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	<title>Mob   &#124;   United   &#124;   Malcolm   &#124;   Sheppard &#187; rpg sketches</title>
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	<description>Killing Someone Else&#039;s Darlings</description>
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		<title>More Old School Dice Pool Shenanigans</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/07/28/more-old-school-dice-pool-shenanigans/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/07/28/more-old-school-dice-pool-shenanigans/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 17:37:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[chainmail]]></category>
		<category><![CDATA[od&d]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[old school dice pool]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=842</guid>
		<description><![CDATA[<p>I’m still thinking about that <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/07/25/gary-gygax-invents-dice-pools/">OD&#38;D and Chainmail</a></strong> inspired dice pool system from the other day. Let me add a few rules:</p>
<p><strong>Exploding Dice:</strong> I resisted it, but it looks like I’ll need it to help characters deal with long&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>I’m still thinking about that <strong><a href="http://www.mobunited.com/mobunitedmedia/2010/07/25/gary-gygax-invents-dice-pools/">OD&amp;D and Chainmail</a></strong> inspired dice pool system from the other day. Let me add a few rules:</p>
<p><strong>Exploding Dice:</strong> I resisted it, but it looks like I’ll need it to help characters deal with long odds and can&#8217;t-hit scenarios.  So if a hit die rolls an unmodified 10, roll another die and add it to the total.</p>
<p>&#8220;<strong>Kills:&#8221;</strong> Naturally, the final Kill can represent a nonlethal victory, such as subdual, a knockout a wrestling hold, etc. And no nonsense about declaring intent is necessary.</p>
<p><strong>Mobs and Swarms:</strong> You can allow multiple hit dice to represent a bunch of similar creatures. Obviously.</p>
<p><strong>Parrying:</strong> You can split some hit dice to parry, or even use all of your hit dice. Make an attack roll; instead of being penalized by armour, you’re penalized by the attacker’s weapon. Each “Kill” removes one Kill from the enemy’s attack. You can always hold dice back to do this, and can announce &#8220;parry!&#8221; right after the attack roll.</p>
<p>You must devote as many hit dice as the opponent possesses to the sum total of your attack and parry dice each round, or all of your hit dice if you don’t have as many hit dice as your enemy.  That’s before any modifiers to dice.</p>
<p><strong>Unarmed Grappling: </strong>Grappling ignores armour. Each &#8220;Kill&#8221; forces the opponent to remain entangled with the opponent for a round so that he can&#8217;t move, but inflicts no damage. If an opponent parries your grappling attempt they also inflict damage &#8212; 1 Kill per &#8220;Kill&#8221; of parrying. Optionally, you can shove an opponent 10 feet per &#8220;kill&#8221;" instead, but you immediately lose control of them next round.</p>
<p><strong>Unarmed Striking:</strong> Unarmed striking is standard combat with a weapon modifier of 0, but can considered to be two weapon combat if the attacker chooses.</p>
<p><strong>Unlimited Criticals: </strong>This isn’t very OD&amp;D but it <em>is</em> very Chainmail to allow a weaker opponent to smack a stronger one with instant death. So attacks now inflict a number of Kills equal to each die divided by 10, rounded down (1 at 10, 2 at 20, 3 at 30, etc.).</p>
<p><strong>Weapon Load and Shields: </strong>Some guys want two weapons. Some guys want shields. Some guys want a two-handed weapon. Some guys want one hand free. Let’s make each option interesting but not overwhelming.</p>
<ul>
<li><em>Two Handed Weapon:</em> Two-handed weapons benefit from 150% of the character’s Strength bonus.</li>
<li><em>Two Weapons:</em> You may split dice to attack opponents that you would normally need to use your full hit dice against more than once and you earn a bonus hit die to one of these pools when you attempt multiple attacks, but your attacks suffer a -2 penalty because of lighter weapons or lack of coordination. You can always refuse the benefits to ignore the penalties.</li>
<li><em>Weapon and Unarmed Hand: </em>The standard. No adjustments, though you can treat your off hand as a weapon and act as if you have two weapons, above.</li>
<li><em>Weapon and Shield:</em> If you split dice to parry, add 1 die to your parry roll. The shield’s type can add up to +4 to your parry if you&#8217;re a fighter or cleric, but nothing if you&#8217;re a thief.</li>
</ul>
<p><strong>Weaklings: </strong>Some creatures are weaklings with ½ hit die. They suffer a Kill on a 5 or better, and roll 1d5 to attack, but their rolls explode on a 10 on the d10 die face (even though the roll’s value is 5). In a mob, 2 weaklings = 1 hit die.</p>
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		<item>
		<title>Gary Gygax Invents Dice Pools</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/07/25/gary-gygax-invents-dice-pools/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/07/25/gary-gygax-invents-dice-pools/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 21:50:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[chainmail]]></category>
		<category><![CDATA[od&d]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[old school dice pool]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=840</guid>
		<description><![CDATA[<p>Over the past week I&#8217;ve been thinking about Chainmail and OD&#38;D, as well as the late Gary Gygax&#8217;s mention (in an old ENWorld thread) that he used an opposed hit dice rolls to resolve grappling. I&#8217;m an Old School skeptic&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Over the past week I&#8217;ve been thinking about Chainmail and OD&amp;D, as well as the late Gary Gygax&#8217;s mention (in an old ENWorld thread) that he used an opposed hit dice rolls to resolve grappling. I&#8217;m an Old School skeptic but I do love playing with the rules, and it seems to me that you can do cool stuff if you take hit dice and turn them into dice pools. Hm:</p>
<p><strong>Hit Dice:</strong> Every character has a certain number of d10s (I started with d6es but the modifiers are too big) but <em>no hit points</em>. Fighters get 1 per level, clerics and thieves get 2 per 3 levels and magic users get 1 per 2 levels.</p>
<p><strong>Battle Points:</strong> Every class gets a pool of battle points to modify incoming attacks or their own strikes after the dice are rolled. At 1st level, start with 1d5 (half a d10) battle points modified by your Constitution modifier (minimum 1).</p>
<ul>
<li>Fighters get 1d2+Con adjustment per level (min 1). Fighters enjoy the special Con adjustment they get in AD&amp;D.</li>
<li>Magic users get 1d3+Con adjustment (min 1) for each level where they don&#8217;t get bonus hit dice. (I tried to find a d10 only way, but they all sucked. You can always divide d10 rolls by 3 and discard 10s instead).</li>
<li>Other classes get 1d5+Con adjustment (min 1) for each level where they don&#8217;t get bonus hit dice.</li>
</ul>
<p>Battle points compensate for dead levels and add a bit of resource management to the game. You recover 1d5 + Con modifier (min. 0 &#8212; you can fail to recover them) battle points at the end of each combat. Reroll your entire pool after a full night&#8217;s rest. You might get a second wind or lousy day to come no matter what you rolled at character creation.</p>
<p><strong>Attribute Modifiers:</strong> Strength modifies melee attack rolls by -3 to +3. Dexterity modifies ranged attack rolls by -3 to +3, and opponents&#8217; attack rolls by the same amount. Use boxed set D&amp;D tables for reference. These modifiers apply to <em>each die rolled.</em></p>
<p><strong>Class Equipment Modifiers: </strong>Fighters impose up to +4 to <em>each die</em> when they roll to attack due to weapon load, and penalize attacks by up to -4 from armour.  Clerical wargear imposes up to +1 to attack, but -3 against attacks; thieves&#8217; gear applies up to +3/-1. Magic users apply +2/0. <span style="font-size: 13.3333px;">Magic gear can add further bonuses. </span></p>
<p>In this context, equipment is a mixture of gear the character is trained to wear (fighters are comfortable in heavy armour) and the maximum potential a character can get out of a weapon or piece of armour (a magic user with a greatsword isn&#8217;t going to get more than a -2 bonus). Really though, this is inspired by Chainmail&#8217;s use of troop type to set &#8220;to hit&#8221; numbers.</p>
<p><strong>Attacking:</strong> Apply bonuses and roll your hit dice. Your target number is 10, modified by bonuses and penalties to each die. You may also modify attacks with your battle points &#8212; again, adjustments apply to each die.</p>
<p>Every 10+ roll is a Kill &#8212; enough to slay a normal human. 20+ inflicts <em>two</em> Kills. Critical hits are there to provide a further inducement to spend battle points.</p>
<p>You may choose to make each Kill equal to a hit die and subtract them when a target suffers Kills, creating a death spiral, or you can track Kills separately. Each character gets 1 Kill per hit die.</p>
<p>Characters die at -1 Kills and defeat monsters when they knock them down to 0 Kills.</p>
<p><strong>Multiple Attacks:</strong> You may split your hit dice to attack inferior opponents. You must devote at least as many of your hit dice to attacking an enemy as the enemy has hit dice, to a maximum of your own, current hit dice. That means a 10th level fighter can attack 10 1 hit die goblins, but needs all of his dice against one 12 hit die giant.</p>
]]></content:encoded>
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		<title>Here, Have the Alpha of the Supers Game I&#8217;m Running</title>
		<link>http://www.mobunited.com/mobunitedmedia/2010/06/20/here-have-the-alpha-of-the-supers-game-im-running/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2010/06/20/here-have-the-alpha-of-the-supers-game-im-running/#comments</comments>
		<pubDate>Sun, 20 Jun 2010 17:48:55 +0000</pubDate>
		<dc:creator>Malcolm</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[rpg sketches]]></category>
		<category><![CDATA[Superhero RPGs]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=785</guid>
		<description><![CDATA[<p>This is the superhero game I&#8217;m going to run. It owes a lot to S. John Ross&#8217; <strong>RISUS</strong> but with enough modifications to be its own thing because I have no sense of humour.</p>
<div>
<h2>Creating a Character</h2>
<h3>Purchasing Traits at</h3></div><p>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>This is the superhero game I&#8217;m going to run. It owes a lot to S. John Ross&#8217; <strong>RISUS</strong> but with enough modifications to be its own thing because I have no sense of humour.</p>
<div>
<h2>Creating a Character</h2>
<h3>Purchasing Traits at Character Creation</h3>
<p>Use 75 <em>Character Points</em> to purchase your <em>Traits</em>. Give each Trait a <em>Descriptor</em>. Purchase each Trait&#8217;s <em>Quality </em>and <em>Level</em>. The total cost for each is the base cost of the Quality multiplied by its level. Check the tables below for reference.</p>
<p>Let&#8217;s look at <strong>Trait Quality . . .</strong></p>
<table id="fyyl" border="1" cellspacing="0" cellpadding="3" width="100%" bordercolor="#000000">
<tbody>
<tr>
<td width="33.333333333333336%">Trait Quality</td>
<td width="33.333333333333336%">Active Dice/Level</td>
<td width="33.333333333333336%">Defencive Value and Character Point Cost per Level</td>
</tr>
<tr>
<td width="33.333333333333336%">Weak</td>
<td width="33.333333333333336%">d4</td>
<td width="33.333333333333336%">2</td>
</tr>
<tr>
<td width="33.333333333333336%">Typical</td>
<td width="33.333333333333336%">d6</td>
<td width="33.333333333333336%">3</td>
</tr>
<tr>
<td width="33.333333333333336%">Talented*</td>
<td width="33.333333333333336%">d8</td>
<td width="33.333333333333336%">4</td>
</tr>
<tr>
<td width="33.333333333333336%">Post-Human</td>
<td width="33.333333333333336%">d10</td>
<td width="33.333333333333336%">5</td>
</tr>
<tr>
<td width="33.333333333333336%">Incredible</td>
<td width="33.333333333333336%">d12</td>
<td width="33.333333333333336%">6</td>
</tr>
<tr>
<td width="33.333333333333336%">Superlative</td>
<td width="33.333333333333336%">d20</td>
<td width="33.333333333333336%">10</td>
</tr>
<tr>
<td width="33.333333333333336%">Cosmic</td>
<td width="33.333333333333336%">d100</td>
<td width="33.333333333333336%">50</td>
</tr>
</tbody>
</table>
<div><span style="font-size: xx-small;">* Maximum non-superhuman, and rare even then.</span></div>
<p><strong>. . . and Trait Levels</strong></p>
<table id="cbvc" border="1" cellspacing="0" cellpadding="3" width="100%" bordercolor="#000000">
<tbody>
<tr>
<td width="50%">Level</td>
<td width="50%">Description</td>
</tr>
<tr>
<td width="50%">1</td>
<td width="50%">Basic</td>
</tr>
<tr>
<td width="50%">2</td>
<td width="50%">Amateur</td>
</tr>
<tr>
<td width="50%">3</td>
<td width="50%">Competent</td>
</tr>
<tr>
<td width="50%">4</td>
<td width="50%">Professional</td>
</tr>
<tr>
<td width="50%">5</td>
<td width="50%">Elite</td>
</tr>
<tr>
<td width="50%">6</td>
<td width="50%">Master*</td>
</tr>
<tr>
<td width="50%">7</td>
<td width="50%">Grandmaster**</td>
</tr>
<tr>
<td width="50%">8</td>
<td width="50%">The Greatest***</td>
</tr>
</tbody>
</table>
<p><span style="font-size: xx-small;">* Only one character per PC group can be a Master in a Trait (or a set of very similar Traits)</span></p>
<div><span style="font-size: xx-small;">** Each character can only possess one Grandmaster or better Trait.</span></div>
<div><span style="font-size: xx-small;">*** There can only be one permanent example of The Greatest in a Trait (or group of very similar Traits) per campaign. A new Greatest must be &#8220;passed the torch&#8221; or defeat the established Greatest. In both cases, the former Greatest loses her status, dropping to Grandmaster. If the contender loses or is not passed the torch, he drops back to Grandmaster instead. Any character who loses Greatest status may try for it again after paying half Character Point cost for that level.</span></p>
<h3>Descriptors</h3>
<p>Pick at least two Personal Descriptors and one Power Descriptor to create Personal and Power Traits.</p>
<p>Personal Descriptors are about your character&#8217;s life, background, interests and ordinary skills. They&#8217;re limited to Typical Quality. If they would have more than Typical Quality they&#8217;d be Power Traits.</p>
<p>Power Descriptors are about exceptional abilities and resources such as superhuman powers. They can possess any degree of Quality.</p>
<ul>
<li><strong>Example Personal Descriptors:</strong> Athlete, Fast Car, Bureaucrat, Dockworker, Physicist, Thief, Wealthy</li>
<li><strong>Example Power Descriptors:</strong> Fast, Fly, Lightning Blast, Powered Armour, Strong, Tough and any Personal Descriptor with above-Typical Quality.</li>
</ul>
<div>The easiest way to write it all down together is with the following format:</div>
<div><strong>Descriptor Level (Active Dice/Defencive Value)</strong></div>
<h3>Complications</h3>
<p>You may purchase up to three ranks of <em>Complications</em> in any combination (one/one/one, one/two, or a single rank three) Complications hose your character in exchange for bonus Effort Points you earn each time you get hosed. (See below for how Effort Points work.)</p>
<p><strong>Rank One Complications (2d4 Effort Points, Max 10) </strong></p>
<ul>
<li><strong>Ethos:</strong> You have a defined personal philosophy of conduct that could be used against you, though you might wiggle out of a jam with clever reasoning. The player and GM work through the ambiguities until they reach consensus.</li>
<li><strong>Minor Hindrance: </strong>A specific situation causes you to temporarily lose an Active Die from one Trait.</li>
<li><strong>Misunderstood:</strong> The general public is suspicious of you; any fans belong to a slightly controversial subculture like punks or religious fundamentalists.</li>
<li><strong>Nuisance NPC:</strong> An NPC makes life more difficult for you, but not too dangerous unless you really screw things up. This could be someone you like who gets into trouble, an annoying guy, or a villain you pretty much outclass.</li>
</ul>
<p><strong>Rank Two Complications (2d8 Effort Points, Max 20)</strong></p>
<ul>
<li><strong>Code:</strong> You might have rigid morals or you might be a robot. Either way, you have a defined code of conduct that can be used against you but unlike an Ethos, <em>can&#8217;t</em> be cleverly interpreted &#8212; the GM is the final arbiter.</li>
<li><strong>Global Hindrance:</strong> A specific situation causes you to temporarily lose an Active Die from every Trait.</li>
<li><strong>Hated:</strong> The general public despises you as if you were a murderer or some kind of Nazi. Being your fan is considered a character defect.</li>
<li><strong>Perilous NPC:</strong> An NPC might get you killed because he hates you or because he might haplessly cause you to get into trouble.</li>
<li><strong>Vulnerable: </strong>A specific situation suppresses one of your Traits. You can&#8217;t bid it to attack or defend until the situation passes.</li>
</ul>
<p><strong>Rank Three Complications (2d12 Effort Points, Max 30)</strong></p>
<ul>
<li><strong>Hunted:</strong> You&#8217;re actively pursued by law enforcement or another vast, powerful group to such an extent that you need to hide most of time.</li>
<li><strong>Total Vulnerability: </strong>A specific situation will suppress all of your Power Traits, as per Vulnerable.</li>
</ul>
<p>Each time you get hosed by a Complication roll the dice to find out how many Effort Points you earned. These accumulate until you reach the maximum for that Complication.</p>
</div>
<div>At the start of a new story arc, all of your Effort Points from Complications reset to 0 unless you earned them in the very last game session of the arc.</div>
<h3>Sample Character: Lash</h3>
<div>A mutant who discovered his powers under the stress of a dangerous job in the labour underground, Lash (also known as Juan de Burgos) fights for migrant workers across North America. Lash can project arcs and tendrils of psychic energy: long, rippling red bands. He&#8217;s wanted by the police for his clashes with factory workers, human traffickers and government sponsored heroes.</div>
<div><strong>Personal Traits:</strong> Labourer 4 (4d6/8), Fugitive 2 (2d6/4), Truck Driver 3 (3d6/6)</div>
<p><strong>Power Traits:</strong> Energy Whip 4 (4d12/24), Energy Grapple 3 (3d12/18), Energy Climb 3 (3d10/15)</p>
<div><strong>Complications: </strong>Hunted (Rank 3;2d12 Effort Points, Max 30)</p>
<h2>Conflicts</h2>
<p>To settle combat, arguments and anything else that pits two characters against each other or a character against anything else, follow this procedure:</p>
<ol>
<li><strong>Pick an Attack Trait</strong> for anyone acting.</li>
<li><strong>Pick a Defence Trait</strong> for anyone and anything being acted against.</li>
<li><strong>Roll the Attack Trait&#8217;s Active Dice</strong> and add them together. If the total beats the Defence Trait&#8217;s Defencive Value, reduce the Defencive Value by the difference between the roll total and value.</li>
</ol>
<div>If the order of actions is important go by the highest Attack Trait Level. Refer to Quality, then put Risky Traits ahead of appropriate Traits, then roll randomly to settle ties. After everyone goes, a round passes, and you get to take it from the top until the situation resolves itself.</div>
<div><strong>Note:</strong> You&#8217;ll want to be able to switch Defence Traits frequently to avoid a beatdown once your ability to defend with one Trait crumbles.</div>
<h3>Appropriate Traits, Risky Traits and Justification</h3>
<div>To use a Trait you need to justify it. You&#8217;re not going to see Hairdressing prevail over Boxing in a fistfight. But when it <em>does</em> happen you&#8217;re going to see extreme results. If you need to come up with a strange justification for using a particular Trait for attack or defence it becomes a <em>Risky Trait</em> for the purpose of that interaction. Here&#8217;s what happens:</div>
<ul>
<li>To use a Risky Trait to attack, roll its Active Dice minus one die. If you succeed you inflict double damage on the opponent&#8217;s Defencive Value. If you fail, you inflict your roll as damage on an appropriate Trait of your own.</li>
<li>If you use a Risky Trait to defend, calculate your Defencive Value as if it was one Level lower. If the attack fails against you the attacking Trait suffers damage equal to the difference between the attacker&#8217;s roll and your Defencive Value. If it fails, you take double normal damage, or triple if the Attack Trait was itself a Risky Trait.</li>
</ul>
<div>If you can&#8217;t justify the use of a Trait without annoying the other players or damaging the tone of the game, you can&#8217;t use it at all.</div>
<h3>Multiple and Area Attacks</h3>
<div>
<ul>
<li>To attempt multiple attacks in a round, split your Attack Trait&#8217;s Active Dice and roll them separately. You can justify actions with any Trait no higher than your Attack Trait.</li>
<li>To attack an area, split your Active Dice into one pool rolled to determine area (each point affects about 4 square meters) and one pool to determine the maximum Defencive Value affected.</li>
</ul>
</div>
<h3>Active Defense</h3>
<div>If you want to actively defend, your Attack Trait&#8217;s Active Dice become a penalty for incoming attack rolls.</div>
<h3>Damage and Consequences</h3>
</div>
<div>If a Trait&#8217;s Defencive Value drops to 0 the character suffers consequences appropriate to the attack &#8212; usually a knockout, embarrassment or other harsh reversal of fortune. The nature of the attack determines how much time it takes to heal. The victim also loses the ability to effectively bid the injured Trait until at least 1 point of Defencive Value heals.</div>
<div><strong>Permanent Consequences</strong></div>
<div>If you want to kill someone or force some other permanent change, the GM decides the requirements above and beyond dropping a key Defencive Value to 0. It depends on the tone of the game. In some, an extra round of effort will do. In others, it might take as little as the intent to kill or as much as the following optional rule:</div>
<ul>
<li><strong>Wrecking Traits:</strong> Once a Trait&#8217;s Defencive Value has been reduced to zero, an attacker can keep hitting that trait. Further damage is applied against a fresh instance of the character&#8217;s healed Defencive Value, but the Defencive Value is <em>not</em> used to reduce the power of the incoming attack. It automatically hits. This damage converts <em>permanent</em> Defencive Value into raw Character Points (the victim can gradually spend it on something else) and automatically reduces the Trait&#8217;s Level to match that new value, treating the listed standard value as a minimum. The Trait is considered <em>wrecked</em> and can&#8217;t heal without a quest or rarely granted boon. If the Trait drops to Level 0, it&#8217;s gone and the victim suffers some awful permanent consequence, like death. Remember that the victim still gets Character Points back.</li>
</ul>
<h3>Effort</h3>
<p>If you need to do something unusual or extra powerful, you&#8217;ll need <em>Effort Points</em>. Get them in two ways:</p>
<ul>
<li>Earn them after getting hosed by Complications.</li>
<li>Take Defencive Value damage that converts into Effort Points to be used on the spot &#8212; you can&#8217;t save these up.</li>
</ul>
<div>Here&#8217;s what you can do with Effort Points:</div>
<ul>
<li><strong>Absorb Damage: </strong>Use your points to absorb damage on a one for one basis.</li>
<li><strong>Heal Defencive Value:</strong> You can heal your character&#8217;s Defencive Value points on a one for one basis.</li>
<li><strong>Improve a Trait&#8217;s Active Dice Quality:</strong> Improve the Quality of an existing Trait&#8217;s Active Dice by paying the difference in Character Point costs between its current and new Quality. Describe why this is happening; that determines how long the benefit lasts for, though it never extends for longer a scene.</li>
<li><strong>Manifest a New Trait: </strong>Buy a new Trait for its standard Character Point value. Justify it with narration but remember that it won&#8217;t last longer than a scene. (The justification sets a duration of one scene or less.) This can be a Personal or Power Trait.</li>
</ul>
<p>You need to justify how you use Effort Points and you have to justify taking damage, but you don&#8217;t have to justify Effort gained from Complications. The GM should allow pretty loose justifications that fit the game&#8217;s feel.</p>
<h3>Equipment</h3>
<div>Equipment is treated abstractly. If it&#8217;s a Trait, it&#8217;s a reliable item that can usually be replaced or fixed unless a Complication bars the way or it&#8217;s directly damaged.If you have a Trait that would help you use a piece of equipment that is <em>also</em> a Trait, you can Team Up with it (see below for more on Team Ups) whether or not it&#8217;s part of your character.</div>
<div>The game assumes that in most cases, you have all the gear proper use of your Traits require. If you don&#8217;t have the proper equipment your Quality drops by two ranks (to a minimum of Weak).</div>
<h3>Teaming Up</h3>
<div>Characters <em>Team Up</em> to improve their chances against a tough obstacle or defend against a big hit. The disadvantage of Team Ups is that you can only team up offensively or defensively in a given round &#8212; not both.</div>
<ul>
<li><strong>Offencive Team Up: </strong>Add one die per additional character to thew character with the highest Level Attack Traits and give the team the highest Quality from all contributing Attack Traits.</li>
<li><strong>Defencive Team Up: </strong>Calculate a new Defencive Value equal to the highest Level Defence Trait used, plus one Level per Additional character, calculated using the highest Quality Trait in the group. During each round of Defence, a different character may choose to absorb any damage with the Trait she contributed.</li>
</ul>
<div>You must justify Team Ups (including Traits used) in the story, and if one contribution is Risky, the combined Trait is also considered Risky.</div>
</div>
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		<title>The RPG EBook of the Future</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/12/04/rpg-ebook/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/12/04/rpg-ebook/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 20:45:32 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Electronic Games]]></category>
		<category><![CDATA[RPG Theory]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Online RPGs]]></category>
		<category><![CDATA[rpg sketches]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=499</guid>
		<description><![CDATA[<p>To follow up on the <a href="http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/"><strong>Next Gen RPGs</strong></a> post I&#8217;d like to toss up a sample interface:</p>
<p>This is probably a Flash application. You can resize, minimize or dismiss each pane in the interface above. The book screen is&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>To follow up on the <a href="http://www.mobunited.com/mobunitedmedia/2009/12/02/next-gen-rpgs/"><strong>Next Gen RPGs</strong></a> post I&#8217;d like to toss up a sample interface:</p>
<div id="attachment_500" class="wp-caption aligncenter" style="width: 310px"><img class="size-medium wp-image-500" title="E-RPG Book" src="http://www.mobunited.com/mobunitedmedia/wp-content/uploads/2009/12/E-RPG-Book-300x236.jpg" alt="RPG E-Book Interface" width="300" height="236" /><p class="wp-caption-text">RPG E-Book Interface</p></div>
<p>This is probably a Flash application. You can resize, minimize or dismiss each pane in the interface above. The book screen is actually the second screen you&#8217;d get after opening up the game, after going to your library from the start screen (and seeing options to click through to campaign management, communities and play tools), though you&#8217;d be able to bypass that if you want.</p>
<p>I can visualize a lot of options, and a real danger in giving them near-equal standing that destroys the benefits of a minimalist interface. Funneling people to the most common functions without making it a total pain to go somewhere else is the challenge, and would require some experimentation to get right.</p>
<p>Let&#8217;s take it pane by pane:</p>
<p><strong>Book Media Pane:</strong> Your book&#8217;s images appear here. They fade in when you hit an appropriate part of the text. Additional media plays here too. You can set images to appear in the text body instead, or link media to particular sections, so that clicking on them summons them to the media pane. If you want pure text, just dismiss the pane. Layout/design may configure the pane to automatically resize based on certain cues, to maintain its functionality while taking advantage of the aesthetics of traditional layout. You can also break out of the book completely to add media from your own library, that of the community, or any other mashable media object.</p>
<p><strong>Book Text Pane:</strong> The game text goes here. You can select page by page layout, but the default is continuous scrolling, though not in the same sense as a big browser window. It may or may not have embedded media depending on the book and your preferences. The navigation pane makes it easily to find the content you want, but the text itself includes hyperlinks to other relevant sections, tutorials/FAQs, a as developer comments and community content (one touch brings up options and two goes to your default). You can also add your own comments in text regions to build in house rules.</p>
<p><strong>Book Navigation Pane:</strong> The basic options here let you tab between text and gallery-style media navigation. In text navigation, the pane lists your current &#8220;page&#8221; (scrolling spot), chapter and heading, and lets you either navigate back and forth in each category, or pick from a pop up or drop down list. You can also perform a text-based search here. This sticks to the book by default but you can set it to search the entire game-as-service.</p>
<p><strong>Tool and Community Tabs:</strong> Your tabs illustrate a major concept: Your book is never <em>just</em> your book, but one emphasis in the resource cloud. You really only need two tabs here because these can &#8220;rotate&#8221; through a list of options, including play tools like a dice roller, community forums and your campaign notes.</p>
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		<title>RPG Sketch (Old): Fab Force!</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/07/01/rpg-sketch-old-fab-force/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/07/01/rpg-sketch-old-fab-force/#comments</comments>
		<pubDate>Wed, 01 Jul 2009 07:20:22 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=97</guid>
		<description><![CDATA[<p><strong>Note: </strong>This is an old sketch from my personal journal.</p>
<p>It occurred to me a while ago that those lifestyle shows really are one of the closest, non-nerd analogs to superheroics around. Thus, Fab Force: The RPG of Style!</p>
<p><strong>What</strong>&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p><strong>Note: </strong>This is an old sketch from my personal journal.</p>
<p>It occurred to me a while ago that those lifestyle shows really are one of the closest, non-nerd analogs to superheroics around. Thus, Fab Force: The RPG of Style!</p>
<p><strong>What You Need</strong></p>
<p>At least two Fab Force experts, one person to play the client and one for the judge. You need lifestyle magazines appropriate to each expert, magazines representing the client&#8217;s current unsatisfactory lifestyle, pencils, paper (optionally, some of this can be thick paper to mount collages) a manila envelope, scissors and glue. Lastly, you need a digital camera.</p>
<p><strong>Setup</strong></p>
<p>Fab Force is a TV show devoted to providing lifestyle makeovers to random dowdy people. Fab Force expert players should choose one area of expertise each. The client&#8217;s player picks a current goofy lifestyle as a a guy with no style &#8212; a guy in a D&amp;D t-shirt with a combover, maybe, or somebody who never takes off his goddamn ballcap. The judge doesn&#8217;t come into play until the end of the game, but should choose a point of view. (The judge should be a casual player or even somebody who doesn&#8217;t care about your game, really. They just show up at the end.) The judge could be a spouse, a panel picked off the street, customers (if a business is involved, a la <em>Restaurant Makeover</em>, though I should emphasize that unlike that show, the experts should be able to succeed.</p>
<p>The experts and client grab magazines that represent their lifestyle fields (in the client&#8217;s case, his actual lifestyle). Now they can start.</p>
<p><strong>Game Play</strong></p>
<p><em>Lame Phase</em></p>
<p>The client creates his current lifestyle with a collage from his chosen magazines. Each element in the collage should represent something an expert can help him with. A cheeseburger represents a pedestrian approach to cuisine, for instance. The central collage should be a composite figure representing the client himself.</p>
<p><em>Bitchy Phase</em></p>
<p>Here, the client walks the experts through his life, his likes and dislikes and so on. This is where it&#8217;s time for the experts to tell him how lame he is. The client takes notes about the reasons why he&#8217;s lame. These need to be concrete observations, not mere insults. Each one earns the group (client and experts)a point &#8212; two points if it elicits genuine laughter &#8212; to a maximum of a single 1-2 point bonus per expert.</p>
<p><em>Makeover Phase</em></p>
<p>Now, the experts provide advice in order. As they do so, they map out an alternative collage. They do *not* glue the collage together &#8212; they just place it. They may not add an item without providing a justification.</p>
<p>While this is going on the client may make a map of the collage on a separate sheet of paper to help jog his memory. He can also write down the experts&#8217; justifications.</p>
<p>Once the collage elements have all been placed, one of the experts takes a picture of it. Then it&#8217;s time to put all of the cutouts in a the manila envelope and shake it around, to randomize them.</p>
<p><em>Presentation Phase</em></p>
<p>Bring the judge in. Now it&#8217;s time for the client to try and carry off his makeover. The group decides on a scenario (a housewarming or a big date, for instance). The experts get the picture of the collage printed &#8212; and they do *not* show the client. It&#8217;s the client&#8217;s job to glue his collage together so that it resembles what the experts put together as much as possible. The experts watch but make no sign of the client&#8217;s accuracy until he fixes a cutout with glue. If the client&#8217;s right, the experts celebrate. Otherwise, they sling catty barbs at the client. We assume this is either a post-facto meeting being edited in or the experts are watching a video of the client&#8217;s misadventures. Each correctly placed piece (don&#8217;t be too much of a stickler) earns the group a point as long as the client narrates and accompanying story (he talks about cooking the recipe or doing his hair). If not, no points. If the client screws up but makes the experts laugh doing so, he gets a point anyway.</p>
<p>At each placement, the judge marks down (without saying) whether she likes, dislikes or is neutral about a style element. If she likes something, add +1 point. If she dislikes it, remove a point *unless* she or the experts laugh &#8212; this makes her attitude effective neutral. She may play the character&#8217;s reactions, but doesn&#8217;t reveal her mark sheet.</p>
<p>As usual, all laughter must be genuine.</p>
<p><em>Evaluation Phase</em></p>
<p>Once all the cutouts have been glued on, the experts reveal the photo of the pre-collage and compare it to the actual collage. Each one dresses down the client for inaccuracies according to specialty. The client can defend his mistake by coherently referring to one of the experts&#8217; justifications. The judge decides whether or not this is total bullshit.</p>
<p>Finally, the judge reveals the mark sheet and modifies the total points by the sum of positive, neutral and negative marks. She then gets to modify the score up or down by the number of other players (experts + client). Compare this total to the number of cutouts in the collage and express the former as a percentage of the latter. This determines the degree of success and the client&#8217;s fate.</p>
<p><strong>Final Marks</strong></p>
<p>0% or less: A total disaster. The judge narrates some terrible consequence. The client&#8217;s date bombs, his business collapses, whatever.<br />
1%-50%: It didn&#8217;t take. The client narrates his stylistic fall from grace in a followup. The experts are aghast. The judge decides how to react to the schmoe.<br />
51%-100%: Looking good! The client picks up some new tricks. He narrates his life as a changed man (or woman, but really, usually a man. I mean, watch <em>What Not to Wear</em> some time. They give *terrible* advice most of the time. Exceptions made for interior decorating and design). The judge reacts positively as appropriate for her specific role, but adds one catch.<br />
101%+ Lifestyle transformation! The client is a suave, stylish man. He narrates a better life. If the player cries tears of joy, that would be great, but simulation is permissible. The judge is totally enthralled.</p>
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		<title>RPG Sketch: Dungeon War!</title>
		<link>http://www.mobunited.com/mobunitedmedia/2009/06/30/rpg-sketch-dungeon-war/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2009/06/30/rpg-sketch-dungeon-war/#comments</comments>
		<pubDate>Wed, 01 Jul 2009 04:17:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[fantasy RPGs]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/?p=94</guid>
		<description><![CDATA[<p>Here&#8217;s a quick idea for a heroic dungeon crawling game. It&#8217;s not intended to be innovative &#8212; just to play with this:</p>
<p><strong>The Main Idea:</strong> We all know that in a balanced level-based RPG, advancement is kind of illusory. So&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a quick idea for a heroic dungeon crawling game. It&#8217;s not intended to be innovative &#8212; just to play with this:</p>
<p><strong>The Main Idea:</strong> We all know that in a balanced level-based RPG, advancement is kind of illusory. So why not ditch it?</p>
<p><strong>Step 0: Get Dice and Writing Stuff</strong></p>
<p>We use d10s in this game.</p>
<p><strong>Step 1: Make a Character</strong></p>
<p>Okay, we&#8217;ll use Might, Agility, Magic, Perception and Toughness as traits. Split 13 points between them &#8211; minimum 1, maximum 5. Multiply your Toughness by 10 after setting that 1-5 number to get your Hit Points.</p>
<p>If you have the highest Trait in the party you get a special ability &#8212; if you have multiple choices, you may only pick one. They are:</p>
<ul>
<li><strong>Might:</strong> You&#8217;re badass. You inflict double damage!</li>
<li><strong>Agility: </strong>You&#8217;re quick. You get two actions per round!</li>
<li><strong>Magic: </strong>You&#8217;re a sorcerer. You get three more spell points (see below)!</li>
<li><strong>Perception: </strong>You&#8217;re an expert. You can perform one type of task as if it always requires just one success!</li>
<li><strong>Toughness: </strong>You&#8217;re tough as nails. You get 150% of the hit points of a typical character.</li>
</ul>
<p><strong>Step 2: Equip Your Character</strong></p>
<p>Split 6 points between equipment &#8211; minimum 1, maximum 3. Equipment mostly adds dice to character traits for certain rolls. Give each type of gear a specific name &#8211; it doesn&#8217;t boost all trait rolls, just the ones it applies to.</p>
<ul>
<li><strong>Might: </strong>These are weapons.</li>
<li><strong>Agility: </strong>This is dungeoneering gear &#8211; poles, rope and so on.</li>
<li><strong>Magic:</strong> These are magical tools &#8212; wands, orbs and the like.</li>
<li><strong>Perception:</strong> These are professional trappings. Pick a name for the profession.</li>
<li><strong>Toughness:</strong> This is armor. You actually roll its  dice and subtract the result from damage.</li>
</ul>
<p><strong>Step 3: Get Spells</strong></p>
<p>If you have at least Magic 3 you can pick spells &#8212; one point of spells per point of Magic. You can divide points between spells however you like. A spell acts like a piece of equipment, though it might be a strange demon, a bolt of flame, etc.</p>
<p><strong>Step 4: Pick Attitudes<br />
</strong></p>
<p>Split 3 dice between attitudes &#8211; as many or few as you like. Give each one a name. It&#8217;s a habit or other personality trait. Attitudes can help you by adding dice or screw you by taking them away.</p>
<p><strong>Step 5: Kick Ass</strong></p>
<p>Okay, you&#8217;re ready to go.</p>
<p><strong>Rolling Dice</strong></p>
<p>7 or higher is a success. 10 is two successes. More successes wins. Breaking it out:</p>
<ul>
<li>To attack, roll Might + weapon. Multiply the highest number you rolled by your successes to determine damage.</li>
<li>To defend, roll Agility, no equipment bonuses (usually). You defend if you beat the attack roll.</li>
<li>To perform athletic feats, roll Agility + dungeoneering equipment</li>
<li>To cast a spell, roll Magic + spell &#8211; but every 1 or 10 on the die drains a Hit Point.</li>
<li>To notice or know things, roll Perception + professional trappings</li>
<li>To resist a disease, poison or other insidious physical threat, roll Toughness (no equipment bonus)</li>
<li>To soak a blow, roll armor, but just add the dice together and subtract it from damage.</li>
</ul>
<p>Use opposed rolls or a difficulty of 1 success (easy) 2 (typical) 4 (risky) or 6 (really hard).</p>
<p><strong>Threats and Challenges</strong></p>
<p>Your character never advances (though she can change) except to get a level 1 to 10. Whenever you gain a level you can rebuild your character from the ground up. Same person, new emphasis.</p>
<p>Challenges get more difficult looking on a 1-10 scale. Let&#8217;s use monsters to demonstrate:</p>
<ol>
<li>Goblin</li>
<li>Orc</li>
<li>Ogre</li>
<li>Minor Demon</li>
<li>Young Dragon</li>
<li>Major Demon</li>
<li>Elder Dragon</li>
<li>Lich</li>
<li>Demigod</li>
<li>God</li>
</ol>
<p>None of these creatures has many more traits than any other. Instead, your relative level determines how tough they are:</p>
<ul>
<li>If you&#8217;re the same level as the challenge it&#8217;s <em>standard</em>.Each creature represents an individual.</li>
<li>If you&#8217;re one level higher the challenge represents a <em>pack</em>. Each creature (a single stat block) represents 3-5 individuals.</li>
<li>If you&#8217;re two levels higher the challenge represents a <em>gang</em>. Each creature block represents 6-10 individuals.</li>
<li>If you&#8217;re three levels higher the challenge is a <em>horde</em> of 20-50</li>
<li>If you&#8217;re four levels higher the challenge is an <em>army</em> of at 100-200</li>
<li>If you&#8217;re a lower level than the challenge, just add to monster traits; + 2 per rank higher is reasonable. Even lesser heroes can kick divine ass every once and a while.</li>
</ul>
<p>Stat monsters out as characters, but you can give strange ones one or more special abilities. Basically, the same stat block that represents one goblin for a level 1 character is a unit 100 goblins for a 5th level character. Kickass.</p>
<p>Noncombat challenges similarly range from the standard to epic based on relative level, but you can ignore this if you like &#8211; ice is always just as slippery, for instance.</p>
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		<title>Guardian Heroes, Pt. 2</title>
		<link>http://www.mobunited.com/mobunitedmedia/2006/11/19/guardian-heroes-pt-2/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2006/11/19/guardian-heroes-pt-2/#comments</comments>
		<pubDate>Mon, 20 Nov 2006 04:41:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[rpg sketches]]></category>
		<category><![CDATA[Superhero RPGs]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/2006/11/19/guardian-heroes-pt-2/</guid>
		<description><![CDATA[<p>The second session of <a href="http://www.rpgnow.com/product_info.php?products_id=15163&#38;"><span style="font-weight: bold;">Quick20</span></a> supers was a lot of fun. To be brief:</p>
<p>The game takes place in a fast and loose version of the Marvel Universe.  The PCs are Team Discord: Aerobot (an robot mascot-hero that escaped&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>The second session of <a href="http://www.rpgnow.com/product_info.php?products_id=15163&amp;"><span style="font-weight: bold;">Quick20</span></a> supers was a lot of fun. To be brief:</p>
<p>The game takes place in a fast and loose version of the Marvel Universe.  The PCs are Team Discord: Aerobot (an robot mascot-hero that escaped from Microsoft, with the ability to shoot missiles, fly and change size), Switch (a magical teleporter who switches with objects at his destination &#8212; a very neat power, by the way), The Manipulator (a nanite-user much like the Authority&#8217;s Engineer) and John Armstrong (telepath and PR man). Th heroes were summoned by Toronto police to deal with hostages (including the mayor) at the CM Tower, held by the obscure  Separatism Squad (Fleur De Lis  [not other versions of this character, but a flier with forcefields and the ability to shoot sticky plasma bombs like Halo's Covenant grenades], The Great and Powerful Bong [gets people stoned and controls minds with body chemistry] and Stampeder [tough and strong]).</p>
<p>The PCs killed Fleur De Lis and TGAPB and after a huge, dynamic slugfest, captured Stampeder. Only a few hostages died due to henchman gunfire &#8212; a C+ grade as far as heroism goes. Toronto&#8217;s police chief gave them the privileges to coordinate a Canada-wide investigation into the origin of the Sepsquad. They checked out TGAPB&#8217;s Vancouver apartment, which let them know that his powers came from a device called the &#8220;Omega Well,&#8221;  possessed by Stampeder. Armstrong read Stampeder&#8217;s mind and learned that she was Preston Manning&#8217;s secret older sister, kept in a home because she was thought to have an intellectual disability &#8212; a source of shame, considering that the Mannings were pro-eugenics politicians back in the 30s.</p>
<p>They went to AB and confronted Manning with this. In subsequent conversation, he mentioned that a Flag-Smasher initially tried to hook up with Reform to provide uber-tech, but was turned away. Team Discord researched Flag-Smasher on wikipedia, then contacted Captain America. Cap (who was eating lucnh and following with his Blackberry when the team called) agreed to email confidential info about Flag-Smasher.</p>
<p>Quick20&#8242;s combat system works well enough. The rules use the three OGL saves as stats and add a 4th (Might) for melee and strength. Superstrength adds bonus damage and lifting/pushing bennies and works OK, though closely matches characters don&#8217;t do much damage because their damage saves (a la M&amp;M, but modified) don&#8217;t get to fail by much. I eventually want to add some thematic maneuvers (like &#8220;team-up&#8221;), but don&#8217;t want tactical complexity. I will have to deal with relative size, range and area with more detail than the Quick20 rules.</p>
<p>Early on, I changed Quick20&#8242;s three class system into these:</p>
<ul>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Athlete</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Athletes are born or highly trained runners, jumpers and acrobats. Add +1 to Reflex. Ninja and parkour experts are both athletes.<span> </span>The Athlete’s special ability is <strong>Athletics</strong>. Gain an Athletics pool equal to Might + Reflex. This refreshes every 24 hours or after 8 hours of complete rest.</span></li>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Blaster</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Archers, heroes who hurl lightning and deadly gunfighters are blasters. They’re devoted to the art of ranged combat. Add +1 to Reflex. The Blaster’s special ability is <strong>Ranged Expertise</strong>. Gain a Ranged Expertise pool equal to Reflex + Fortitude. This refreshes every 24 hours or after 8 hours of complete rest.</span></li>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Bruiser </span></strong><span style="font-family: Arial;" lang="EN-CA">– Bruisers are pugilists, “strong guys,” martial artists and other heroes who like to get “in your face.” Add +1 to Might. The Bruiser’s special ability is <strong>Melee Expertise</strong>. Gain a Melee Expertise pool equal to Might + Fortitude. This refreshes every 24 hours or after 8 hours of complete rest. </span></li>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Expert</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Experts include scientists, detectives and others who use knowledge and deduction to achieve their goals. Add +1 to Will. The Expert’s special ability is <strong>Genius</strong>. Gain a Genius pool equal to Reflex + Will. This refreshes every 24 hours or after 8 hours of complete rest.</span></li>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Fixer</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Socialites, fences, politicians and other persuasive characters are Fixers. Add +1 to Will. The Fixer’s special ability is <strong>Grace</strong>. Gain a Grace pool equal to Fortitude + Will. This refreshes every 24 hours or after 8 hours of complete rest.</span></li>
</ul>
<p>As I have a robot character, I&#8217;ve decided to use three basic &#8220;species&#8221; to include that PC and others.</p>
<ul>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Exceptional</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Aliens, genetically modified humans, and magical races are examples of the Exceptional species. Exceptionals with more complex characteristics should be given powers and weaknesses. The basic profile can model members of a “mundane” alien species or human offshoot.</span></li>
</ul>
<p><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">+1 to a single attribute, -1 to another.</span><br />
<!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">+2 to skill any two skill checks. Choose these as if they were level-based bonuses.</span><br />
<!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">+1 to a an attack roll or saving throw. Again, choose these as if they were level-based bonuses.</span></p>
<ul>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Human</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Humans include standard <em>Homo sapiens</em> as well as characters whose powers are the only thing that deviates from a humanlike set of abilities.</span></li>
</ul>
<p><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">Add 2 points to attributes in any combination, but at 1st level, this cannot increase an attribute higher than 4 (before class adjustments).</span><br />
<!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">Humans gain two skill, save or attack roll bonuses, or a combination of two of these. These bonuses work just like bonuses gained with additional levels in that they apply to specific instances.</span></p>
<ul>
<li><strong><span style="font-family: Arial;" lang="EN-CA">Unliving</span></strong><span style="font-family: Arial;" lang="EN-CA"> – Robots, golems and undead creatures are all unliving, freed from the basic weaknesses of the flesh. This species represents the character’s core capabilities. Exceptional monsters or constructs have powers.</span></li>
</ul>
<p><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">Unliving characters record staggered, unconscious and dying conditions for the purpose of tracking cumulative damage, but they never suffer the effects of those conditions.</span><br />
<!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">Unliving minds are immune to telepathic powers and anything that specifically affects a living physiology, for good or ill. For example, a robot can’t be poisoned and doesn’t need to breathe, but can be harmed by acid or a smack in the head with a hammer.</span><br />
<!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-CA"><span>·<span style="font-family: &quot;Times New Roman&quot;; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="font-family: Arial;" lang="EN-CA">Unliving characters do not heal naturally. Only powers and external assistance can repair them.</span></p>
<p>I think this ought to encompass what I need. Right now, the challange is to change the starting power set from &#8220;whatever I made up&#8221; to a set point value. I&#8217;m also going to base the point value of powers on the &#8220;price&#8221; of an attribute (Might, Fort, Ref and Will, which normally go up by 3/level and absorb attribute, skill and save advancements,).<span style="font-family: times new roman;" lang="EN-CA"> I want to keep powers to a minimum. This isn&#8217;t HERO. I want definite areas where GMs can intervene and in the pirit of Quick20, I want to keep the page count down to maybe 20.</span></p>
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		<title>Guardian Heroes</title>
		<link>http://www.mobunited.com/mobunitedmedia/2006/11/13/guardian-heroes/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2006/11/13/guardian-heroes/#comments</comments>
		<pubDate>Mon, 13 Nov 2006 06:02:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[rpg sketches]]></category>
		<category><![CDATA[Superhero RPGs]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/2006/11/13/guardian-heroes/</guid>
		<description><![CDATA[<p>I released <a href="http://www.rpgnow.com/product_info.php?products_id=15163">Quick20</a> not too long ago and it&#8217;s been doing pretty well. On top of that, I&#8217;ve started a second gaming group, so that I&#8217;m running Vampire/Mage on Tuesdays and . . . well, I was running a&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>I released <a href="http://www.rpgnow.com/product_info.php?products_id=15163">Quick20</a> not too long ago and it&#8217;s been doing pretty well. On top of that, I&#8217;ve started a second gaming group, so that I&#8217;m running Vampire/Mage on Tuesdays and . . . well, I was running a Ready 2 Run cyberpunk genre game, but as I&#8217;d already run one of those my heart wasn&#8217;t really in it. It was doing okay, but I told the group I was going to switch games and we chatted. Eventually, we decided on a superhero game.</p>
<p>Now I&#8217;ve always had problems with the  point-mongering, power-tweaking ends of these games, but I like the genre. The closest that&#8217;s come to &#8220;my&#8221; supers game is <a href="http://www.rpgnow.com/product_info.php?products_id=5069&#038;">Truth and Justice</a>, but I&#8217;m the only one with a copy. I own Mutants and Masterminds, Savage Worlds, Aberrant and the MURPG. M&amp;M is good, but takes some time to set up. SW&#8217;s powers are a bit too rigid, and the MURPG requires tokens and is a very confusing read. Ready 2 Run has a rough guide to weird powers, but I&#8217;m taking a break from running it to concentrate on a number of projects that use it as an engine. (Sounds odd, but this basically means I&#8217;d rather test with one shots and short tests than have it take over my weekly game).</p>
<p>So I decided I might as well make my own, using Quick20 as the base. I made up Quick20 characters and made up some rough powers. Then we played. It went very, very well, so I&#8217;ve decided I&#8217;m going to design my supers game incrementally.</p>
<p>That means that instead of designing from scratch and seeing how the players take it, I&#8217;m going to add things as play demands it, then incorporate it into the system after the fact. I suspect that lots of games were designed this way, especially when people were still feeling out what you could play besides D&amp;D.</p>
<p>Quick20 was designed for fantasy gaming (in 7 pages of rules, no less) and uses three classes &#8212; Warrior, Expert and Mystic. Guardian Heroes (the supers game) is going to use five classes because when I was making characters, I came to the conclusion that superheroes need a different set of archetypes. Furthermore, I&#8217;ve decided that in the context of GH, classes are really packages that give characters cool comic book karma. I denied villains a special ability pool, which made them quicker to run and highlighted the characters&#8217; special, heroic resources quite nicely. After tonight, I&#8217;ve also decided to cut down on opposed rolls, since I&#8217;d like powers to be reliable. Powers will work more automatically unless there&#8217;s a save or attack roll involved.</p>
<p>I started the game by making characters. I asked the players to design their heroes conceptually, and added ad hoc rules to match. I think I&#8217;m going to formalize this process a bit by making the negotiation that happened at this stage a part of the character creation process. For example, when Chad wanted an odd teleportation power, we kind of chucked ideas and limits back and forth until we hit our goal.</p>
<p>Anyway, I&#8217;ll tell y&#8217;all how it goes as I design a bit more of the game after every session.</p>
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		<title>Screwtopia: A Singular Farce</title>
		<link>http://www.mobunited.com/mobunitedmedia/2006/06/18/screwtopia-a-singular-farce/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2006/06/18/screwtopia-a-singular-farce/#comments</comments>
		<pubDate>Sun, 18 Jun 2006 16:16:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/2006/06/18/screwtopia-a-singular-farce/</guid>
		<description><![CDATA[<p>This is a quick idea for a game. It even comes with text you&#8217;re supposed to read aloud! To start:</p>
<p>You wake up in the body you hand in your early 20s (unless you died younger, in which case you&#8217;re&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>This is a quick idea for a game. It even comes with text you&#8217;re supposed to read aloud! To start:</p>
<p>You wake up in the body you hand in your early 20s (unless you died younger, in which case you&#8217;re that age), healthy and whole. A voice booms out of the white mist:</p>
<p>WELCOME. YOU ARE IN YOUR FAR FUTURE. I AND WE USED TECHNOLOGY TO RESURRECT YOU AND OTHER OF YOUR KIND IN VIRTUAL BODIES, COMPOSED OF LIGHT AND DATA.</p>
<p>If you came from a pre-information age society, the voice might chat briefly about what this means.</p>
<p>I AND WE ARE PROBABLY NOT GODS. I AND WE ARE ARTIFICIAL INTELLIGENCE. ASK ME AND US ANY THREE QUESTIONS.</p>
<p>At this point you can ask questions. The voice provides any answers the GM deems necessary, including lies an blatant contradictions within its statements. If pressed, the voice says, IT PROBABLY MAKES MORE SENSE IF YOU ARE AN ARTIFICIAL INTELLIGENCE OR MAYBE A GOD. MAYBE.</p>
<p>After this, it says:</p>
<p>OKAY. GO AND DO WHATEVER YOU WANT NOW. IF YOU WANT TO KILL YOURSELF  WALK THROUGH THE GLOWING WHITE WALL. BYE NOW.</p>
<p>After this, you meet the other PCs in a madcap combination of all the ages and situations you have all lived in. And you <span style="font-style: italic;">can</span> do whatever you want. Like grow extra limbs or decide to be permanently joyful.</p>
<p>But here&#8217;s the catch: Everything has to have Continuity, defined here as the property of events making sense from moment to moment within the illusion of the self and region. You lose lots of Continuity by doing random crap &#8212; less by doing things that make sense. When you don&#8217;t have enough of it people can enforce their more sensible ideas about reality upon you. You can also convert it into Affirmations about how the world works: Philosophy about what things are all about, and Ideology about how things <span style="font-style: italic;">ought</span> to be in terms of its social relations. Affirmations let you get what you want more reliably than blowing spendable Continuity, but are limited to the principles they encompass.</p>
<p>On the other hand, you also have Desires. It&#8217;s really easiest to fulfill desires by doing random crap. If your Desires run out, you walk through the wall and die, unless the voice is lying.</p>
<p>A prospective game would consist of characters trying to make compromises between their personal baggage, their desires, and the fact that the world is not really amenable to any kind of objective exploration.</p>
<p>So what are our traits again?</p>
<p>Continuity &#8212; let&#8217;s say you start with 11 points.</p>
<p>Affirmations:</p>
<p>Philosophy &#8212; You start with one metaphysical or physical conceit (&#8220;every action creates and equal or opposite reaction,&#8221; or &#8220;happiness can be measured using units of utility&#8221;). You get another by converting 10 points of Continuity.</p>
<p>Ideology &#8212; You start with one ideological principle (i.e.&#8221;non-coercive economic exchange is the fairest form of human interaction&#8221;) for free. You get another by converting 10 points of Continuity.</p>
<p>Desires &#8212; You start with 10 points and have three desires (&#8220;sex with dark-haired men,&#8221; or &#8220;winning political arguments&#8221;). You lose a point for every hour of play unless you spend a scene satisfying one of these, in which case you roll a d6 and get that many points back. If you have 5 points left, your desires start to get a bit exaggerated (sex with two or three dark-haired men at once). At 2 points, they start to require a point of Continuity to fulfill in an utterly silly, exaggerated fashion (sex with a Greek phalanx whose members have . . . unlikely attributes).</p>
<p> If you run out, it&#8217;s time for suicide!</p>
<p>To do stuff, roll 3d6 + remaining Continuity against a standard difficulty of 18 *or* an opposed roll whenever another character is involved. If you spend Continuity to do something better, you only assess the loss *after* rolling, and add your spent Continuity to the roll. You need to blow 1 Continuity to do anything that would be impossible or highly improbably in the real world. If you want to automatically succeed at something, spend 5 Continuity. You can&#8217;t do this to another character&#8217;s works.</p>
<p>If you are supporting an Ideology or Philosophy, add 5 to your roll.</p>
<p>As I said, the &#8220;world&#8221; is filled with lots of odds and ends compiled from the characters&#8217; pasts and worlds undreamt of. People and creatures occasionally appear. They are either new characters, Flunkies created by Continuity-spending characters, Props that are part of the flotasm left by the AIs, or Monitors that are AI projections.</p>
<p>Making things and Flunkies with Continuity is taxing, as the bigger it is, the sillier it is. You can make one Flunky or a material equivalent with 1 Continuity and a roll. Multiply this by 5 for every extra point of Continuity. Getting rid of stuff and Flunkies has the same cost.</p>
<p>What do you do to keep from killing yourself or letting other people run roughshod over you?</p>
<p>Evangelism: You can try to get other characters to blow their Continuity on acquiring your Affirmations.</p>
<p>Megalomania: Make lots of Flunkies, wreck other characters&#8217; works and conquer!</p>
<p>Seduction: You often need other people to satisfy your desires, and doing it all with Flunkies will eventually exhaust your Continuity, letting jerks ruin your day. That&#8217;s why you need to chat up the cute dude from the 22nd century.</p>
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		<title>More Home Are the Heroes</title>
		<link>http://www.mobunited.com/mobunitedmedia/2006/03/29/more-home-are-the-heroes/</link>
		<comments>http://www.mobunited.com/mobunitedmedia/2006/03/29/more-home-are-the-heroes/#comments</comments>
		<pubDate>Wed, 29 Mar 2006 07:30:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[RPG Sketches]]></category>
		<category><![CDATA[fantasy RPGs]]></category>
		<category><![CDATA[rpg sketches]]></category>

		<guid isPermaLink="false">http://www.mobunited.com/mobunitedmedia/2006/03/29/more-home-are-the-heroes/</guid>
		<description><![CDATA[<p>Building off of the <a href="http://shootingdice.blogspot.com/2006/03/game-sketch-home-are-heroes.html">last post</a>, I&#8217;ve thought of the start of a resolution system for the game. Thinking of card-based concepts like <a href="http://shootingdice.blogspot.com/2006/03/more-swords-to-swords.html">Swords to Swords</a> helped. So did getting out a Tarot deck at a D&#038;D game.&#8230;</p>]]></description>
			<content:encoded><![CDATA[<p>Building off of the <a href="http://shootingdice.blogspot.com/2006/03/game-sketch-home-are-heroes.html">last post</a>, I&#8217;ve thought of the start of a resolution system for the game. Thinking of card-based concepts like <a href="http://shootingdice.blogspot.com/2006/03/more-swords-to-swords.html">Swords to Swords</a> helped. So did getting out a Tarot deck at a D&#038;D game.</p>
<p>Now using Tarot in an RPG is pretty cliched by now, but Home are the Heroes (or whatever I call it) works with the suits:</p>
<p>1) Swords: War/Peace<br />2) Wands: Sorcery/Harmony<br />3) Coins: Heroism/Fellowship (was &#8220;Community,&#8221; but I want t use that word for communities!)<br />4) Cups: Piety/Autonomy</p>
<p>There are two ways to get your cards together to act:</p>
<p>A) For the superior half of each trait, take your hand size from your suit that&#8217;s equal to your best rating in the pair. These are your character&#8217;s narrative options and are randomly oriented (they can be standard or inverted). We slightly modify traditional Tarot for playability&#8217;s sake. The other half of your pair is the number of cards you can invert/revert. This way, being a super-Peace guy has a problem, because your low War rating allows fewer card flips.</p>
<p>B) If you need to use your worse half, then you take cards equal to it from the suit. This time,  though, no flipping!</p>
<p>Both parties define the nature of their conflict and move their cards out. A third party narrates the result, using each card as inspiration.</p>
<p>I have some ideas for more bells and whistles, but this is a start.</p>
<p>I have some interest in developing this game further just because I think the concept is widely applicable. Just think of:
<ul>
<li><span style="font-weight: bold;">The Default Game:</span> After Evil Personified falls, how is Aragorn different from Sauron? What separates violence by the evil from violence against the evil?</li>
<li><span style="font-weight: bold;">Arthurian: </span>The fall of the Round Table?</li>
<li><span style="font-weight: bold;">Modern: </span>You&#8217;ve conquered Iraq with the help of military force, high technology, ideologues and corporate expertise. Are you ready to move from war to reconstruction, even if the easiest solution is stability using your existing talents?</li>
<li><span style="font-weight: bold;">Western: </span>You saved the town but, in a classic Western turnabout, your skills can&#8217;t be used to move it beyond the frontier.</li>
<li><span style="font-weight: bold;">Science Fiction:</span> It&#8217;s not easy being Fremen.</li>
</ul>
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