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Showing posts from April, 2010

Hyphen-Con VI Debrief and... So On

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Hola, amigos! I know it's been a while since I rapped at ya, but you wouldn't believe what I've been going through lately. First of all, I lent Ron the Festiva for a beer run last week, but he got pulled over on account of a busted tail light. I'd totally forgotten about it. I'm not even sure I knew about it in the first place, since it's in the rear and I never see it back there. I don't know how it's legal to give a guy a ticket for something he can't even see, but that's the pigs for you. Anyhow, turns out the vehicle registration expired two years ago because I never got around to renewing it during the Christmas rush of '08 when I working at the tree lot, and that plus a few bogus unpaid parking tickets meant they impounded the old girl right then and there. I had fifty bucks' worth of scrap metal in the back seat, too. That's the last time I ever let Ron drive stoned. No, seriously, none of that happened. I'm just a Jim An

[CLASSIFIED]: Damage Redux

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I've never written anything quite this... uh... math-intensive before. It's not especially math-intensive in play -- there's a table lookup, a d100 roll, and the multiplication of two single-digit numbers -- but figuring out everything on the front end has been a challenge. I knew I had a solid concept with the way I wanted to do damage, but sorting it out so it all makes sense, and works in a way that makes sense to provide results that make sense, has taken a lot of trial, error, and math. Most of the original idea is still there. On a successful attack, there's a roll for hit location that doubles as a damage roll -- every location has its own damage rating. Multiply that number by the weapon's Damage Factor (DF) to get the total damage dealt. Compare that number to the target's Toughness : If it's less than his Toughness, he shakes it off. No big deal. This is only likely to happen with run-of-the-mill unarmed attacks. Bullets, knives, clubs, etc.

[CLASSIFIED]: The RPG That Came In From the Cold

So for some reason, fresh on the heels of the relatively rules-light Tales of the Glass Slipper , I've made significant progress on a modern-day espionage game that uses: Percentile dice. A big 20x20 table to resolve everything. Nine stats. 34 skills in five different categories (plus one derived stat!). Skill points, the exact number of which depends on your stats. Multiplication. Hit locations. Who would play this game? Man, I have no idea . But I am so taken with it right now, I can't even tell you. I'm dying to see it in action. It's called [CLASSIFIED] -- the name's an homage to Top Secret , but I also think it has a nice ring to it all on its own. Like I said, I can't imagine interest in it would be very high. It's like a Jurassic Park velociraptor: Recreating a dinosaur's an interesting accomplishment and all, and people might be curious about it, but not many are going to want to get too close to it. What do you call a fantasy heartbr