Friday, November 2, 2012

JAGS Continues ...

You are probably going "What the heck is going on with JAGS!? Where's the next update." I realize many of you can't make it through the day without regular updates so I apologize for being sparse. Okay, not really--but it helps me to keep this blog updated once in a while :)

Let's see:

  1. We are creating a SLEW of characters using abilities that haven't been used before (of which there are many) and trying higher point builds (128 AP--supers characters). This is informative.
  2. We are proofing the book. This is depressing (not so bad--but, man, there are a lot of mistakes in there and I'm not just talking about typos).
  3. We are still collating artwork. 

For each single character sketch (of which there are a lot) we are actually doing their AP Traits. So we have a strong guy and he's Built plus some other stuff. We have a super-heroine with gravity control and give her various capabilities -- doing the stats--which should get printed next to the picture in the final book. As far as I know statting out the artwork is pretty unusual for a game book.

Something We Learned
So the simulator tests Resisted Attacks--remember: an RA is like Blind-Target, poison gas, mind attacks, etc. It has an Intensity score that is compared to your DP (plus some other stuff) and then there's a Resistance Roll and several levels of effect. So if I use some kind of Mind Control and my Intensity dominates your DP (you're like a normal guy and I'm like a master villain) I get a Critical or Catastrophic effect and can order you to kill yourself or something. If you're more my peer then maybe I get a Standard or Major effect and it's not so bad.

Well, in the Simulator we were testing VERY simple characters--all attack and defense and DP. Not so much in stuff like Super Hacking or whatever. It wasn't relevant. But what we discovered when making a bunch of characters is that the real, interesting characters had a LOT fewer DP than our test characters. We also discovered that the less powerful Resisted Attacks (compare "Tear Gas" to "Nerve Gas") had way too high Intensity so that even if they required a Catastrophic Effect to take you out, their proportionally higher Intensities would get that.

So we are re-tooling our Resisted Attack charts to both reduce the Intensity for most attacks a bit and to make the "weaker attacks" have even lower Intensities than they used to.

What Else?
Well, we did get some interesting looks into the powers and have revamped several of them "on contact" with a real character. Maybe I'll post some of the characters we're making here ...

Cover for Domain Control chapter by David Chow

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