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I've been working on a game system for over a year now. I've added many things to it: skills, monsters, flavor text, etc. But it lacks something. Something important.

A name!

So my questions are:
What makes a successful game name?
What should I name my game?

Name that game! by HaokHaok, 03 May 2010 15:32

Next week, we're going to have a D20 double-header! It's going to be Karl's secret societies and hidden agendas game set around 1900 and James' gritty urban game set a century later.

In search of some variety, I'm looking for someone interested in running a non-D20 game for the BSR group. We've had a request for a dungeon crawl, and a 4th ed. D&D game.

Schedule for Monday, May 3 by HaokHaok, 30 Apr 2010 23:13

"Taunt" skills seem to be staples of the MMO world, and are steadily creeping into tabletop games as well (D&D 3.5 has one, and 4e has a ton of them). But are they really necessary to have a good or balanced game?

I'm designing a classless system (so there is no dedicated "tank" type character, but you can build one), and I'm considering whether or not I want to include taunts (or some analog thereof). Personally, I think the whole idea is cheesy, but I want to hear some other opinions on it.

Taunt-type skills by HaokHaok, 09 Apr 2010 17:59

The events scheduled for Monday, April 12 are:

Sean's Planeswalking General D20
Ever wanted to play a jedi minotaur? This is the place for it. Come join the fight against galactic evil!
It is a first-come, first-served hotseat game. Eight players max, typical attendance is 4 or 5.

Karl's "A Glorious Experiment" D20 Modern
Set in early 1900s Earth, dealing heavily with conspiracies and the supernatural.
Our current invite-only game.

Alternate Game: Off-The-Cuff Risus with James
A beer-and-pretzels RPG in case we need another open-admission game.

If there is a change in plans, I'll post here.

Schedule For Monday, April 12 by HaokHaok, 06 Apr 2010 07:33

Interesting fix on the DR conversion! That curve makes higher cost armor significantly more worth the expense.
Might I suggest making it
0%-40% - Add one DT per 8 points of DR

Or something similar for keeping light armor viable, but not ridiculous?
Hm, I suppose it doesn't really scale with the 'half damage' '1 from attacks of that type' scale now, and situationally could still be 'better' than armor that just halves damage. (Since 8 damage halved = 4 damage, but 8 damage vs 7 DT = 1 damage)

Or
0-10% = 1 DT
11- 40% = rounded to 20 % damage taken (Damnit, algebra again.)

Whatever! I'm sure you'll settle on something that works.

Re: Fallout by Red RoscoeRed Roscoe, 05 Feb 2010 04:31

You are absolutely not nuts for bringing up these points. Let me give you a little background on the system we're playing, and you'll see pretty quickly why it breaks down.

The rules in the book we're using are taken almost verbatim from the mechanics of three computer games: Fallout, Fallout 2, and Fallout: Tactics. They're designed to be figured in the background by a computer, hence having calculations like attacks (seven environmental factors affecting the shot, followed by both DR and DT). It's got to be stripped down a bit so gameplay doesn't give us algebra test flashbacks.

Also, because the gear list is compiled from three separate games, those values are going to look wonky no matter what.

Another place it breaks down is monster difficulty. Monsters are scaled to fight a single PC built exactly like any of yours, plus maybe a dog or a braindead henchman. They're just not statted to provide a fun challenge to a party of five or six. Case in point: the golden gecko fight. Had I played the gecko as it was statted out in the book, David would've mopped the floor with it. It wouldn't have even been a contest. As I played it, the gecko was supposed to be a challenge for a group of 5.

I'd like to play around with DR and DT a bit, and see if we can't find a house rule that works better. The whole discussion about robes as armor kinda bothered me. Plus, powered armor gets pretty stupid with our current formula.

How about this: DT stays the same as it is in the book, and DR gets rounded, per the following chart.
DR Result
0%-10% DR is ignored.
11%-40% Add 1 to DT.
41%-80% Halve damage of that type. (Effectively, DR is rounded to 50%)
81%-100% Damage taken = 1 from attacks of that type.

As far as the caps thing goes, I'm working with the assumption that expensive stuff will be bartered for. (Notice how you're finding nicer gear, but not a lot of caps?) If the amount of caps people are toting around gets ridiculous, I'll probably offer alternatives to exchange for. (Trade in your 20-lb. bag of caps for a 2-lb. box of ammunition common enough to trade in most towns.)

I'm toying with a couple ideas for low-end big guns that might be available. Nothing's final yet, but you may see them soon.

Re: Fallout by HaokHaok, 04 Feb 2010 09:25

Roscoe here. Seeing how heavily traveled these forums are, I figured I'd start a thread for the Monday night Fallout game.

So far I've been fairly impressed with the system. Atmosphere is the most important part of a game as far as I'm concerned, and Fallout has that in spades.

The system itself though is pretty wonky in a lot of respects. I guess I'm not going to worry too much about accuracy when it comes to a post-apocalyptic future game (although that is lacking in a lot of items,) but the one thing that does get me about the system is the 'economy.' I just can't imagine some dude setting down a dufflebag full of bottlecaps to pay for, say, a pistol that is almost identical to a different pistol that costs half as much. Consequently, a rifle costs the same as a drugged stick of gum.
Basically, I think the game designer shot too high on the prices, when he could have achieved the same effect of rarity by just limiting cap distribution. (Also, stims are probably grossly overpriced. See the gum = rifle train of thought for more on this.)

Do not confuse this as complaining mind you! I enjoy the hell out of our game and don't think that the issue of currency significantly affects the game in any way. (We are obviously doing fine.) It's just the largest hole I see in a relatively untested system. That said, I like the way that the weapon categories balance out. Melee/unarmed both have significant enough advantages over firearms and vice-versa to not make any of them a clear cut choice.
BUT- I do feel pretty bad for those players who invest in Big Guns, and don't really find anything. Big guns also suffer from the "…shit that's expensive" train of thought worse than other weapon categories. I think Big Guns could benefit quite a lot from an affordable low end weapon that could 'tide over' a player until they could afford something better, so as to prevent feelings of being totally hosed. There's not a damn thing wrong with Big guns after you get 1000+ caps though.

The other thing that I think could use discussing is the armor system. The house rule that we've been playing by is like, 4 points of Damage resistance = 1 point of damage tolerance. I think it's a great idea to change DR into something more manageable, and converting it to DT seems a great way to do it. The scale is probably way too high though. Consider this - a leather jacket converts to a Damage Tolerance of 5. A knife does 1d10 damage. On an average hit, a leather jacket, much like the one that may be hanging in your closet, will completely stop the knife from hurting you. I almost feel like the DR should convert more like 10 DR = 1 DT. Since a leather jackets DR of 20 would stop 2 damage of 10 by the raw rules, but with the house rule, stops more than twice as much. This basically makes armor THE most important item you can get. More important than an awesome weapon in my opinion, since mid range armor will be stopping 80% of the damage you take.

Anyways! Discuss. Am I nuts for thinking these things need tweaking?

Fallout by Red RoscoeRed Roscoe, 04 Feb 2010 02:18
Mars 2166
HaokHaok 02 Feb 2010 01:21
in discussion Tabletop Game Postings / Recruiting » Mars 2166

Game Title: Mars 2166
System: D20 Modern with D20 Future, D20 Future Tech. Moderately modified.
Day and Time: Mondays, 7:00 p.m. to 10:30 p.m.
Rated: PG-13 (may stray into R for violence)
Openings: Four. (Please understand that I will have to turn away more players than I can accept.)

Four decades after the Mars Treaty Alliance won its war against Earth-based megacorps, the fractured peoples of Mars live in peace only because of a tenuous web of trade agreements and nonaggression pacts. But every web has its spider. …

This is the sequel to the very successful 2124 game. It is still in the planning stages, and won't be ready for at least another couple months. When I iron out when I want to start, I'll post an update here.

Mars 2166 by HaokHaok, 02 Feb 2010 01:21

1. I'm using one year as my baseline for length of campaign, with of course the understanding that games can go longer. I want players to feel like they're advancing from session to session, though.

2. I want advancement to be semi-realistic. I'd like the basic skillsets (even magic) to be graspable in a few weeks (or days for the truly talented). I want each skillset to have a variety of minor abilities that can be earned along the way to mastery, so even the guy focusing on just one thing can feel like he's getting somewhere.

I also want to cap the amount of training that's useful to a character at one time; training from dawn to dusk for a week straight is easy to say, but no sane person would ever do it.

The big thing I want to emphasize is that the players' efforts will dictate their in-game abilities; if your wizard picks up a sword and practices (and then spends the appropriate points), he can become a competent swordsman. This also means that players aren't automatically given new abilities at arbitrary points (as with most level-based systems). One should not expect something like godhood or leadership of an organization to come to them; they should have to work toward your goals.

I can see a couple of problems with this, though. Firstly, game balance is going to be hard to maintain. If you've got Biff Hardslab training constantly to be the best fighter in the world adventuring with Francoise Merrymuffin the baker-turned-mage-turned-diplomat, combat's going to be hard to keep interesting for everybody.

Re: Advancement rates in games by HaokHaok, 30 Jan 2010 20:38
Re: Testing... Testing...
Anonymous Tentacle (guest) 30 Jan 2010 19:57
in discussion General Discussion / Off-Topic » Testing... Testing...

Testing Anonymous Entries.

Re: Testing... Testing... by Anonymous Tentacle (guest), 30 Jan 2010 19:57

Let's see if I fixed the forums. Anyone who is able post back.

Testing... Testing... by eldritchblendeldritchblend, 30 Jan 2010 19:55

Stacy has asked that we pay $5 a month in dues to help him keep the bills paid on it. Last time I checked the logbook, though, almost all of the BSR regulars were behind!

If you like, you can give your dues (along with your full name) to James or Karl, and we'll see to it that it gets to Stacy or Ravyn.

Pay dues if you use the gameroom! by HaokHaok, 06 Aug 2009 00:30

I'm toying with the idea of running my next tabletop game in an online format, via OpenRPG (www.openrpg.com). I'd like to do this so I can run for some of my friends across the nation as well as the home crowd.

Anyone interested? Questions, ideas?

Testing the waters for OpenRPG by HaokHaok, 06 Aug 2009 00:22

The BSR's Monday night game is going strong, but there's plenty of room for a second game in the gameroom. Anybody interested in running/playing in a campaign?

Come join the chaos!

There is a surplus of players who come to the BSR meetings on Monday nights hoping to find a game. I would like someone to run a pickup game now and then for these players. I'd suggest D&D 3.5 ed., 4th ed., Pathfinder or Call of Cthulhu. Short-duration pickup games have been very successful in the BSR, due to their ease of scheduling and lower level of commitment on the parts of both players and GMs.

Anyone up to the challenge?

Game Title: Mars 2124
System: D20 Modern with D20 Future, D20 Future Tech. Moderately modified.
Day and Time: Mondays, 7:30 p.m.
Rated: PG-13 (may stray into R for violence)
Openings: None. I originally wanted 4 players for this game, and I have 5 now. I'll update this if things change.

After terraforming, Mars is the biggest agricultural and scientific hub of the entire human race. Its exploitation at the hands of Earth-based mega-corporations has aggravated its citizens for decades. Recently, the megacorps have gone too far, and provoked armed retaliation from the Red Planet's citizens.

Welcome to the Mars Treaty Alliance's elite Mecha Corps. Welcome to the good fight.

Mars 2124 (closed) by HaokHaok, 21 Apr 2009 06:40

EDIT: Scratch that. I won't be there at all. I've come down with something that makes it hard to see straight. We'll try again next week.

Re: 3-30-09 Game by eldritchblendeldritchblend, 30 Mar 2009 22:51

My game tonight is cancelled due to insomnia. I am in no fit state to run a game for a long period of time. I will, however, be going down to the game room to talk about characters. I'll be there until 8, unless I fall asleep before then.

3-30-09 Game by eldritchblendeldritchblend, 30 Mar 2009 14:50

Inside the Eagles game room, we ask that people use print copies of any books. We've had issues with PDF copies of books being in the game room, and the policy is an effort to prevent future trouble.

Outside of the Eagles game room, we have no control over what you use. If you like to use the PDF copy at home, by all means, go ahead and use it. The above policy only applies in the game room itself.

What if you own and have with you the book, but prefer the digital copy? Is this acceptable?

Re: Game Room Policy Addendum by SeanRuSeanRu, 13 Mar 2009 23:41
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