which they entered a pact.

A Necromancer uses forbidden magic to bring back a lost loved one, only to find their personality... Different afterwards. They're helpful and even seem glad to be back, but there's something extremely offputting about them and you can't shake off the feeling that it might just be a different being using the body and memories of the person you knew. For the Demon Hunter class, a spirit descended from the heavens one day and promised an angry human wishing for revenge the ability to enact justice on their mutual enemies. They are partners rather than friends, and at some point their buddy movie is going to hit a bump in the road when they disagree vehemently on whether to spare the demonic child or kill it to be on the safe side.

This was a very recent discovery, so recent that these new and more interesting tamer classes weren't finished in time for the test that happened this week. I plan to finish writing them down later today, actually. If you were wondering why "The Summoners RPG" doesn't have a more fancy title, it's because I'm showing you my working process so early in the project that I have no idea what the final title is going to be yet.

Puzzle 3: Actually, this post is getting a bit long.


I've got a neat new core mechanic and game setting/general tone and feel to talk about, but the former needs a lot of words while the latter could use some more time to refine the idea. So we'll set them aside for the next post.

Until then, Gimmick Out.

Apr 30, 2017

Its been a while.

It feels like it has been a lot longer than two months since the last post... Which might be because it has been almost three, now that I think about it. So what have I been up to?

I wrote some play aids for BCG (GM screen, random tables, interactive character sheets) but they feel half done and unpolished. They've been put on the backburner though, because they're a lot less interesting to work on than the things below.

I got RPGmaker (version MV, from 2015) as a gift and have been tinkering with it in trying to adapt BCG's mechanics and storytelling style to a JRPG format. This objective was met with varying degrees of success and at times it seems just plain impossible. I've not given up though, I'm going to keep at it. I do really like the way how much the engine has grown over the years (I used to tinker a lot with RPGMaker 2000 in my early teens) and it seems decently robust. Makes me wish there was a Tactics Maker, I would be all over that.

I've also written the skeleton of another tabletop RPG! This one is about making pacts with monsters and going to battle alongside them, with each player controlling multiple units at once. Think Drakengard meets Shin Megami Tensei. Its a very different game from... Pretty much any other tabletop RPG I've played before. I find myself questioning my usual design methodology fairly often and that makes it a very fun project.

They're very early projects and I can't promise I'll have anything to show soon, but I do want to write about their design process so I'll be updating here regularly about them. Relatively regularly, at least.

Oh yeah and I have to do the BCZ retrospective at some point. That'll happen sometime soon(ish?) too.

Gimmick Out.

Feb 5, 2017

BCG Retrospective XL: Ally NPC Reinforcements

Allied Reinforcements are the last bit of hard rules in the book. They're not used a lot or even well known, which I guess is logical since they're hidden in the back half of the manual. They serve two important purposes that make them worth looking at, however: First, they allow the GM to include friendly NPCs in the battle without having to write detailed sheets for them. They do this without drawing attention and screentime away from the PCs, which is nice because their owners still have earn that victory. Second, they're a good way to adjust difficulty mid-battle and make things easier for the PCs when things become accidentally too hard. A GM can have them show up and immediately heal a PC or do a bunch of damage to one NPC, then either continue assisting or have them leave afterwards if their help is no longer needed.

Their three available Actions emphasize this support role: They can do chip damage with Barrage, draw fire away from the PCs (and probably die heroically in the process) with Overwhelm, or use Knowledge is Power at no GP cost with Analyze.

By default, the GM controls Reinforcements just like any other NPC. But my favorite application of them is allowing the PCs to command their allied NPCs during battle. The other Players have to decide together which abilities should be used and when they should be used, so it takes a bit of planning and coordination, but it's not too much. This way they can become a regular fixture of Operations adding another tactical element to the game and involving NPCs more in battles.

The six Reinforcement Powers include: An offensive buff (Formation G), a GP bonus (I'll Grant you Power), a defensive buff (Raise the Shields), doing a moderate-to-large amount of damage to a single target (Focus Fire), an extra Action (Carry our Hopes) and lastly a big heal effect (Live!). Focus Fire is the only one that isn't some kind of support ability to benefit PCs, most of them being considerably stronger than anything available to PCs.

Formation G
Formation G is one of the strongest buffs in the game and, until the expansion, the only way to gain Aim + Suppression bonuses to an immediate attack that didn't cost an arm and a leg in Energy + MP. I think the power level and flavor are solid, since it's just a big buff that sets up a PC to make a strong attack but they have to use the right weapon and hit the right target to make it count.

I'll Grant you Power
This is a very strong utility power. Because RPs regenerate over time, these can grant potentially infinite GPs to the PCs. This is the kind of ability that only works because the game is so fast paced that, while the Power is strong, it can't really slowly turn around a battle by sheer attrition. At least I don't think it does. I'm sure there's some build out there made to exploit this ready to prove me wrong.

Raise the Shields
A bonus of 10 to Defense can make a PC all but invincible momentarily, but I think this one should have been a Damage prevention effect instead. This Power often goes on PCs that are already wounded and would be taken out by some direct damage effects, which do happen quite often, and it would make them better at surviving a wider variety of enemy attacks. A damage prevention shield of, say, 15 Damage would have worked fine I believe. It'd be worse against generic Grunt swarms but better against nearly everything else.

Focus Fire
This is a waste of RP during the first few Rounds of an Operation, but it's crazy strong afterwards, easily taking out a whole Threshold Level of whatever it is pointed at with each activation. I think I overdid it with this one. Doing 5-8 Damage per activation is fine but after Round 5 it is just gross and completely trivializes Bosses. Reinforcements don't have a lot of variables to work with though, so there's not a lot of ways to guarantee it doesn't spike to doing 10+ without making it too weak. The best alternatives I can think of would be Tension + Level or just plain 1d10.

Carry our Hopes
It is almost as good as getting an extra Turn. I say almost because the target doesn't get extra energy regeneration or other beneficial triggers that happen at the beginning of their Turn. It still lets them double attack, maneuver and attack, double suppress (it stacks!), repair and maneuver, etc. The flavor is, I admit, sort of a big shrug, sadly. Still, few things boost PCs as much as giving them extra Actions. Things like the very last Reinforcement Power below...

Live!
I knew from the beginning that the best and strongest of the RP effects should be one that heals for a lot. It's the staple turnaround effect, after all: When the hero looks like they're done for, they stand up again one final time. This is very strong and gets the job done, but I think the effect could have been better. I would have liked for it to restore a defeated PC with their last Threshold Level healed, but that didn't work well with the ejection system, punished people for using Live Another Day and forced retconned descriptions of mech explosions. Resurrecting the dead and healing them is a very cool effect but it wasn't working out in the end. I do miss how badass it was, though.

That's all six Reinforcement Powers. There aren't any in the expansion, only because I don't think that any more are necessary. I made the abilities as varied as I could in the core book, so they could represent anything from sidekicks with grunt mechs or support from transport ships to Deus Ex Machina like the will of the Getter Rays from Getter Robo or the Bullet X from GaoGaiGar. I think they do a very good job of representing the former two examples but aren't as bombastic as they could be for the latter. Then again, I'm not sure just how much more bombastic they could get. The ability to repeatedly heal PCs for 15 is already very close to just plain saying 'you win' in its description. Perhaps the abilities should be divided into two systems, one for repeatable abilities and one for big turnaround effects that save the day. I suppose that is one of the big lessons from the NPC section of the book: Three categories of enemies isn't enough and one category of abstracted allies isn't enough either.

And that's all for the rules design aspect of BCG, closing in at a nice total of 40 updates. Posting is going to slow down now that this series is done, at least for the rest of February. I'll do BCZ eventually but I want to give it some time first, seeing how its been out for less than a year. This has been insightful and I hope that you enjoyed reading it as much as I've enjoyed writing it.

Until then, Gimmick Out.