A Walk in the Dark A look in to the mind of an RPG designer

      

31Aug/13Off

13th Age Icons in Vector Format

Like I did with the D&D 4th Edition pantheon of gods, I have decided to go ahead and redraw each one of the 13 icons in 13th Age...

13thAgeIcons

Some of them were fairly easy to do, but the Wyrm and the Crusader were complex as all hell. Nonetheless, there you are.

For now I am releasing these only as a RAR file containing all 13 Illustrator 8 files. If anyone out there needs an alternate format do let me know and I'll see what I can do.

If you do use these, I'd love to hear about it!

13th Age Icons for Adobe Illustrator 8 (174Kb)

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31Aug/13Off

A New Age

13th AgeRecently I was introduced to 13th Age via a Google Hangout play session hosted by Aaron R. (@WolfSamurai on Twitter). You can read more about him and his campaign HERE on Obsidian Portal.

If I was only allowed to say one thing about 13th Age is that the ruleset has the amazing ability to win over players and DMs alike in just one session. And I'm not the only one that is fascinated by the product; I've been seeing several people moving away from traditional D&D and Pathfinder towards 13th Age. Heck, even Sersa at SVD Press released a PDF of conversion notes for Crucible of the Gods.

So minutes after I participated in that gaming session, I ran to the Pelgrane Press website and bought the rulebook, and now I wait here patiently while the thing travels halfway around the world to reach me in Miami. While I wait I've been pouring over the PDF (the "low resolution" version is available immediately when you buy the book) and thinking about what to do with it.

First off, even though The Coming Dark, Chapter One is 80% done for Pathfinder, I'm seriously considering converting it for 13th Age. The #1 reason for doing that is because it's so much easier; monsters don't have these huge, mathematically complex stat blocks. So I can focus more on the story and the environments instead of spending days on end tweaking the monsters in PCGen. I am practically convinced that I will make the switch, but I'm waiting until I receive the physical book to make my official decision.

I've asked the guys that created 13th Age about licensing; if you've read this blog before, you know that is an important issue and a very touchy subject for me. Officially they're not licensing it out yet because the system is still in its infancy and they want to build up their own products before letting third parties do it. So, depending on whether I wait for licensing to become available or not, I might end up releasing it as simply "13th Age Compatible". I still need to figure out the legalities in that.

I'm also considering flexing my software development muscles and creating either a character builder or a monster builder, but for this sort of thing I can't proceed until I get the publisher's blessing. So that may happen eventually... I just don't know if or when.

In the meantime, if you haven't already I highly recommend that you at least try out a game. Aaron's running games online almost weekly,  I think, so I'd recommend hitting him up on Twitter (@WolfSamurai).

My hardcover's scheduled to arrive Wednesday. Barring legal limitations in doing so, I'm predicting I'll make the official switch then, so I expect I'll be talking a lot about it in the near future.

9Aug/13Off

Discipline Magic

NOTE: This is a brain dump. I admit I don't have all the final details on this.

Yesterday I had an idea for a new magic system, so I found myself writing up some of the basics at around 3am.

The reason for the new mechanism is the way that I see the current world of magic: there is little room for specialization. Let's say you want to become a pyromancer, someone who really likes lighting stuff on fire. You don't want to beat around the bush learning non-fire spells for the first several levels... You want to jump right in! "You want to be a pyromancer? Excellent! First you have to master ray of frost first!" ... Why would I want to do that?!? I want to light stuff on fire!!!

Furthermore, let's assume you do become a pyromancer of sorts. Over time your skill improves, but right now it's only shown in a handful of spells that involve fire and the only thing that increases in those spell is the number of dice you roll for damage. At high levels you should be able to control fire in any way you please, yet you are still bound by the spell list someone else defined for you.

So here's what I envisioned: let's say you want to be a true pyromancer. At 1st level, you immediately gain a modest fire attack that does 1d6 fire damage at range. As you gain levels or through alternate methods, you gain "spell points" (or "SP" for short) that allow you to enhance this basic attack or get other abilities. You can increase its intensity, turn it in to a burst attack, make it light things on fire, attack multiple targets, etc... etc...

So, for example, here's the basic options you can improve your basic attack with:

Fire Scholar
Effect: You gain a fire attack. The attack has a range of 50' and deals 1d6 fire damage for every intensity level when it hits. When you first choose this discipline you must choose whether the attack is a ranged touch attack or requires a Reflex save (DC 10 + Int modifier + 1/2 intensity)
Enhancement (Max 10): You increase the intensity of the fire attack by 1, up to a maximum of 10d6 damage.

Fire Burst
Requirement: Fire Scholar 4
Effect: You can turn your fire attack into an area of effect attack. You can choose to reduce the attack's intensity by 1 to instead attack every creature within a 10' radius. A Reflex save (DC 10 + Int modifier + 1/2 intensity) negates the damage.
Enhancement (Max 5): For each enhancement level you can further increase the area of effect by another 10' and decrease the intensity of the attack by 1, up to a maximum of a 50' radius at the cost of 5 intensity levels.

Enhanced Fire Burst
Requirement: Fire Burst 3
Effect: Once per day, when you make a fire burst attack you can choose to have the attack deal half damage on a successful Reflex save (DC 10 + Int modifier + 1/2 intensity).
Enhancement (Maximum 5): For each enhancement level you gain one additional use of the enhanced fire burst attack per day.

Immolation
Requirement: Fire Scholar 2
Effect: You can choose to reduce your fire attack's intensity by 1 in order to set the target on fire. On a successful hit the target gains the "burning" condition and takes an additional 1d6 fire damage at the start of each turn. The burning effect does not stack; if used on a target that is already burning it has no additional effect.

Elemental Barrage
Requirement: Any Elemental Scholar 6
Effect: You can make your elemental attack against an additional target, distributing the intensity between them. Before making an attack, choose two targets and distirbute the total intensity level between them. The damage does not need to be distributed evenly.
Enhancement (Maximum 5): For each enhancement level you can attack one additional target, distributing the base attack's total intensity amongst all targets.

Long Range Casting
Requirement: Any Elemental Scholar 4
Effect: You can choose to reduce your elemental attack's intensity by 2 to double the range of the attack.

Precision Casting
Requirement: Any Elemental Scholar 3
Effect: Once per hour, you can choose to reduce your elemental attack's intensity by 2 to increase either the attack roll or the save DC of the attack by 2.
Enhancement (Maximum 5): Fr each enhancement level you gain one additional use of precision casting every hour.

Each of these options will cost a certain amount of SPs.

Note something in the above: I don't specify what the fire attack actually is. It could be a bolt of fire, or it could be spontaneously generating a fire on the target, or it could be calling in to existence a large, flaming trout that slaps the target across the face. It doesn't matter what it is... mechanically, it all works the same.

This allows the player to describe how their fire ability manifests itself. So let's say you have an Intensity 3 Fire Burst 2 attack (3d6 fire damage to all targets within 20', 10 SP cost)... that's effectively the fireball spell. Or a flame strike. Or a really big flaming trout. How it looks visually is irrelevant and now up to the player's own creativity.

This also has an added benefit: the "spell points" reflect training, but leveling up need not be the only source of them. Let's say you find a really good arcane text in a dungeon, something that teaches you additional secrets on how to be an elemental caster. Studying that book at length can grant you 2 SPs, which you can immediately spend to improve your skill.

Also, the above allows you to either specialize as a "fire only" caster or make a highly diversified caster. At level 20 you can either be dealing a 10d6 fire attack (as an at-will, mind you) or you can spread out your SPs in pyromancy (fire), cryomancy (cold/water), storm mage (electricity/thunder), and others. Other disciplines could be necromancy or even straight up physical damage where your basic attack could be anything from magic missile to disintegrate.

I've been considering tying the above to a mana mechanism as well to limit the frequency that it can be cast. Like I said above, having a 10d6 fire attack that's an at-will could be pretty nasty... but is that really an issue? At 20th level a wizard is literally an arcane turret of destruction that could probably cast half a dozen 10d6 fireballs (maximized, even) on a whim.

I still need to figure out how to work in the non-escalating, non-damaging spells (things like charm person, sleep, etc.) or support spells (mage armor, shield, etc.) in to the above. I'm also considering upping the SP counts and gain per level so that a wizard can diversify more. For example, if they gain 4 SPs a level they can choose to gain 4 brand new weak spells or pile them all in to one discipline to really beef it up.

All this is in the works, rolling around in my head as I work on other projects. Maybe I'll write it up officially some day...

Opinions?

25Jul/13Off

Going Primeval

This past week has been... "interesting"... to say the least.

First of all, if you have yet to vote on the 2013 ENnie Awards I highly encourage you to do so. And, while you're at it, throw a vote or two for me and Darklight Interactive, who are nominated in two categories:

  • Best Free Product: "A Night in Seyvoth Manor"
  • Fan's Favorite Publisher: Darklight Interactive

So go and vote, will ya?

ThuleSecondly, in light of a lot going on in the RPG world this past month I have been actively trying to get involved as much as possible. I obviously can't go in to specifics on everything else I'm getting myself in to, but I can speak about what has just been announced: I am now a contributor to the Primeval Thule campaign setting currently running on Kickstarter.

This is a really cool opportunity that I couldn't resist getting involved with. Not only is it a great looking product, but it's involving a lot of people that I respect and would give a major appendage up to work with on anything: Rich Baker, David Noonan, Stephen Schubert, Ed Greenwood, Owen Stephens, Christopher West, Todd Lockwood, Jason Buhlman and others. Not to mention the recent additions of Mike "Sly Flourish" Shea and Scott "The Angry DM" Rehm.

This is also, arguably, the first time I participate in a project of this magnitude and scale where I'm not the only person working on it. So it's wild to think I'll be rubbing elbows with everyone involved, especially considering they all have a helluva lot more experience than I do in this sort of thing. I'm excited beyond description!

The project, admittedly, has a long ways to go still and very little time, so I ask you to drop whatever you're doing, head over to the Kickstarter page and help them out in any way possible.

16Jul/13Off

Long Overdue Update

Gosh, has it really been over three months since my last post?

Well, suffice to say that things have been somewhat hectic. I started a new job on April 1st and my work schedule has changed radically, so I usually get home extremely tired and not thinking about blogging. But I will hopefully get back to posting stuff soon once I get a little more available time.

Holy s%#@!!! We're nominated!!!

Holy s%#@!!! We're nominated!!!

But there's a big reason to celebrate! Darklight Interactive's A Night In Seyvoth Manor has been nominated in the "Best Free Product" category of the 2013 ENnie Awards!!! I admit I was counting the days 'til the nominations were released and was worried that I was building myself up for disappointment but, alas, there it is. So fingers crossed and let's see if we can win the thing, eh?

As for my development efforts, it's been somewhat of a mixed bag. I'd been working on Return of the Crystal Scion but I've become slightly disillusioned by it. As it stands now it has some areas that I'm rather proud of, but there are some monumental plot holes that I've been having a hard time filling. As a result, I have suspended further development on it. My intention is to take the larger parts of it - the Tomb of Iryk-Tep, the Sarafi tribe and their Caves of Wonder, The Obsidian Tower, etc. - and release those in some sort of side trek format. I also intend to release some parts that are simply too small for publication, such as my Sky Kraken creature for Pathfinder, here on this blog. So stay tuned for all that.

But recently I've been drawn back to my original campaign, The Coming Dark. I had already created it for D&D 4th Edition and it clocked in at close to 200 pages, but I now had issues with its initial design. You see, it was the first thing I'd ever done with D&D 4E - or with high end campaign design, for that matter - and it was somewhat "railroady". In a nutshell, I didn't like it one bit; I had a story in my head, but in my efforts to translate it to the game it just wasn't working.

So I've started a full redesign of it for use in the Pathfinder Roleplaying Game system. I'm changing quite a lot of it, using the Pathfinder design style which allows me to be much more flexible in what I can do. I'm not bound by the 4E balance, or the 4E GSL for that matter. It will be distributed in three parts, each part containing three chapters (or acts... haven't decided). And I feel it's a lot, lot better now so we'll see how it goes.

I also have Revenge of the Kobolds still sitting on my hard drive waiting for me to do something with it. It still lacks art so I'm hesitant to publish it as is, but as days pass I'm getting tired of holding it back. One of these days I'll just say "the hell with it" and unleash it on the world... when that day comes, I hope you enjoy it.

Finally, I kinda said I wasn't going to do it but I'm creating another small adventure (5 encounters) for D&D 4th Edition called A Festival of Magic, which is a proposal I pitched to WotC but they apparently didn't like (they never answered me, but still). I'm going to do an experiment with this one: once I complete and release the 4E version my plan is to convert this to as many other systems as possible. Pathfinder... 13th Age... DCC... Dungeon World... AGE... etc... Figure it's worth a shot trying that once.

Anyway, I'm still around so hopefully I'll get back to posting often.