The new character sheet for my game, Dark Days.
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Dear Diary
Lately, it’s been all about system.
Thinking about it, I decided that for Dark Days to have a decent chance and decent sales, it might be a good idea to use an existing system. System familiarity is a good thing, in general. There is also an amount of ”loyalty” involved for the buyer.
After some shifting through systems, it looks like the viable choices for me are ORE and FATE.
ORE is not OGL or Open, so I need permission from Arc Dream. I’m talking with them about it at the moment.
FATE is an easy choice at first glance. My system is a FATE derivative that keeps Aspects but does away with Stunts and Refresh levels (are those in FATE 2 or just 3?).
The thing is that Fudge dice and the conflict mechanics are a hard sell for me. As a European (Greek, specifically), I have no history with Fudge or it’s funky dice. It’s also that I dislike the need for such specific dice, although that might be a bit hypocritical of me, since my system uses d10s. Still, White Wolf games are more popular in Europe than Fudge, I’d think.
The conflict mechanics don’t do it for me, nor do they fit with my current system. I would probably need to overhaul my sanity mechanics and a couple of other things, but I think this problem is solvable.
What I’m really wondering, in both cases, is if it’s possible to keep the key components of those 2 systems and still market the game as an ”ORE/FATE game”.
Starblazer for example is a FATE game that uses d6s instead of fudge dice and A Dirty World is ORE in name only, as it has radically different attributes and conflict resolution.
So I guess the answer is…yes?
Posted this on gmail Buzz, thought I’d post it here too.
I’m starting to think most rpgs can be shaved down to a simple concept: The characters are troubleshooters and they go about solving problems. Be it killing bad monsters hiding in dungeons (D&D), or worse monsters hiding in abandoned buildings(Horror), saving people in danger (superhero) etc, it’s all about solving problems. So are personal goals like making money, gathering magical items or whatever.
Games do deviate from this theme, but that’s OK, I’m not trying to say every game works like this.
Now the question is, can a generic system be created that will support games like this? Such a system will be pretty useful for setting up games with generic premises (zombies! post apocalypse! heists!).
I think that troubleshooting as a premise can be used as a starting point. This would allow you to focus on some things in your system like:
1. Characters are in a group, so include mechanics/advice on putting a group together.
2. Groups will have goals, so include mechanics tied to that.
3. Each character will likely have personal goals, so you have mechanics that reinforce that.
What I’m thinking specifically, is bolt-on sub-systems and mechanics that can be added/removed depending on what you want to play. This could lead to an engine that can cover a lot of different themes.
For example:
Post apocalypse, resource management, zombies.
You’d take the basic system, include the mechanics that allow you to create your apocalypse, include the resource management mechanics (food, weapons, etc) and of course, the rules for zombies and how they work (player-GM created).
Do you want the game to be horrific and dramatic?
Include relationship mechanics and sanity mechanics.
Want it to be more about shooting things in the head and gunporn? Include the mechanics that cover detailed combat.
To further elaborate, it’s not really about troubleshooting, it’s about running games where the GM or the players and the GM have a clear idea of what they want to play.
Let’s say I ask you, ”I want to play a post apocalyptic game, what system should I use?”
You say ”Apocalypse World”.
I say, ”Can it handle epic road trips across the American wasteland?”
You say ”Well, maybe. But it’s more about societies and resource management”
I say ”Oh well that won’t work, I don’t care about that.”.
That’s what I’m talking about. A game where you have your setting, you have your situation and you need a simple system where you can adjust the dials and land close to what you’re looking for.
I suppose GURPS is the answer to that, which probably negates the need for a new system, yet I’m not a fan of GURPS either. Too many fiddly bits.
Which is interesting. I guess I’m talking about a generic, lightweight system with indie sensibilities (Keys, Aspects, Tokens, no-GM, etc).
I did the cover design for this so I felt I should pimp it out a bit!
Dear Diary
Today I got another illustration in, this one for ”The Crew” headquarters, a jazz club with an extensive basement.
A couple of folks have told me that the game is similar to White Wolf games. I can’t say I agree 100%, but I can understand the sentiment. The smart thing to do is to make sure that I don’t default to White Wolf-game land.
I’ve been thinking about some changes as well.
I think that the 5 Psyches should be removed as ‘’splats” and not be named (no more Wraiths, Hellblazers, etc). They only define your Obsession, so there is no reason for them to exist. The Hellfire Clubs are what define the goals your characters has.
So a character is basically defined by your nature (Obsession) and goals/choices (Hellfire Club).
I’m a bit saddened to see the Psyches go, but they’re dead weight.
Dear Diary
Today I decided I needed to finish a couple of chapters before I could in earnest move towards writing the setting of the game. Those chapters are the Introduction, Aspects and Character Creation chapters.
I’ve put a lot of words into these, but I still feel like I should finish them before I move on. Probably a bad idea, but what can you gonna do?
I decided to look at some other rpgs and see what they did with their Introduction chapter (or whichever their first chapter was).
Introduction
For this chapter, I’m going to look for guidance in the following games: Dresden Files, GURPS: Hellboy and Unknown Armies. I could probably fit in a couple of indies for some interesting ideas too.
Dresden Files has 2 pages of introduction and then follows that with a chapter called The Basics. This is basically my ”The Basics” chapter. I might change the name if I end up using Fate. I only have the playtest doc.
Hellboy uses the same layout I’ve been using this far. Intro, RPGs spiel, What you need to play this game, Setting, Rules.
Unknown Armies has a single page of rules and then goes into some short fiction. I’m not into fiction in games general. It then talks about setting and offers some plot hooks.
This is what my modified headers look like for this chapter:
Introduction(what the hell am I going to say here?)
What are RPGs?
What is this game about?
Things you should have
The world of Dark Days (this where we do a little info dump on the setting and it’s themes)
Darkness
Revenants
Senechals (unsure)
Monsters
Hellfire Clubs (not sure about this)
What’s out there: Mortals, Vampires, Magicians, The Dead, Werewolves, Pagan gods
Quick start Rules/Synopsis
Rolling the dice
What’s on your character sheet (skills, stats, aspects, etc)
Fate Points
Optional:
Example of play (I think DRYH does this).
Glossary (some games do this).
Plot Hooks (UA does this, but I feel it’s a bit too early for that here).
Criticism?
Know of any games that have awesome introductory chapters?
Am I missing anything that belongs here?
I’ve posted this everywhere else, I might as well plug it here too.
My work process, on a bit of direction-less portrait.