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Relentless96's blog

Wii Post

Just because I can, I am creating this post from my Wii console. The wonders of modern consoles.

Fudge and other thoughts

Hi all, I have been pretty quiet recently. MACE has taken a back seat for the moment, I think I needed to pursue somthing fresh. Speaking of which, I have been playing around with the mechanics in Fudge. I have also been looking at some great Fudge games, such as MBAW (Mutant Bikers of the Atomic Wastelands) and Force 9. I like the simple rules and how they can complement a game or setting. So, I have decided to use Fudge for a game of my own.

I suppose the first step is the setting and feel of the game. I have thought about adapting a show or movie that I like, but I am unsure as to what. Aliens vs Predator is high on the list, but also competing is Baki the Grappler, Supernatural, Teenage Mutant Ninja Turtles, even Avatar: The Last Airbender. Which one will depend on what fancy mechanic I can create from Fudge for it.

MACE: Playtest Battle Report

Earlier today, I played my brother using some of the changes made to MACE, including the Fighter Creation rules (which have not been posted yet). Before we started though, I got together some pens and paper and recorded every Round to post as a sort of battle report. We decided to use two iconic fighting game characters, Ryu from Street Fighter and Sub-Zero from Mortal Kombat.

Below is how we represented them in MACE. Fighters are built using points, which are in brackets. Both Fighters are worth 10 points (twice Hand Size).

Ryu - Hand Size 5 (10)
Fighter Tokens

Current MACE retype progress

I have started work on revising MACE for what should be a final and complete document. I began my usual process for typing large documents, which reminded me of several posts regarding how to start typing an RPG.

So I have started this blog so I can show the game from beginning to completion. This is not about game mechanics, but about layout, wording and presentation of an RPG document. I hope MACE serves as a good example due to the nature of its rules and the importance of wording to clearly communicate how to play the game.

Attached is the first step I use, which is a heading skeleton. Firstly, I go through and type on a txt document all the headers I can think of that are relevant to the game.

MACE: Counter System

This post is related to my previous post, MACE: Charge Updated. Again, this is more for my own reference, but if you have anything to contribute, feel free.

Counter - Defensive Action
When a Player is dealt Damage by a Strike or Blast, they may spend a Charge Token in order to Counter. Use the rules below.

Counter - Spades or Clubs
Play a card of the corresponding Suite (Spades for Strike, Clubs for Blast). If the CV (card value) of the card played is higher than the CV of the attacker's card, then negate all Damage. In addition, the attacker takes Damage equal to the CV of the card you played.

MACE: Charge Updated

For the record, I am not actively looking for responses with the following posts (though I love feedback). I am simply getting these idea's down before I forget them. I have found RPG Lab to be excellent for this purpose.

Charge Tokens
Charge Tokens are gained by performing the Charge Action. Replace the standard Charge and Blast Actions presented in the MACE rules with the below Actions. Whenever a Player discards cards due to Damage, they must remove one Charge Token (if they have any).

Charge
Spend one Action to gain one Charge Token.

Blast - Clubs

General Post

This is just a quick catchup. I haven't been as frequent on RPG Lab, but I have just went through and done a read on all the new material.

There is some neat stuff, with pseudo-horror xmas games from Evil1 (I have the South Park Santa image in mind ^_^)and Chainsaw Aardvarks game The Emperors Edict. Plus, there are a few newer faces putting out some great stuff (shoymydog, Ron Hammack and Moonhunter).

Actually, Moonhunter caught my eye with his high school generic supplement. I actually enjoy that it can be treated as a plug in to other game systems (like some Fuzion modules). It allows people to try what you are presenting without departing from their favourite system.

MACE: Charging cards

I know that I have been working on finishing Warriors Way, but I had a brain surge while getting ready for work this morning. I was thinking about MACE and how I was going to tackle converting it to RPG status, the biggest hitch being combat with multiple enemies.
It was while thinking about this that I was thinking about how to handle charging Clubs with multiple enemies. This was then transformed into the idea I have below.
I really need to playtest this, as it sounds like it will add a lot more strategy and bluffing to the game. However, I have come up with other idea's that have sounded good on paper but didn't work in actuality.

Warriors Way Rules Skeleton

I have had many idea's regarding this game, though the one I am running with is the Energy pool. I thought it would be a good idea to get all of these idea's down, while at the same time get feedback from the RPG Lab crew. So, feel free to comment about what you think about the rules below.

The interesting thing to note about the game is that it is inspired by old Commodore 64 and arcade fighting games (such as Karateka, Bad Dudes, Yie Ar Kung Fu and International Karate). It is also inspired by old Kung Fu and 70's martial arts movies.

The final comment I will make is that the game is definately influenced by certain mechanics from MACE. However, while MACE represents what you might see in Anime or 2d Fighting Games, Warriors Way is a more realistic, face to face fighting RPG.

New Project: Warriors Way (Working Title)

I am taking a small break from MACE to try somthing fresh and new. I am working on an RPG title that is, funnily enough, inspired by old Commodore 64 style fighting games such as Karateka, International Karate, Yie Ar Kung Fu, even Bad Dudes. This system will be dice based, but will emphasise complexity through simplicity (in other words, lots of choices but little fuss). I have several idea's running through my mind, but the biggest hurdle I have is making this game unique unto itself. There are some great dice based martial arts games, the best being Final Stand and Brawl. So the challenge I have is to innovate a new system.

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