Tag: Brainstorm

The Grand Adventure – brainstorm and images

Well that was a nice Christmas and New Year for me. We played a lot of Santorini (my oldest daughter loved it) and some Quest for El Dorado and so on. With my other nieces and nephews (who aren’t as avid of game players) I had bought one of them some D&D stuff, but it was clearly a bit too much for them, so we tried Party of Light, and even that was a bit too much and not what they were after (they wanted less grid combat and more adventure-y stuff). So I off-the-cuff threw some rules together on vacation, and now wanted to refine them into yet another RPG for kids. I mean adults will find something fun in it too, obviously. So The Grand Adventure (working title) is roughly the result so far, which has no board/grid, so it’s easier to prepare (helps me a lot!), and has a focus on fast combat where you still get to have something fun happen on a miss, and other stuff kids tend to like (such as re-rolls and no dying – just losing overall as a party). So taking some elements from Glowquest a bit.

Anyway I’ve been looking around a bit for some title page art (premature much?!) and wanted to share some cool images. These would be recolored, touched up, and overlayed with the title.

So far I’m tending towards the colorful plant/jungle, the waterfall, and the fantastical house or airship thing. I think some simple line art of explorers could work for the inside like the series called Middle Earth Traveller by Evankart.

And here is a dump of the brainstorm document I have:

– Overall game uses no board, but has relative positioning so we can still use minis

– Body
— Strong
— Swift
– Mind
— Smart
— Social
– Soul
— Tough
— Tricky

– Above attributes are assigned Best (+3), Good (+1), Bad (-1), and Worst (-2) and two 0s.
– Stats are assigned secretly during creation
– Skill checks are D10+attr >= DC = success
— Could have a couple of named Skills that give +1
— Would be more interesting if Skill did something else, like roll 2D10 choose highest?
—- Reason being a +1 doesn’t feel hugely impactful, results in more math for mods, etc.
– Basic check should be around DC 5, which results in 60% chance of success

– Character sheet should be a half page, with instructions on what to do right on the sheet
– Then your class is another half a sheet you put below. So you have attributes/stamina/name/etc. and your spendable abilities

– Combat/attack is 3D6, do 1 damage per 5 or 6 rolled
– Most monsters have 1-2 Stamina so they die quickly
– Also gain 1 Power counter (likely just glass beads) per: miss, roll of 6, and doubles
— For example rolling 1, 3, 5 would be 1 damage, no Power
— Rolling 3, 3, 5 would be 1 damage, 1 Power (from doubles)
— Rolling 1, 2, 4 would be 0 damage, 1 Power (from miss)
— etc
– Only have a set amount of Power available from the glass bead pool, so players are encouraged to spend and not horde
– Power is spent on class features, like a whirlwind attack for a Berserker or a Double Shot for a Ranger or a Healing Word for a Healer, etc.
— Almost like Surges from Glowquest
— Try to avoid a generic list of spendables (at first?) for heroes. DM would only have a generic list most likely, to save on monster creation time
– Max spendable Power cost is 4
– Power is reset to 0 at the end of the battle
– Every hero gets 1 re-roll per encounter, as kids like re-rolls
– Math odds for attack https://forum.rpg.net/index.php?threads/odds-of-rolling-at-least-one-5-with-xd6.776415/

– Heroes have 5 (?) Stamina total, and take Damage (counting up from 0). If they reach their max Stamina, they are placed face down and the party loses 1 Resolve
— At the end of a turn face down they stand back up with 0 Damage (fully healed). So basically miss a turn by dying
– Resolve is set at the start of each session, likely 4. Lose the game or have dire, critical consequences if 0 Resolve remains
– Magic used outside of combat costs 1 Stamina
— Help balances when to use it. Magic doesn’t boost Skill check, just gives more options/tools
— Maybe non-Magic classes have better base stats like more Stamina or damage per hit or something

– Classes can level up and choose new bonuses and power spenders (need a name – Ability most likely)
— For example a lvl 2 Berserker could choose a Blood Rage skill or a Deadly Chop or +1 max Stamina or a new Skill or some combination of all
Knight (sword+shield defender), Healer (duh), Savage (offensive melee), Archer (ranger type), Shapeshifter, Wizard (uses fire/ice/earth/wind elements), Shaman (uses summons?)

– Races eventually, which give a Power spendable ability, such as Elf having “1: Keen Sight”
— Could also provide a +/- to attributes like +1 Strong
– Initiative is just whoever wants to go first, then DM acts after each player, as usual. A turn order token to pass to the next person seemed to help a lot
– Choose only 1 Item at the start. No Party of Light style split between normal/magic items to begin with
– Make a list of magic items (by name only) for ease of handing out
– Currency? Gold coins makes the most sense, very basic though? 10 Gold = 1 Item?
– Need a broad world map for where they are going, seemed to help a lot

Topics of interest: world cities, cyborgs, genetics, cloning

cyborgDigging through my old Fallen City rules from 20+ years ago makes me want to revisit the genre and theme described in that game. The concept of a massive world city that is churning with overpopulation and crime. Judge Dredd is similar with their “megacities”, especially the recent Karl Urban movie Dredd (2012) which opens with:

America is an irradiated wasteland. Within it lies a city. Outside the boundary walls, a desert. A cursed earth. Inside the walls, a cursed city, stretching from Boston to Washington D.C. An unbroken concrete landscape. 800 million people living in the ruin of the old world and the mega structures of the new one. Mega blocks. Mega highways. Mega City One. Convulsing. Choking. Breaking under its own weight. Citizens in fear of the street. The gun. The gang. Only one thing fighting for order in the chaos: the men and women of the Hall of Justice. Juries. Executioners. Judges.

In addition to that element I really want to explore the trio of transhumanism paths: cyborgs, genetics, and cloning. I remember finding a rulebook about 3 or 4 years ago called Transhuman Space that dealt with some of those topics, and I found it fascinating. So maybe throw in a bit of Bladerunner and the recent Westworld TV show.

Now I have a few options for this. I’d like to try Fickle RPG to see how truly flexible the rules are. So instead of my current/default theme of parasitic zombies, I’d go to a sci-fi theme.

The other option of course is to make a completely new RPG game. Or maybe not even an RPG. Because what I think my focus and main interest would be asymmetrical rules, specifically having cyborgs, genetics, and clones play and function differently. All three are a path for human improvement, and have a lot of depth and brain bending concepts associated.

I could see Clones as being cannon fodder, with a numbers advantage but less skill and personality. Cyborgs would be the opposite: powerful, expensive, and outnumbered. Genetics would likely fall in the middle, and be more about modifying existing humans.

I have no idea how I’d make each type (faction?) feel different, or if a skirmish game, RPG, boardgame, or other rules approach would work best. I honestly just like the idea overall, and thought I’d write it down here to collect my thoughts.


Initial Drylands brainstorm

Dug up some of my old brainstorming notes for Drylands and thought I’d share.

Initial Brainstorm

Game Name: Drylands

December 16, 2005 -> Oil Peak (note: anaylzed February 16, 2006)
April 19, 2019 -> Oil supply ends (note: April 19, 1775 was the “start” of the American Revolution)
November 2, 2023 – Dakota Belt forms (note: original North / South Dakota also formed on November 2)
By 2025 -> total regression

– pushing wells too hard, instead of gradual build up
– putting the “big rigs” on immediately, to get the most oil today as compared to planning ahead
– oil is still there, but no way to effectively harvest it
– demand exceeded ability to produce oil
– oil prices continued to rise
– some oil companies had 2-3 months oil supply (OECD alone had 54 days, and 37 days emergency stockpile)
– reached the fabled $300 / barrel before the 2019 “crash”

– minor animal mutations (from steel mills, etc.)

Global Warming
Acid Rain
– food / water shortage
Collapsed Economy

West got flooded from rising water level? San Fransisco, Los Angeles, etc.

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