martedì 29 novembre 2022

What's the difference between Into the Odd and Electric Bastionland?

Into the Odd was designed to simplify D&D and making it a bit more scifi, but still similar enough that you could play D&D/OSR modules. To differentiate it from D&D, a 19th century industrial vibe was chosen instead of the usual sort-of-medieval fantasy.


Chargen gives you equipment based on your stats roll. Worse stats give you better equipment and vice-versa. Equipment can tell you something about your character.


There are no classes. There are "magical" objects called Arcana sprinkled around the world


Characters progress through milestones, at first based on the number of expedition they undertake, then based on taking an apprentice. When you reach a milestone you roll additional hp and sometimes raise your stats.


There are rules for starting and managing an enterprise and large groups of followers, 'warbands'.

There's a GM section and an introductory dungeon , the Iron Coral

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Electric Bastionland basically uses the same system but now fleshes out the setting that was mentioned in Into the Odd. Bastion is now more 1920s. It's a huge, chaotic city that has 'everything in it'. Deep Country, the land surrounding Bastion that has any biome if you go looking for it. Weirdly, the more you travel away from Bastion, the more technology recedes, like going back in time. You could even find dinosaurs. And then, beyond the Polar Ocean, the Golden Lands get even weirder. Then there's the Underground, populated by machines that like to test adventurers.


These aren't fixed settings. They are merely containers for your ideas. They allow you to come up with any idea without breaking any 'canon' of the world, since you can fit anything you can think of in one of the regions described. Idea for a dungeon? put it in the Underground. Bronze age adventures? Put it in Deep Country. Heist in a big city? Bastion


Oddities take the place of Arcana. The line between what's an oddity and whats mundane is more blurred. Anything out of the ordinary, from a Hic-gun that sometimes fires random shots to a Genie in a Lightbulb with Fenomenal Cosmic Powers can be an Oddity.


At chargen you roll for one of 100 failed careers of your character, each with its own dedicated spread. These, along with the illustrations and random tables sparsed throughout the book, are meant to convey Bastionland's atmosphere and spark ideas for your own gaming content.


Character progression is mainly based on what your character does in the world. The GM is encouraged to create scenarios that will leave the PCs transformed: connections, mutations, assets... that are many ways to achieve this. I'm thinking about writing a blog post about it.

There is also a Scar system that modifies your statistics when you take damage under certain conditions

There's a GM section and some example adventure locations


If you're still indecisive, the designer's pitch is that you should get Into the Odd if you mainly want to run other people's modules, and Electric Bastionland if you want to make your own.


giovedì 24 novembre 2022

Interactive Environment and Combos

Further developing this project

There are two more playable cards: Repeat Previous Card and Repeat First Card

Cards are played 3 at a time, covered, and then revealed and resolved one at a time. The order of reveal is important, so make sure you are on the same page on which counts as the First Card.

Example:
Player 1 and Player 2 each place 3 cards covered on the table. They decided that the first card is the one on Player 1's left side and Player 2's right side, so they reveal those cards. Player 1's card is as Block while Player 2's card is a Throw. They go through all the steps of the procedure explained in the last blogpost, then move to the second card, and so on. After the clash of the third card is resolved, they check if someone pulled off a Combo, resolve that effect, take back their cards and play another round.

Obviously, it doesn't make much sense to play Repeat First Card as your first card. If Repeat First Card is played as the first card and the opponent used an attack, their attack automatically connects.

A Combo is pulled off if the right cards have been played in the right order, and all your attacks connected.

Most Combos have a one-time use that lasts the whole combat:

1. Enemy can't play Fast Strike anymore
2. Enemy can't play Heavy Strike anymore
3. Enemy can't play Dodge anymore
4. Enemy can't play Throw anymore
5. Enemy can't play Block anymore
6. Enemy can't play Repeat Previous Card anymore
7. Enemy can't play Repeat First Card anymore
8. Once per turn, at the moment of reveal, you can change one of the opponent's cards on the field with one from yout hand.
9. Once per turn, at the moment of reveal, you can change one of your cards on the field with one from your hand,
10. Once per turn, at the moment of reveal, you can force the opponent to change one card on the field with one from their hand,
11. You can't go lower than a d6
12. Enemy can't go higher than d12 
13. Step up your die to the highest step (this combo can be played more than once)
14. Step down opponent's die to the lowest step (this combo can be used more than once)
15. Your cards' effects are amplified by one die, so Fast Strike steps you up twice, Heavy Strike steps you up thrice and the opponent down twice, Dodge steps you both down twice etc
16. You don't have disadvantage anymore
17. Your die can't be stepped down anymore 
18. If you and your opponent play the same attack card, theirs has disadvantage
19. Once per turn, you can reverse the result of a bout by swapping the cards after rolling  eg. if your opponent's Fast Strike connected you get to step up the die instead. For the purpose of a Combo, it's your new card that counts, and your attack that counts as if it connected
20. Instant knock-out (show this combo to the enemy before the match)

To know what combo you're capable of, draw three random cards in order, and roll a d20. The Combo is whatever combination of Attacks, Blocks or Dodges resulted, and the effect is the one indicated by the d20. If your character has multiple combos and you roll the same combo twice, or the same effect twice, redraw the cards or reroll the die respectively.

If the first card you drew is Repeat First Card, swap the first and third card of the combo

In a TTRPG, PCs may start with one combo slot (or even none) and gain an additional combo slot for each powerful enemy they dispatch.

If you're just playing this as a tabletop game, you may draw up to 3 combos before the match.

Example: 

Player 1 wants to know what their character's combo is. They draw, in order: Dodge, Repeat First Card and Heavy Strike, and roll a d20 with a result of 20.

This means that if in a round they manage to pull off two subsequent Dodges and then connect a Heavy Strike, they win the match. 

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How can we turn this card game into a TTRPG?

When I think of kung-fu movies, particularly Jackie Chan's, I imagine alot of gags using the environment

At the moment of reveal, before rolling dice, you can decide to do your Move using the environment.

If you use your environment for a Move, this is always pulled off but there is no effect on the dice and your Combos aren't triggered. However, your opponent's Combo isn't disrupted.

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Example :

Player 1's character, 'Guile' vs Player 2's character, 'Jackie', are fighting in a bar

They both play a Fast Strike as their first card. Jackie decides that their character is breaking a bottle on Guile's head, so Jackie automatically wins the bout, buth their dice doesn't step up.

Next card is a Heavy Strike for Guile and a Throw for Jackie. Once again, Jackie decides to use the environment and slide Guile on the bar countertop, smashing his face against numerous glasses.

Finally, they both go for a Heavy Strike, and Guile comes out on top. stepping up his die twice nd stepping down Jackie's die once. Player 1 reveals that - Fast Strike . Heavy Strike - Heavy Strike - was their Combo and that means they can resolve its effect.

If Jackie's combo was Fast Strike - Throw - Heavy Strike, and he managed to connect his last Heavy Strike, he still wouldn't have completed his Combo since he used the environment during this round

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Objects usually break once used

Assume the characters are moving around the arena so everythinig is in reach.

Also, assume they're able to do incredibly acrobatic and showy stuff.


It's important to create highly interactive battle arenas, think about Jackie Chan's movies or Pirate sof the Caribbean. They can include:

1. Stuff to break on the opponent's head: pool cues, bottles, paintings, pans...

2. Swingy stuff, chandeliers, rope bridges...

3, Verticality, numerous planes of actions, stairs

4. Stilts

5. Hydrants, water hoses

6. Big hamster wheels...?

7. Kitchen stoves?

I don't know, let your fantasy run wild on how the characters can hurt each other.in the most funny way.

martedì 22 novembre 2022

Beat'em up!

Here's my attempt at a tabletop game that simulates fighting games

Maybe it could be used in a game with a kung-fu theme



You'll have 5 cards in your hand:

1. Fast Strike Attack (2): disadvantaged against Blocks. Step up own die once if it connects. .
2. Heavy Strike Attack (Ace): disadvantaged against Fast Strikes and Blocks. If it connects, step up own die twice and step down opponent's die once.
3. Dodge (Jack): cancels enemy's attack on a roll of 3+. If enemy's attack is cancelled, step down both dice once
4. Throw Attack (Queen): disadvantaged against Fast and Heavy Strikes. Step down opponent's die once if it connects.
5. Block (King): disadvantaged against Throws. If Block rolls higher, it cancels the enemy's attack, step down attacker's die once and step up defender's die once
 
Objective: roll 10 or more on an attack that connects to knock down the opponent

Procedure:
Choose a card and reveal it simultaneously with your opponent
Check if someone made an attack
Check for disadvantages
Roll your attack dice (start from d8)
Compare the rolls to see if someone's attack connects and whose.
If no one won yet, step dice up or down and go another round (steps: d4-d6-d8-d10-d12-d20)

Disadvantage means rolling two dice and referencing the lowest of the two.
The attack with the highest roll connects.
If no one attacks, nothing changes.
Ties are lost by the one with a disadvantage.
Two even Fast Strikes both connect. Step both dice up once.
Two even Heavy Strikes both connect. Step both dice up once.
Two even Throws are rerolled.

Example:
Player 1 vs Player 2

Round 1: d8 Heavy Strike vs d8 Fast Strike - Heavy Strike has disadvantage . (4 and 8) vs (6) - Player 2 wins the bout and steps up once

Round 2: d8 Dodge vs d10 Block - nothing changes

Round 3:d8 Fast Strike vs d10 Fast Strike- (5) vs (1) - Player 1 wins the bout and steps up once

Round 4: d10 Block vs d10 Throw - Block has disadvantage - (10 and 8) vs (9) - Throw connects and Player 1 steps down their die

Round 5: d8 Block vs d10 Fast Strike - Fast Strike has disadvantage - (1) vs (6 and 10) - even with disadvantage, Player 2 connects and steps up once

Round 6: d8 Heavy Strike vs d12 Heavy Strike- (4) vs (6) - Player 2 hits heavier - they step up twice while Player 1 steps down once

Round 7: d6 Heavy Strike vs d20 Fast Strike - Heavy Strike has disadvantage - (6 and 4) vs (16) - Player 2 wins the fight

If you tried it and commented your impressions it would make me very happy

Foreground Growth for Cairn, part 2: Master Musicians and Celestial Scholars

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