Dice Fighters

dice_dwarfI’ve had this idea for a tabletop miniatures battle game in my head for a while. Rather than let it tumble endlessly in my brain like a sock lost forever in the dryer, I’m pulling it out and putting it here on the blog, in the hopes that it might grow up to be a real game some day.

Overview

The game is for at least two players. Each player has a handful of figures (about 10). At the start of each round, each player rolls a number of dice (regular six-siders like nature intended) equal to the number of figures he has. Each player then assigns each of those dice to one of his figures. The die determines the following:

  • Initiative: A figure’s die determines when it goes during the round. (Lower numbers go first.)
  • Actions: A figure’s die tells how many actions it can take on its turn.
  • Defense: A figure’s die is added to any attacks against that figure. (So high numbers make the figure easier to hit.)

The idea is that high numbers are good because they give you more actions and the ability to react to what your opponent does, but also bad because they make you easier to hit. (Thematically, those with low numbers are “hunkered down” so they’re not doing as much, but they’re harder to hit.)

Each round, the player gets to make the strategic decision of where to assign each of his dice.

Setup

The game set up like most miniatures games: The players take turns placing their figures and terrain in the play area, with each army starting… oh, let’s say within 3″ of its edge of the battlefield. Then choose a first player.

Turn Sequence

The game is played in a series of rounds. Each round is divided into four phases:

  1. Roll Phase
  2. Assignment Phase
  3. Action Phase
  4. Clean-up Phase

Roll Phase

During this phase, all players simultaneously roll all their dice.

Assignment Phase

During this phase, the players take the dice they just rolled and assign them to their figures. This could be handled a couple different ways:

Option A: All players simultaneously assign their dice to their figures without looking at their what their opponents are doing. The upside to this method is that it’s super-fast. The downside is that dishonest players (or honest, weak-willed players who are losing) will cheat like crazy.

Option B: Starting with the first player, each player (going clockwise around the table) takes a turn assigning one of his dice to one of his figures. Continue doing so, one die per player per turn, until all dice are assigned. (This method is slower, but certainly more strategic, as you can see where your opponents are putting their dice, and what numbers those dice are showing.)

In either case, when you assign a die to a figure, place it behind that figure. (Position matters; just trust me for now.)

Action Phase

This is when figures move, attack, and use their special abilities.

Unactivated figures are those that haven’t taken any actions yet. Once a figure has taken its actions, it is activated.

Starting with the first player, each player activates one of his unactivated figures with the the lowest assigned die value. For example, if any of your figures have dice assigned to them showing a “1,” you must activate each of those figures before you can activate any others.

When you activate a figure, it gets a number of actions equal to its assigned die. You may spend as many of these actions as you wish, in any order you wish.

For each action, the figure may:

  • Move one increment (an inch, 10mm, a space on a grid–whatever you want)
  • Make a melee attack against an adjacent enemy
  • Make a ranged attack an enemy in range and line of sight
  • Use a special ability

Action: Move

Yes, you can move through friendly figures. No, you can’t move through enemies.
You must stop when adjacent to or touching an enemy.
Moving away from an adjacent enemy costs an extra action.
Rough terrain costs an extra action to move into.
No, there’s no facing (unless you really want it, I guess).
Okay, if there is facing, then you can end your move facing any way you want.

Action: Melee Attack

To make a melee attack, roll a die, then add to it your target’s die value and your figure’s Melee attack score.*

d6 + target die + attacker’s melee score = Total Attack Value

If this total meets or beats the target number (usually 7) then your figure hits!

*Melee attack scores should probably be a low number, like 0 for grunts, 1 for experienced dudes, and 2 for heroes. Or something like that.

Action: Ranged Attack

To make a ranged attack, roll a die, then add to it your target’s die value and your figure’s Ranged Attack* score.

d6 + target die + attacker’s ranged score = Total Attack Value

If this total meets or beats the target number (usually 7 + 1 for each unit of range between the attacker and the target) then your figure hits!

*Ranged Attack could be higher than Melee on average… or maybe keep it in the same scale. That would make it much harder to hit at range, but since you can fire off one shot per action, you can make up in quantity what you lack in quality.

Action: Special Ability

Some figures might have special abilities, like Healing (spend an action to heal all damage), Rage (spend an action to get a +1 on your next attack roll), Teleport (spend three actions to move to any point on the battlefield in line of sight), or… whatever everyone thinks is cool. I’m not writing army lists here. Heck, I’m barely writing a game system.

After you have activated a figure, move its die to its front to show that it is now activated. (See? I told you position would be important. Of course, if you can keep track of activation without moving the die, go for it. I guess you could add a second type of token to track activation, but that seems fiddly to me.)

(In my first draft, I had you removing the die altogether after its figure was activated. That’s very clean, but when that figure’s attacked, you’re either stuck trying to remember what the die was, or else activated units are oddly hard to hit.)

When all figures have been activated, the action phase is over.

Clean-up Phase

Because every game needs a clean-up phase, let’s have one here. Now is when the players take their assigned dice back, the role of first player passes to the left, and a new round begins.

And now, the obligatory FAQ:

What About Damage?

The system determines “hits” but says nothing about what a hit means. How many hits can a figure take? How much damage does a hit inflict? How many hits does it take to get to the center of a Tootsie Pop?

I’ll leave that up to you. If it were me, I’d probably say each figure can take one hit in order to keep it simple and bloody. You might say two hits and heal one each round (to minimize record-keeping). Or you might say 15 hits across five body locations and track it all on a customized spreadsheet app you wrote for the iPhone — whatever you think is fun.

What about attacks of opportunity? Or overwatch? Or…?

Look. This is just a blog post. If you think the game’s got enough legs to justify bolting all that other stuff onto it, that’s awesome. Leave me a comment telling me so. Or take it out for a spin yourself and let me know (a) how you patched the holes and (b) how it went. I’m just getting this thing out of my head and down on paper before I lose it.

Why is there a third question?

Because a FAQ with just two questions is kind of sad.

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Going the Distance

please stand by for new gameYou want to learn more about how psychic powers work in Mind Strike. How do I know this? Because I READ YOUR MIND.


When I first started thinking about Mind Strike, I realized I didn’t want to handle “range” for psychic powers in the usual manner — you know, “‘You get 50 yards of range for every point of power” or something like that. Look at the comics, the movies, the books with psychics in them. It just doesn’t work that way.


In Mind Strike, the default range of any power is line of sight. If you’re trying to read a dude’s mind, it doesn’t matter if he’s across the room, driving down the street, or duct-taped to your left arm; it’s all the same so long as as you can see him.


Using a power on a target outside your line of sight is harder. As you’d expect, there’s a penalty for doing so. As you might not expect, that penalty is not based on the distance between you and your target.


Well, in a way it is, but it’s based on emotional distance rather than physical, spatial distance.


This means it’s a lot easier to strike up a telepathic conversation with your mom or a teammate — no matter where they are in the world — than a stranger you know only by the photo thrust into your hands. (It’s not impossible to link up with complete stranger, but it’s really hard. You’ll probably have to push yourself and run the risk of backlash.)


Of course, there are other risks when linking with those close to you. Once you start telepathically chatting with your mom, you run the risk that she’ll start leaving messages on your phone complaining that you never “think at her” any more.


Ah, well. Power has its price, right?

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2012 is RIGHT BEHIND YOU!

Sometimes it helps to stop for a moment and look back over an arbitrary amount of time — oh, let’s say 12 months — and see what exactly you’ve accomplished during that period. Those times tend to show up near the end of December for some reason. Not sure why (I blame the Mayans) but it’s a fun tradition, and one I’m willing to support with the following list of games designed, worlds created, and projects written in 2012:


  • Karthador - After spending far too long first as a gestating seed in my brain and then as a dust-covered file on my hard drive, the pulp sci-fi world of Karthador burst into reality in 2012 in the form of a campaign book for the Savage Worlds roleplaying game. The manuscript is currently safe in the grasp of the stalwart editors at Reality Blurs, and is being primed for a 2013 release.


  • Anointed: Mantle of the Gods – I had the awesome opportunity to return to the world of New Gods of Mankind (a tabletop RPG I helped write a couple years ago) with Anointed, a brand new RPG set in the same universe but focused more on the “mankind” than on the “new gods” part. It’s an iron-age fantasy RPG in which the players play servants of the gods who are blessed with supernatural powers. According to the fine folks at Dark Skull Studios, this one’s on the schedule for release in early 2013.


  • New Gods of Raanon – I designed this online strategy game for Dark Skull that took some mighty strides in 2012, stopped to catch its breath (and a couple programmers), then set off charging once more towards 2013. Look for it soon on a Facebook near you!


  • Question Quest - I got to help out a little bit with the design and rules-writing on Question Quest, a clever fantasy card game designed to help teach kids new languages. The QQ team is putting out an excellent product and I expect to see more great things from them soon.


  • The Five – Did you know that I also write comic books? It’s true. This year, I had a chance to write the script for an upcoming comic miniseries that… well… is hard to explain. It’s a thriller. Sort of. With bits of horror and maybe sci-fi thrown in. (Sorry, trying to avoid spoilers.) It’s been a blast to work on, and reminded me of how much I love working in comics. I’m looking forward to doing more of it in the future.


  • The Unannounced - Much of my game design time in 2012 was dedicated to upcoming (but currently unannounced) projects at Dire Wolf Digital, Dark Skull Studios, and other places that may or may not start with the letter “D.” When they see the light of day, rest assured I’ll be trumpeting their presence here, but until then they remain wrapped in NDAs and smothered in secret sauce.

I’ve been blessed with some great projects, clients, and partners this year. Here’s hoping the same for you, dear reader, in 2013.


Happy New Year!

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Mind Your Powers

please stand by for new game
Mindstrike is all about psychic powers. The two biggest powers (to no one’s surprise) are Telepathy and Telekinesis. They are, after all, the foundations of most psychic powers in sci-fi media. In the game, they form the foundation of all your other powers in a system of prerequisites. In order to get the Teleportation power, for instance, you’d need to start with Telekinesis (moving stuff with your mind) and Control Density (since you’re dispersing the molecules as you move them, obviously).


“You mean like a skill tree?” you may ask.


“Yes, exactly like a skill tree,” I answer. “But it’s upside down, see?”

See? Upside down. Completely different.

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Mindstruck

Ah, Thanksgiving. The harbinger of food comas, patron saint of road trips, and the sharpened stake above the heart of any “write a novel / design a game / finish your screenplay” in November efforts.

Not that I’m complaining, mind you. Not really. Spending time with family and the ritualized consumption of poultry flesh is more important than these other pursuits — at least until NaNoWriMo and NaGaDeMon start handing out actual prizes. No, it’s just a matter of time management, and keeping in mind from the start that a holiday-shaped black hole is looming somewhere around the end of week three.

So is this the blog entry wherein I confess that I have failed to produce Mindstrike by the end of November? Of course not! This is America! This is the blog entry in which I lower to bar until I can just eke over it, and then declare “Mission Accomplished!”

Okay, the game’s not done done. But it’s done. And while I won’t be able to run an actual adventure before the clock strikes midnight on Friday, I will have a character creation session, and two out of three random game designers on Facebook agree that counts for a NaGaDeMon win.

And you haven’t seen the last of Mindstrike. This thing’s got a truckload of potential, even if I didn’t have time to fully flesh it out during November. I’ll be hammering away at well into next year, I’m sure, and I’ll be sharing my progress here for anyone who’s interested.

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Unleash the backlash!

Oh sure, psychic powers might SOUND great, but when you lose control of your telekinesis during final exams, blowing out all the windows and hurling your classmates into a whirling psychic vortex the news later calls “Hurricane Steve” (because your name is Steve), you might wish your psi-switch had never been flipped. Also, that you weren’t named Steve.

The idea of psychics losing control of their powers is a pretty common trope in science fiction, and one I’ve always wanted to emulate in Mindstrike. Using the power and controlling the power are two different things. You might have a truckload of raw psychic energy, but if you can’t bring it to bear safely, terrible things can happen.

We call these things “backlash.”

Okay, we’re going to dive into some geeky game mechanics here, so if you’re just in it for the cool backstory of the psychic underground, I’ll have to ask you to be patient. I’ll have more goodies for you next week.

The game system for using powers (and dealing with backlash) goes like this:

Power Score: Each power has a score, which is how many dice you roll when you use it. To see if you successfully use a power, roll its dice and add them up. Compare the total to a difficulty number to see if you succeed. The higher the total, the more powerful the effect.

Psychic Pool: Characters have a psychic pool, which is how many “shots” you can use of a psychic power per day. In order to use a power, you must spend at least one shot.

Here’s the kicker: For each shot you spend, you add a die to your roll.

For example, I’ve got Telepathy 2, so I roll two dice. But in order to use the power, I must spend at least one shot, which gives me an extra die, so I’m rolling a minimum of three dice. If I want to really pump it up (say, to make a mental link with a person miles away whom I’ve never met, based solely on a photograph my captors handed me while holding a gun to my head), I can spend two, three, or more shots — each of which gives me an extra die.

More dice are more better, right? Higher rolls, more power — what could possibly go wrong?

Here’s a hint: It starts with “b” and rhymes with “flack-cash.”

When you roll, see how many dice come up 1s. If this number is greater than the base score of your psychic power, you get backlash.

Backlash scales. So if you only go over by one (say, I roll three 1s and have a score of 2), it’s bad, but not horrible (your head hurts, everything smells like ammonia, maybe a nosebleed). But if you go over by three or more, you move into Hurricane Steve territory: You’re overwhelmed with psychic noise and fall to the floor whimpering for 10 minutes, or blast a memory of your last birthday party into the minds of everyone in a half-mile radius, or give the gift of amnesia to the target of your telepathic touch.

Every time you use your psychic abilities, you risk backlash. That’s the price you pay. And that’s one of the themes of Mindstrike — what price will you pay for power?

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No Mutants Allowed! Or, a Few Thoughts on Genre

At first glance, the world of Mindstrike might seem familiar: “People with amazing powers, eh? Oppressed by overbearing authorities, you say? Sounds like one of a dozen Marvel comics with an ‘X’ in the title.”

But Mindstrike is not a world for superheroes. Wearing a cape, mask, or flashy bodysuit is a good way to get yourself killed. There are no supervillains, no high-tech secret headquarters, no elaborate 12-step plans for world domination — and none of the other characteristics of the superhero genre.

So what genre is it?

The world of Mindstrike is that of the thriller:

  • The heroes are being hunted by forces too large to face directly, and for reasons they don’t completely understand.
  • It’s a world of mysteries and conspiracies, chase scenes and tense cat-and-mouse encounters, secret societies and cover-ups.
  • Violent confrontations are brutal, and tend toward quick hit-and-run skirmishes rather than elaborate set-piece battles.

All that being said, you could run Mindstrike as a supers game if you really wanted to. It would be grittier than your typical four-color fare, with lower power levels and higher body counts, but hey — if that’s what your group is into, no one’s going to tell you you’re playing it wrong.*

One way of looking at it is what makes the characters interesting in the two genres. Superheroes are defined almost exclusively by their powers — what they can do. Thriller heroes are more defined by what they are willing to do when faced with great adversity.

Heroes in the comics are powerful. Heroes in Minsdtrike are desperate.

*Unless you post about it on online forums, of course. Then you’re just asking for it.

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Mental Mechanics

Like pushing a live moose into a trailer house, designing a roleplaying game system is a lot harder than you’d think. You’ve got the antlers of combat, doing their best to gore you. The mighty hooves of task resolution, zeroing in for lethal crotch-shots. And the terrible jaws of character progression, trying to bite your face off and shut down this painful metaphor far too late in the paragraph.

I’ve written RPG systems from scratch. It’s hard finding the proper mix of mechanics to bring the thing together. And after that’s done, you’ve still got the tedious task of applying these rules to every situation the players might encounter: fighting in the dark; defusing a bomb; shoving a moose. Not to mention the endless lists of equipment (“Moose-pushing shovel, $25, does 1d6 damage or moves a moose 1 space away from the user”), skills, and (if you’re really lucky) magic spells.

Enter the Warp

Which is a long and moose-centric way of explaining why I won’t be rolling my own system for Mindstrike. Rather, I’ll be using the WaRP system. This is the system used in Over the Edge, the classic, rules-light RPG of conspiracies and freaky weirdness. Atlas Games recently released the system under the Open Game License, which means anyone can use it, so long as anything they make with it is likewise free for everyone else to use.

The best feature of WaRP is its versatility. You aren’t restricted to classes, levels, or even skills. Just whip up a handful of “traits” to describe your character (like Private Eye, Keenly Observant, or Tough as a Moose) and you’re good to go.

Each trait gets a number of dice. When you want to use it, roll those dice and add them up; if you rolled high enough, you succeed.

WaRP comes with its own system for “fringe powers” which I’ll be adapting into the psychic power system for Mindstrike. What’s there is good, but too broad for my purposes, so there will be tinkering. Just as well. It’d be a shame to come out the far side of National Game Design Month without doing some actual game mechanics.

No, really. Enter the warp.

Since WaRP is open-source, you can use it for any of your games, whether commercial or just for your home system.

You can find the official SRD (that’s System Resource Document) at the Atlas Games website. Rob Donaghue, designer extraordinaire, has put together a prettier version of the same document on his website.
And I’m in the process of assembling a copy of the SRD in RTF format. It’s all the same information, but it’s easier to work with. I’ll post a note when that’s ready to go.

If you’re looking for a rule-light RPG system, or (like me) need a simple base system to hang your particular world on, check out WaRP. It might be the moose you’re looking for.

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Striking back – with your MIND!

Imagine, if you will, a drumroll. An ironic, self-deprecating drumroll because, well, it’s me we’re talking about here — but at the end of the drumroll there’s a cymbal crash and a curtain goes up, revealing the game I’m working on for National Game Design Month: Mindstrike.

I wrote a first draft of this game almost 20 years ago, as a thesis project for college. It’s been gathering dust in the back of my mind since then, but as I wrote last week, this seems like a good time to pull it out and give it an overhaul

The Concept

Mindstrike is a tabletop roleplaying game about psychics in the near future fighting for survival in a world that wants to control or destroy them.

The World

Telepaths, telekinetics, “brain-bursters” — psychics are real, and everyone knows it. After the incident at Blake University left over 600 dead, there could be no denying that psychics exist, and they’re dangerous.

The government has stepped in to help control this new threat to homeland security, and offers “assistance,” in the form of drugs, therapy, and more drugs, to those afflicted with this new psychic disease. Those who reject this assistance are labeled “terrorists” and “enemy combatants.” Unless they want to end up indefinitely detained in secret CIA holding cells, these psychics have no choice but go underground.

The Characters

The heroes of Mindstrike are psychic guerrillas, sneaking through the high-tech jungle of 21st century America as they wage a shadow war on the forces that seek to control them.

Some are passionate revolutionaries, ready to sacrifice everything for the cause. Others are mercenaries, more calculating and concerned with their next paycheck than any sort of rebellion. Still others use their powers to help advance science, protect others, or try to subtly gather power through their own counter-conspiracies.

The psychics of Mindstrike have left their normal lives behind. They’re hunted by both the state and their own kind, rejected by society, and forced to make terrible decisions in order to survive. In hopes of getting ahead, many use their powers to undertake dangerous, illegal operations — either to aid in the struggle against their oppressors, or just to keep food on the table.

The Players

In Mindstrike, the players take on the roles of these psychics, and must use their gifts not only to survive, but to fight for freedom in a world where freedom has been traded away for the illusion of security.

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No Nano, Yes Naga

Clearly I’m an idiot. Or maybe insane. Or an insane idiot, which means I should probably be running for office. Whatever the case, my obviously damaged mind has decided that I don’t have enough on my plate, so it’s tackling a whole new creative project for November.

No, it’s not NaNoWriMo (National Novel Writing Month for the uninitiated). Not this year. Instead, I’m taking part in National Game Design Month, which has the much cooler, more-pronounceable acronym NaGa DeMon.

The rules for NaGa DeMon are basically the same as NaNoWriMo, but instead of writing a novel in November, you’re supposed to create a playable game by the end of the month. This can be any kind of game — board game, video game, tabletop roleplaying game, drinking game, that weird fur-suited live-action dungeon-crawler you’ve been dreaming of — so long as you can get it playable — and actually play it — before December 1.

How hard can it be?

Coincidentally, I was recently thinking about designing a new RPG. I had a basic game world sitting around from a project I wrote back in college. And the system I would want to use just went open source. The pieces were in place. All I needed was an excuse to sit down and do it.

Well played, NaGa DeMon. Well played.

So who’s with me? November starts tomorrow. We’ve got a month. Sign up on the NaGa DeMon website (or don’t; it’s not like there are prizes or anything) and join me for 30 days of insanity, idiocy, or some unelectable combination thereof.

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