The State of Things (Nautilus, Writing, THIS VERY BLOG)

Hey everyone, a few quick updates:

The Nautilus playtest has been going well, and it looks like a lot of things are going to go back to the drawing board to take them out of “okay” and into “awesome!” territory.  D20 Modern and Future have proven a little more sketchy and incomplete than they originally appeared, which is not a terrible thing, but creates more of a challenge moving forward.  Still, we can definitely make it work.

Speak of “we,” a friend of mine, Patricio Legras, has joined in on the Nautilus project with me.  This should mean more progress and faster updates, and hopefully a more complete product sooner for everyone.

We’ve also started up a website for the project, so we can centralize updates and stay in better touch with everyone.  It’s going to be under construction for the next few days, but once it’s live I’ll post up a link here in a new post.

As far as other things go, a week or so ago I finished writing one of the longest stories I’ve ever written.  It started as a project that was supposed to turn into a short story, and ended up being 120k words long.  It’s about a thief, her guild, and getting in way over their heads as they realize an artifact they were sent to recover was much more than they bargained for.  I’ve set it aside for now, to let it sit for a while, but should be editing it come November or December.

I’m also getting excited for NaNoWriMo coming up in about a month.  I’m not sure what I’m going to be writing yet, but it’s always a blast to participate (and I’m hoping I can turn this year into my eighth win in a row).  In the meantime, I’ll probably finish up another much shorter novel that’s a few scenes away from completion and write a few short stories.  I also have The Tower of Ishmal to edit and then hopefully start submitting to a few magazines.  I need to start building up my pile of rejection letters, after all. 😛

Lastly, I’m going to be updating this blog at least once a week from now on.  Right now it’s low to no traffic, and I’m okay with that, but moving on out of college at the end of this school year and into a career of any sort it would be nice to have a web presence to connect with other creative folk.  Plus there are a lot of things from game design to writing to, I dunno, extreme ornithology that I’d love to have conversations with you all about.

That’s it for now.  Have a good one, everyone.  See you next week if not sooner.

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Flash Fiction: The Human Keeper

Hey everybody, so it’s time for another flash fiction!  I again smacked right into the word limit on Chuck Wendig’s latest challenge, but had a great time.  The original challenge post is here, and I’ve copied the relevant bits below for your convenience:

On a bit of a random kick, so let’s go with that, again.

This time, I give you eight random words:

Saw

Milkshake

Bath

Flowerpot

Wheelchair

Bully

Zoo

Heretic

And you must choose four of these and incorporate them into a piece of flash fiction no more than 1000 words long, posted at your blog or online space by Friday, June 8th, at noon.

I ended up choosing “milkshake,” “zoo,” “heretic,” and “bath.”  Not in that order.  Anyway, without futher ado, here is “The Human Keeper” (below the jump).  I hope you enjoy!

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New d20 Sci-fi Game (Part III): Now With Title!

I realize updates on the d20 sci-fi game have been sort of thin on the ground lately, and I apologize for that.  We’ve finally started running the campaign, and while there’s still rough going in a lot of spots as we define more things (many items/features in d20 future are poorly designed or just not explained well enough), it’s been a lot of fun.

First of all, it’s called Nautilus now.  It’s very nice to finally give the project a name, as much as I was loving just saying “d20 sci-fi game” over and over again.

I mostly wanted to throw this post your guys’ way so I could show you a few new things.  First off, I’m going to post the (woefully incomplete) PDF of the rules here, for your personal (not commercial) use.  You can download it here.

The other big thing is that if you want to watch the campaign and see the game develop (including patch notes, errata from the PDF, and adventure logs), you should head on over to our obsidian portal campaign site/wiki.  It’s been a blast so far, and you can even see some of the world-building I’ve done, updated more-or-less as the players discover it.

That’s all for now, folks!  You should hear again from me soon.

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Flash Fiction: A Walk in the Woods

So, I finally decided to participate in Chuck Wendig‘s weekly flash fiction challenge, something I’ve been meaning to do for a long time but hadn’t quite gotten around to. The story’s first, because the challenge itself is kind of a spoiler.  I’ve put the challenge in a block-quote at the bottom, and linked to the challenge itself there.  I also ended up clocking in at *exactly* 1000 words.  Someday I will learn to be more concise!  Hope you enjoy the story.  I certainly had fun writing it.

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New d20 Sci-fi Game (Part II)

Work on the game continues apace.  Unfortunately, it still doesn’t have a title yet.  Although I sort of wanted to figure that part out once the game is more or less wrapped up and complete.

The main thing that happened today was a read-over of all of the class skills currently included.  I’ve been pulling out class skill from d20 Modern and Future, as well as a few from the Pathfinder SRD.  So far they’ve had mixed results.  While I really like a lot of d20 Modern as it’s presented, some of the class abilities begin to feel weak or improperly balanced when converted to Buy The Numbers.  Certain abilities that were nice bonuses for certain prestige classes become ludicrously expensive, while other powerful abilities become a little too cheap.  However, this is overall kind of rare and a result of just using certain default formulas for how much these abilities cost.  I actually found it useful to calculate the cost for a few of the simple abilities as complex abilities.  This greatly reduces the cost of taking the ability while still feeling balanced within the experience point costs of the system.

A quick run-down of how Buy The Numbers calculates the cost of a class ability:

The general rule of thumb to use when pricing a
simple ability is that the XP Cost to obtain the
ability is equal to 300 XP times the minimum
character level at which the ability can be
obtained under the Core Rules. For instance,
a prestige class might grant an ability at the
4th level of the prestige class; entry to the
prestige class might require the character to
be at least 5th level. Thus, the ability should
be priced as a 9th-level ability, with a cost of
300 XP times 9 or 2700 XP.

Simple abilities are those abilities that do not have a limitation such as uses per day, or being dependent on your character level.  Increasing your base speed by +5 ft would be an example of a class ability, or gaining +2 HP to all Treat Injury checks.

Complex abilities are those abilities that have a limited number of uses per day or are based around your character’s class level.  Sneak attack, which has damage progression based on your character level, or Smite Evil, which has a limited number of uses per day, are both complex abilities.  The costs for these are calculated as such:

Unlike simple special abilities, which require a
“one-time” entry cost, complex special abilities
require at least two XP expenditures to be
made. The first XP expenditure a character
must make is the XP Cost to have access to
the ability; this cost is always listed first below
the ability description. Other costs that may
be required include:
1.) The cost for each daily use of the ability
(“Base XP Cost for Single Daily Use”).
This cost escalates as the character
purchases more uses of the ability each
day; the second entry below the ability
description is the “Base XP Cost for
Single Daily Use.” Purchasing one use of
the ability per day has an XP Cost equal
to the new total number of daily uses
times the Base XP Cost; thus each
successive purchase of a daily use
increases the XP Cost (i.e., if an ability
has a Base XP Cost of 500 XP, it requires
a payment of 500 XP to use the ability
once per day, an additional 1,000 XP to
use the ability twice per day, another
1,500 XP to use the ability three times per
day, and so forth).
2.) Increasing the effective caster/character
level with which the ability is measured.
Some abilities have a Starting Caster
level listed; this level is subsumed in the
cost of purchasing access to the ability
and is the minimum level at which the
ability operates (if no entry appears, and a
level is necessary assume the starting
level is one). If the description of the
ability references “appropriate level,” this
is the level used. A character may
improve the effective level for one ability
only by paying an XP Cost equal to 50
times the new effective level (i.e., raising
the effective level from 1 to 2 requires 100
XP, raising it from 2 to 3 requires another
150 XP, and so forth).
3.) Increases that do not follow a “caster
level” pattern are also possible; the cost
for these is usually noted in the text.
When pricing complex special abilities, the
general rule of thumb is that the cost for
access should be 100 XP times the minimum
level required under the Core Rules to
achieve the ability if the ability is “leveldependent”
and 150 XP times the minimum
level required if it is not. The base cost for
uses per day should be priced at half the cost
for access. Exceptionally useful abilities
(such as sneak attack) may see an increase
in cost but never more than double. As with
simple abilities, prerequisites for complex
abilities should “make sense” as much as
possible, usually being drawn from earlier
abilities on a class list or in exceptional cases,
from other areas (e.g., since being an arcane
spellcaster is part of acquiring a familiar, the
familiar ability requires some ability with
arcane spells).

(Both sets of quotes are from Buy The Numbers, by Spencer “The Sigil” Cooley, which is Open Game Content.)

There were also definitely some differences of opinion based around how much an ability costs versus its utility, but I think those will become more settled and clear once initial XP values are calculated, as the relative cost of each ability will be much more apparent.  The main issue I think is going to be reconciling the costs that look high on paper with the amount of XP characters would have been expected to gain before getting that level in the default system (d20 Modern, Future, Pathfinder, etc.).  I have a feeling a lot of costs will seem more reasonable in that light.  My main worry at the moment is going to be that we end up in a dive to the bottom with XP costs, where suddenly everything is so cheap that there’s nothing interesting for characters to take in their later levels.  But this will require further playtesting and building of characters to ensure it works out.

I realize this may not have made the most sense ever, and I apologize for that.  I wanted to get the thoughts from the playtest down and out there in the world, and I’ll have more concrete examples once the XP value of all the abilities is calculated and another playtest is run or experimental character building is underway.

Next post: Converting wealth DCs to actual credit numbers, hopefully using the Hamburgers and Handguns method.  Woo?

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A Quick Update

Hey all, just wanted to let you know the site has had a minor redesign and a bunch of my projects have been added to the Writing and Games menu items.  My portfolio has also been updated.

Sorry about the lack of progress on the d20 Sci-fi front.  Right after I got home from the holidays, I started experiencing abdominal pain that turned out to be appendicitis.  Everything turned out well, but between recovering from the surgery and the start of the quarter I have been massively swamped.  However, my currently Dresden Files campaign just ended (possibly a post for another time), so I should have some time during this break from GMing to get the d20 Sci-fi back up and running, with a few posts along the way as I discuss key design decisions.  It’ll be a blast.

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New d20 Sci-fi Game (Part I)

Hey all! So my most recent project I’ve been fiddling at is a new game system for my tabletop group. It’s going to be a sci-fi setting, and using a heavily modified version of the d20 rules. This is what I have so far:

  • The core mechanics of the system will be based on d20, using the Buy the Numbers system of character advancement.  I love this system because it frees characters from needing to select a certain class at the start of the game, and gives a lot more flexibility to both players and the GM when designing characters.  I’m also hoping it will stop players from falling into the standard set of roles, although I realize this might be a pipe dream.
  • I think I will also be implementing the aspect system from FATE.  Characters will choose 7 aspects for themselves, like in the Dresden Files RPG system.  I’m not sure exactly how many FATE points to give them yet.  I may only do the compel economy for them, and start each player with one.  Or I could tie it to individual levels.  Each FATE point can be spent for an action die, along the lines of Fantasycraft.  I think this system will be a nice driver for plot and a good way to have characters take solid, in-character actions.  At the same time, I don’t want it to overpower the other mechanics of the game, so there will probably be less focus on Aspects than there is in The Dresden Files RPG, Spirit of the Century, etc.
  • I originally started aiming for hard Sci-fi, but have been running into a few problems.  Like faster-than-light travel and communication, as well as artificial gravity and inertial dampeners not having any feasible explanations.  (Okay, so artificial gravity has a few, but is still hard to justify on what we think of as a spaceship.)  I will still try to keep as much as I can grounded in something resembling actual science, but I’ve decided to allow myself some wiggle room on a lot of the details.  Any sufficiently advanced technology is indistinguishable from magic, right?

That’s the main of what I’ve been working on right now.  As I finish certain aspects of the game, I’ll write up new posts introducing all of the basic ideas.  The goal by the end is to have some sort of source book put together, both for my players and the internet as a whole.  Although given the use of the Buy the Numbers rule system, I’m not sure how the legality of that will work out.  But I will try to find some way to share the end result.

That’s all for now, folks!  Now go have yourselves a happy new year. 🙂

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Current Projects

A quick update on the current state of things in Ianlandia (aka what I’m working on):

– Started initial discussions with Jennifer and Patrick (neither of whom have websites that I know of for me to link to) about making a game over the course of the next quarter/school year/when it’s done. There are currently few details, although it looks like we’re aiming for either a very small scale RPG or an adventure game. The skills currently in the group are somewhat. . .constrained, but hopefully we’ll rise to the challenge! (Learning new things is fun, right? Right?)

– Started re-attempting to learn Blender today, if only to get a basic idea of how 3D modeling works. I still have an old e-book copy of Beginning Blender by Lance Flavell, which looks to be more than adequate for the task.

– Am going to do research into game engines for the project with Jennifer and Patrick. I need to figure out if Unity 3D is the best tool for the job, given that the game will probably be two-dimensional. We do want to use something that will apply later on in our careers, but at the same time using a 3D engine to make a 2D game seems like it could cause problems.

And that’s pretty much it for now! Back to Blender-book reading!

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Gaming Bucket List

So, I’ve been trying to use this summer to get through a huge backlog of games that I feel like I should have played at some point. I only own some of them, but all of these are games I feel like I should play at some point, either because they were popular in genres I enjoy or it seemed like they did something very right (and became classics) that I want to study. Keep in mind this list is far from complete and mostly for my own reference.

  • Fallout: New Vegas — Heard it was much better than Fallout 3, which I enjoyed. I’ve put in forty (!) hours so far and have definitely enjoyed it, although I feel I’m sabotaging my own fun by having read too much of the wiki and being concerned with getting the “best” endings, all the companions in one play-through, etc.
  • Planescape: Torment — I fully admit I want to get into this one for the writing.
  • Baldur’s Gate series — Mostly because they’re considered classics of the RPG genre, and I also kind of want to see what the Infinity Engine could and couldn’t handle, given that I rather like the idea of making an isometric RPG myself, although I’d probably shift towards 3D graphics just to gain experience in modeling and animation.
  • Icewind Dale series — For pretty much the same reasons as Baldur’s Gate.
  •  Neverwinter Nights — I’ve played through a small bit of this, but want to push through to the end.  I’ve found it to be one of the more interesting examples of translating tabletop mechanics to computer RPGs, and I especially think it would be interesting to think of ways for it to keep its 3rd Ed D&D crunch but make the system more easily understandable to newcomers.  I wasn’t really able to understand what I was doing until I’d played actual D&D, which strikes me as a bit of a flaw for a game that should be able to be understood within its own context.
  • Dragon Age: Origins — My main issue with this game is that I feel the pacing of combat is destroyed by needing to pause to issue orders every few seconds, and that I’ve ended up with a party that’s probably considered sub-optimal because of the characters who I actually like.  (Rogue PC, Leliana, Alistair, and Morrigan do not a balanced party make.)  However, the writing is good and it’s an interesting example of old-school RPG trappings made into a more modern game.
  • Deus Ex — Simply because it established much of the “mission sandbox” style of gameplay, where the approach was up to you.  I’ve played some of it so far and I have to admit the main thing that bothers me is some of the stealth implementation, but that’s mostly due to it being a game from another era and not having a first person camera.
  • Zork — Going back to one of the early classics.  And because I promised myself I’d beat it someday.
  • Zork: Grand Inquisitor — I’ve played a few hours of this, and I loved the humor.  Now that I’m older, I also think I could do more of the puzzles without a hint guide, due to this magical thing known as patience.
  • Myst — Another classic that I think I simply must play, if only to realize how much the adventure genre has evolved since then.
  • Uru: Ages Beyond Myst — Like Myst, but with some physics added into the puzzles.  Also would be an interesting study in spin-offs, as it seemed to keep much of the spirit of the original games intact while going and doing its own thing.
  • The Longest Journey — From what I played of this, I liked the characters rather a lot but often felt too dumb to figure out what I needed to do next.  But I think if I give it another crack I could finish it, and thus finish another classic of adventure gaming.
  • Syberia — Apparently I just want to play all the adventure games.  And PC Gamer adored this one when it came out, which a pretty good endorsement in my eyes.
  • Grand Theft Auto IV — I never finished Vice City because I found the protagonist wholly unlikeable.  From what I’ve seen of the story of IV, I think I would like Nico much more, and that would give me incentive to actually explore one of the more popular game series of all time, if only to improve my games literacy.
  • The Path, The Graveyard, Fatale, etc. (Everything Ever Made By Tale of Tales) — Say what you will about some of the gameplay mechanics, the games made by Tale of Tales strike me as some of the best examples of “games as art” available today.  And while their works definitely aren’t everyone’s cup of tea, I loved The Graveyard and am looking forward to trying their games that have a little more meat to them, to see how challenging things like genre conventions can be done to artistic effect.  (And who knows, maybe I’ll finally play Endless Forest and run around as a strange man-deer thing.  For the experience, if nothing else.)
  • The Witcher — I’ve played around sixteen hours of this so far, and the world and writing are all very good.  A great example of how to give true moral choices in games that aren’t neatly divided into “good” and “evil” paths, and choices that you make given only limited information, just like in real life.  My main issue with this game is that I’m not particularly good at the combat and some of the quests are rather confusing, but I think that’s mostly because I’ve let myself get bogged down in side quests far too often.
  • Psychonauts — Love what I’ve played so far, but need to go back and give it a whirl through to the finish, just to see the writing play out.  An excellent example of a game that could be played by children but is not designed explicitly for them, and avoids being dumbed down.
  • Dozens of Indie Games — To examine the scope of what individuals and small group developers can do, to generate logical ideas for what I want to do in my future game development.

There are, of course, many more, but this is already quite the hefty list on its own.  I guess I should get cracking on it.

What games do you keep meaning to go back and play?

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Unity 3D

I’ve taken to learning Unity 3D lately, and while it looks like it might be a bit too complex for my current needs, it seems like it will be useful to know in the long run. It seems to be fairly popular in the indie game development scene, and it’s a full engine, a level of complexity I’ve never attempted before. My one major concern is that I will need to script every single thing I want my game to do, but given my programming background I should be able to at least begrudgingly accomplish such a goal.

And who knows, it might be fun.

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