Decommissioned: Build or “Buy”?

February 6, 2008 at 11:44 am | In D-Com | Leave a Comment
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Happy New Year.

I have been playtesting Swashbucklers of the 7 Skies in January and while doing so, I thought about the mechanics for my game.  I am pondering how this game would work if I used an existing system.  I’m jump not wowed by my own dice mechanic thoughts, but I really dig the Solar System (from The Shadow of Yesterday) and the PDQ system (from Atomic Sock Monkey).

I could pretty easily hack either system to have a devolving mechanic and I could tap into an existing player base.  I am concerned that a short-run game like D-com could be a barrier to players to pick up and learn.  But if it is a flavor of a system they already like, it would be more appealing.

 Honestly, I’ve considered buying a couple of the PDQ spinoffs because I know and like the system.

Decommissioned: random thoughts from writing mock AP

December 27, 2007 at 3:52 pm | In D-Com | Leave a Comment
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I’m nearly finished with the first Mock AP.  Its been an interesting process so far.  I’ve had to develop a storyline for the “game” while simultaneously trying to create player actions, all without a framework for how the game really works.

While writing the AP, I’ve been jotting down some side notes as they come to me.  They aren’t decisions on the game, they’re just stray thoughts that I want to record.  Here they are in order of when I wrote them:

  • Should a player roll for failure vs. success during a step of Degeneration?  Or should the stages progress after failed rolls?  Or only when story appropriate or maybe GM fiat?  Should there be a physical countdown?  Perhaps a website with a timer? 
  • The GM and the player should collaborate on the countdown process.  If this is determined ahead of time, this will avoid frustration on either party’s part.
  • Should the game all be played over the course of one night: from chargen to termination?  This would avoid player fatigue (the idea of playing a dying character over the course of several sessions would most likely weigh on a player).
  • What if the Battlebot comes from a team consisting of 8 units?  Each step of degradation could come from the termination of one of the other units?  They want to destroy the PC, so the PC defends itself.  In turn, each of them take a step closer to termination.  What if the size of the team is the determining factor for the length of the game?

I don’t have answer to these questions.  But I doubt I would have posed them this early without the mock AP.

Next up, the long-awaited, fabled Mock AP!

Decommissioned: Reverse Engineering

December 5, 2007 at 11:22 am | In D-Com | Leave a Comment
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This week I had a lengthy conversation with Ryan Macklin (host of the podcast Master Plan) about D-Com.  I pitched him my ideas for mechanics, and he promptly poked holes in them wide enough for a truck to drive through.  It was a good kind of bubble-bursting as he pointed out how I was creating mechanics that had little relation  to what I wanted players to do in the game.

He gave me a suggestion that I want to explore: to reverse engineer the game a bit.  The idea is to mock up some Actual Play where I envision what player(s) and the GM do in the game, but I don’t try to assign mechanics to what I imagine them doing.  Once I see how I want the game played, I should have a better idea on how to create mechanics to allow players to do that.

The first Mock AP I will do will be for Battlebot CBPS-Gamma-1411, aka Haven.

Decommissioned: Mechanics Design Goals

November 29, 2007 at 10:15 pm | In D-Com | Leave a Comment
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I’m writing this here so I can refer back to it as I sus out my mechanics.

1. I want my mechanics to start with very high stats for Player Ccharacters that reduce over time. Player Characters will easily succeed at nearly every task at the begnning chapters of the game.  As the PC degrades, success becomes more difficult. 

2. I also want to introduce a separate mechanic that increases over time and can replace the mechanics that are breaking.  This is the Sacred mechanic or something related.

3. I have no idea how I want the mechanics to do that.

Decommissioned: The REAL Big Three

November 28, 2007 at 7:13 pm | In D-Com | Leave a Comment
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Jared Sorensen, the creator of the Big Three, was kind enough to drop by and help me with my game design.  I had assumed that the first three questions in the Power 19 by Troy Costisick were the Big Three.  I was off by two.  In baseball, I’d be batting .333, so I don’t feel too awful about it.

But wow, Jared Sorensen came by to fix my Big Three.  That’s pretty darn cool.  Plus, I’ve recently come to realize that my answer to question one (the one question that really is part of the official Big Three) doesn’t cover all of Decommissioned.  So, I’ll start with the new bits of question one, then tackle the official other two.

1.) What is your game about? 

For the previous answer, check hereDecommissioned is a satire about corporate and consumer cultures, a game where the characters sacrifice their existence to gain freedom and individuality.  It is also about the power of belief.

2.) How is my game about that?

Decommissioned uses corporate jargon and organization to construct a satirical representation of a universe overrun by multi-global conglomerates.  The Player Characters are commodities manufactured to further the goals of the corporation, fighting endless battles over the same market share with mindless entertainment offered to them between battles.

3.) How does my game reward or encourage that behavior?

During character generation, the player creates a character motivated to run from their existence as a Battlebot and choose some thing or goal that is Sacred to that character.  As the game progresses, the Sacred increases if the player continues to pursue that thing or goal.  This Sacred value can be used to supplement or even replace values for the character as they continue to degrade.

Also, after the character’s escape, the corporation sends a unit of Battlebots, former peers, after the player character.  These peers are also degrading, but they have been promised to be restored by the corporation if they destroy the player character.  The peers offer a reflection of the consequences, and provide rewards for the PC as possible scrap to retool the PC, or possibly allies in pursuit of their Sacred.

Decommissioned: Character Generation, part 2

November 21, 2007 at 7:06 pm | In D-Com | Leave a Comment
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This week I created a Serenity character for an upcoming game I’ll be playing over Skype.  One of the players shared a website with me that has an online character generator.  It was a short and sweet drop down menu that calculated point values and listed all the skills, plus it printed a clean sheet.  This inspired me a bit with Decommissioned, but I want to enhance the experience.  I envision a paperdoll character generator.  Imagine how Dell allows you to build a PC, but a more visual application.

With this online “paperdoll” character generator, the player picks a base model from the model choices.  The other models fade away, and a list of systems come up in a circle around the model.  The player clicks on the systems they want to add, drags the picture over and drops the systems onto the Battlebot.  As each system is added, the Battlebot stats are changed to reflect the add-on.  The end result would be a Battlebot complete with stats, something the player can print out as a character sheet.

Once I get things hammered down for the systems used in character generation, I will begin searching for someone technical who can code this type of interface.  I think I know someone who can do the Battlebot character design.  I’d prefer CG for the designs, but if I need a pen and ink drawing, I’m amenable.

Once I get this shiny character generator, how do I tie it to the product?  Unless it becomes expensive to create this program, I’m thinking it would be free.  Another version I want is a pdf version with the programming built in.  That’s some tricky stuff, I’m sure.  But the folks at One Bookshelf have some interesting pdf features.  Down the road, version 3, I would love to have a paint shop where players can color and detail their PCs, add decals, lots of neat modeling stuff.  I could see that being a paid feature, somethign unlocked by purchasing a deluxe version of the game ($5 more than normal version); maybe web-only, maybe a download app.

More to come later.

Decommissioned: Character Generation, part 1

November 20, 2007 at 10:19 pm | In D-Com | Leave a Comment
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Recently, I’ve been trying to work out how someone creates a character for Decommissioned. On one hand, the character is, quite literally, disposable. But with a vanilla character generation process, players won’t find the story of their Player Character’s (PC) demise interesting.

Conceptually, the character generation works like this:

Players choose a base model and then build functions into the model to customize it.  At currently, there will be three models: an armored type, a light but quick recon type and a vanilla average model.  There will be different names and styles for the base models. I considered the names of Greek gods, but this doesn’t exactly fit in the corporate satire idea and it also smacks a bit of other robot-oriented games, which I’d like to avoid. So, I’m currently looking for something evocative, but something a corporation would name their products.  But ultimately, they need names that sound cool to players.

The first twist is that the player is not only building his Battlebot, he’s also designing the main antagonists. When the PC runs from The Compound at the initial moment of the game, the Tech Masters send other Battlebots out to destroy the PC. The Battlebots sent after the PC are members of his former unit, so they’re the same model. I’m not sure if I’ll clue the player in on this during character generation or not. The second twist is that as the PC takes each step towards their destruction (either by taking damage during combat, or because the degradation program has progressed), the player must choose a system that loses function.  So, allowing the player to engage in building the Bot will give the loss of critical systems during the demise more impact.

Once the player has chosen the base model, they then customize the character by choosing the systems and add-ons.  Think about how you’d build a Dell PC here.  The player will be able to prioritize these systems to adjust the level of strength.  For example, one Battlebot could have weapons as highest priority, then tactical systems as secondary, then armor as last priority.  This Battlebot would be a sniper or long range unit.  If a player chose armor, then weapons, the Battlebot would be a ground pounding grunt.

The rough draft list of functions a player can build into their bot will be in a future post.

Decomissioned: The Big Three

November 17, 2007 at 10:05 pm | In D-Com | 3 Comments
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One of the game design tools that has been shared with me is Jared Sorensen’s Big Three.  These three simple questions are designed to help flesh out the concept of a game.  It doesn’t ask for game mechanics, only a broad picture of what you want the game to be about.

The Big Three is also the first three questions of Troy Costisick’s Power 19 questions.  During Game Chef 2007, I answered the Power 19.  However, I am unsatisfied with those answers and wish to revisit them after some reflection.  Interestingly enough, the core concepts of the Game Chef entry remain with me even now.  As I explore mechanics and flesh out the design, I’m sure it will evolve significantly.

Here are the Big Three and my current answers:

1.) What is your game about?  What is easier: an existence of structure and safety or a life of freedom… and danger?  This game is a role-playing experience designed to answer that question.Decommissioned is a tabletop role-playing game about choosing your own path instead of going with the crowd, even if it means paying a price for that choice.  Decommissioned is also a game about understanding that price and accepting it.With Decommissioned, 1 to 2 players and a GM will create futuristic stories about Battlebots, inhuman constructs manufactured and owned by  multi-global corporations.  These Battlebots decide to give up immortality without freedom for a brief existence on their own terms.  Campaigns should last between three to six game sessions of two to four hours each.Lastly, the game is a non-humorous satire of corporate life.

2.) What do the characters do?  The characters begin at The Compound, a warehouse where all Battlebots are stored between conflicts with the competitors of the parent company.  During character generation, the player or players create PCs that choose a goal to achieve, something the Battlebot values above all else, even its own existence.Once the Battlebot escapes The Compound, the Tech Masters flip the Battlebot’s killswitch and the clock begins ticking: the Battlebot begins to degrade.  The Battlebot must achieve its stated purpose before it falls into a useless heap of nuts and bolts.The degradation of the Battlebot happens in stages.  As each stage progresses, the character undergoes existential scenes where they must face their own demise and reinforce their inner convictions.

3.) What do the players (including the GM) do?  The player(s) create powerful PCs at the height of their inhuman killing capabilities and infuse them with a soul.  Once the player creates the sacred goal of their PC, the players role-play the journey of the Battlebot out of The Compound as they fight their former teammates and their own externally expressed remorse and self-doubt.  The player rolls dice to resolve conflicts and during steps of degradation, the player makes choices about how the Battlebot loses core functions.  The game ends when the player either loses his character by choice or failure within the story or reaches the sacred goal of the character.The GM collaborates with the player(s) to create a unique and compelling sacred goal for each Battlebot to pursue before their demise.  Once this goal is created, the GM is responsible for creating and manipulating situations to challenge the Battlebot(s) physically as well as emotionally.  Tools the GM has at their disposal are other assets of the parent company, including other Battlebots formerly of the PC’s unit sent to destroy it, the degradation countdown, scenes during each stage of degradation and environmental and setting conflicts appropriate for the PC’s goal.  The GM presents conflict, but the GM’s ultimate goal is not to defeat the PCs, but to provide color and context to the struggle for freedom and individuality of the PC.  While the demise of the Battlebot may occur before it was able to achieve its sacred goal, the GM must endeavor to create a remarkable end to the campaign by cooperating with the player(s).

Decommissioned Intro

November 13, 2007 at 4:34 pm | In D-Com | Leave a Comment
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Decomissioned (D-Com) is my first game design.  It’s a short form sci-fi game with a small number of players and a GM.  I submitted it for Game Chef 2007.  It was fun to design and I like some of the core, but the game is very incomplete.  Here’s the core that I want to draw out of the submission and try to develop further.  Notice the lack of rules, that’s on purpose.

The Player Characters (PCs) are robots called Battlebots.  They were manufactured to wage endless war at the behest of corporations against other corporations’ Battlebots.  What makes the PCs special is that they decide to leave The Compound and stake out on their own, knowing this spells their doom.

Once a Battlebot leaves The Compound, the administrators of the facility, known as the Tech Masters, pop the Killswitch on that unit.  Once activated, the target Battlebot begins to degrade quickly, giving it scant days until they lose all functions and cease to exist.

Most Tech Masters take an extra step to ensure that the Battlebot is Decomissioned.  They gather the Battlebot’s former unit, advise them that a unit must be destroyed, and pop the Killswitches of that unit, promising to reverse the process for the unit once their mission is complete.

If you want to see the submission, follow the link.  Trust me though, it is ugly:

Decomissioned Game Chef 2007

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