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Wednesday, May 30, 2012

Domain Control Part 2

How Do You Know When You're Finished?

I just completed the Domain: Void Control. I knew I wanted to do Summoning--a Domain Control around both conjuring and playing "extra-dimensional entities" (sample power: Return to Home Dimension). I'd like to have at least some framework for Illusions (although that's very complex when you break it down).

In a very real sense the Mind Over Matter (now Domain Control) chapter is done.

Which means to a pretty large degree JAGS Revised Archetypes is "done."

Sure, I need to transcribe the Telepathy rules. I need to re-create and dust off the Telekinesis rules. I want to flesh out some more ESP style powers and do the (short) Astral Travel section.

I need a "gear" chapter (it can be thin--but I want some AP costs for "standard items" like handguns, bullet proof vests, and grenades). The "Back of the Book" chapter with all kinds of fleshed out new rules will be a bit complicated--but those are still mostly written. The chapter on modifying powers will need some serious thought and play-test.

But those are in the margins. To a large extent the book "is done."

Isn't It?

Programs vs. Projects And Role-Playing
Consider these three questions. Imagine you are introducing a new player to the concept of roleplaying. Before tackling the questions imagine the person ... maybe it's your girlfriend (or boyfriend) who has never RP'd before.

"You are going on an adventure into a perilous abandoned mountain fortress. It may contain monsters, traps, deadly technology and magic. You will need to bring things to protect yourself. What do you choose ..."

Option 1: "You may bring anything you can think of--but you have to clear it with me. We'll have discussions about what's appropriate, what's too much, and how much you can bring with you."
Option 2: "You can bring anything you could buy in a regular Sears store--with a 500.00 budget. You can use the Internet or a catalog to search ... or go to a Sears and look around."
Option 3: "Here is a list of gear. In each column you can make two selections. For example, in Column C you can choose between a six-shooter, walkie-talkies, and a first-aid kit with skin-sealant and pain killers." 
The question here that I have is "which will produce the best experience for the group?" In my experience the answer is "C." For starters, I have never seen anything generate so much excitement at the very beginning of a game as a price-list with key decisions to make. I make no claims as to fully understand the reasons for this--but I have some ideas.

For beginner players I think that a price-list with decisions is one of the things everyone can get their heads around ... do I want a gun? Someone better choose the first-aid kit. Man, walkie-takies would be good to have!

The first one ("A") allows for much more creativity but is unstructured and can take a lot of time. Option "B" is more structured--but the list is too large--a Sears Catalog is a big thing to look through. It's also got a lot of stuff that is out of scope (either too expensive or things like toys that no one would want).

I will note that the "Real Answer" is that it depends--on the group, the genre--and so on. I suggested a "new roleplayer" because (a) I think having a price-list is sort of a pro-tip in introducing new players to thinking about the game and (b) because it omits a long history which could, of course, skew things towards "A" if the players and GM are very familiar with the genre and so on.

What Does This Have To Do With Anything? Especially Archetypes?
When we set out to make JAGS Revised Archetypes we wanted a best-practices solution to a huge power list. Clearly what Hero System did is fantastic--deep, flexible, smart. It has some problems for us in practices--but ultimately if people want that level of flexibility it's an incredible system.

But we wanted a price-list ... for character generation. We wanted to have a categorized and deep list of abilities. The categorization is hugely important because it allows structured thinking for people who want to approach it without "digesting the whole thing." We wanted depth because we think that provides flavor and color which, we think are not just nice-to-have but can be crucial in generating excitement.

The above line deserves more commentary than I'm going to go into here--but, at least, for my style of play, being able to buy abilities that are specifically flavored without having to construct them--is a point of interest for me (and our group).

So the mission is not "to cover everything possible"--but instead to provide "enough coverage" at "sufficient depth" so that the player, when choosing powers, has to make interesting choices that drive critical thought in a specifically structured way--the same way that the player having to choose between the gun, the first-aid kit, and the walkie-talkies may find the exercise itself interesting.

I'll note there that there are a substantial number of people who hate this kind of thing too. Clearly another approach is called for with them (random char-gen, rules-light systems, etc.). I actually like this kind of play as well myself--I've found many modes of play enjoyable. JAGS Revised Archetypes is built around the first model and we're very, very well aware it isn't going to please everyone.

Programs vs. Projects
In the Information Technology world, which we are well familiar with there is the question of a program (an ongoing series of projects) and a project (an effort to accomplish a specific outcome). One of the key questions that distinguishes them from each other is "how do I know when I am finished?"

For JAGS Revised Archetypes it is clear to me that I could, easily, "never finish." There are powers floating around in my head that are not included. There are powers that are included that I think, maybe I should expound on. So how do I know when I'm done?

The first answer is in the categorization. We created a taxonomy of abilities a long time ago (Psionics, Fast Company-action heroes, awesome-but-not-super powers, super-powers, animal/mutation powers, and so on). So when that taxonomy is mostly filled out we know we've at least touched on all the areas we want to talk about.

The second issue is that of "sufficient depth." That's harder to cover but it's a judgment call. Do we have enough Water Powers to make two different Water-Control Super Heroes? Do we have enough Chi Martial Arts stuff to kinda-sorta cover Street Fighter II? Stuff like that. It doesn't have to be literal. The goal should not be completeness but rather a sufficient level of material so that the player can have an "interesting time choosing what they want."

That's why it's key that there are no obviously degenerate powers--the best attack in the game ... the only defense you'd want to buy, etc. Have we achieved this? Probably not. I'm sure in the 100+ pages and 200+ powers there are errors and things that have not been thought through. I'm certain there are inconsistencies.

There are hard philosophical questions: Is the ability to become insubstantial ("Phase Out") a flat-cost? Or should be be a percentage of your points? How about Invisibility? Which is worth more (especially if it's non-combat invisibility that you can't attack while using)?

There are points where I'm just guestimating the value of things. I'm sure I've done some thinking at point A that I forgot at point B. There will be a review and a proof-read--but I don't have any illusions about what that'll get us in terms of perfection.

But perfection isn't the goal. Just "good enough." I think we're pretty much there.

I think after maybe six years of working on this I'm almost done with this thing.

Friday, April 20, 2012

Mind Over Matter (Part 1)

Our foray into Mind Over Matter proved ... complex. I currently have a 24 page document that is maybe 1/2 to 1/3rd finished. Here are some highlights:


  1. Using the simulator, Duplicate (Time Control) is worth about half your points (a little less at higher AP values) for 2x. And about 80% of your points (down to 72%) at higher AP levels.
  2. I broke down and created Ice Surfing for Ice Control. In fact, I broke down and created Ice Control period. I think on the same count I will eventually put extendable limbs in the cyber powers so that someone out there can play Inspector Gadget. These powers are listed all over the place on the web when you look this stuff up: PEOPLE WANT THEM.
  3. I am resisting Travel Through Phone Line for Electrical Powers. But my will is weak.
  4. Research (TV Tropes) suggested that linked to Darkness Control was ... The Moon. There is now a sub-group of powers under Darkness Control--which is distinct from Light Control (although both can create Darkness)--related to The Moon. 
What The Heck Is Going On?
Well, basically: there are some logical power groups around various--what Champions brilliantly called Elemental Controls--These are well and thoroughly documented places like this (Power Listing Wiki) and Wikipedia. There is no reason not to look through them and consider taking the most relevant ones for a write up.

In JAGS you can modify existing powers fairly extensively. You are also expected to be able to simply "create" powers given enough sign-posts (which the book will, apparently, be full of)--so this is not just an attempt to be "completeist."

The reason to do this is that it raises new questions--and forces us to look at this material closely and in new ways. Let's look at one new one:

How Much Is Time Travel Worth?
The general rule in JAGS is that a non-combat power that you can't buy an infinite amount of (like, say, ability to see in total darkness--you either have it or you don't) is like 1 AP to maybe 12 AP or something. Like X-Ray Vision? Maybe 8 AP. Really good flight? 8-12 AP. Something like that.

The theory is that you can get a bunch of powers for a handful of points and as long as they don't effect combat directly they shouldn't be super-expensive.

But then we get to a class of things where' that's questionable. These are things like:
  • Phase Out (ability to become insubstantial and walk through walls)
  • Really good teleport: be anywhere instantly.
  • Time Travel--even assuming Tourist Mode where you can't change things.
The problem with these is that not only do they represent a major part of a character's power in most characters (Teleport is like "all" Night Crawler does--not too many people 'casually' have Time Travel or Phase Out) but they have major ramifications for the game itself. The ability to go anywhere is certainly a major impact. Even if Phase Out won't let you win fights--it certainly will help you 'not-lose them.' So how do we charge?

The answer seems to be TAP: a function of your Total APs. If Phase Out is, say, .33% of Total APs it will not just casually appear on a high-point character's power's list. Same with Time Travel or other game-changers.

But is 33% right? How do you know? Also: that means even a 1 AP character can buy it--with some extra Damage Points left over. Is there a minimum cost? Should it have a maximum cost? Maybe Phase Out "tops out" at 24 AP because ... why pay more?

The answers to these questions are not really answered within the context of a given game--but rather in the group's specific approach to play style. Imagine a group that played a "Super Friends" style game where each player had a roster of super-hero characters and, while they only played one at a time, they could always call HQ and bring out another character to swap in or out.

Furthermore, imagine that the GM is running a game where the missions have fairly "objective" challenge sets (i.e. not geared to the specific characters). If you have the right mix of powers--or access to the right mix--you can do much better--but if you bring the T-Port guy, he's not as heavy a hitter as the Super Strength guy.

In this case special abilities like Phase Out and Teleport would be very useful to have for some "specialty team" characters. But no character would be stuck for a 2-year campaign using Phase Out only once in a while while it was 20% of their points ...

The cost models for these could be seen to be very different. I don't know anyone who plays that way--but I also know that we are in around year-2 of our Have-Not game and that's not "the way we play" either. Things change.

What's The Answer?
The answer revolves around "bullshit." That's the term we are using for powers with a certain ... 'profile.' Things like time travel, mind control where the person simply becomes purely loyal to you, swap bodies permanently, phase out, and so on have a certain "bullshit factor." It's the kind of thing that might make a GM or other Player go "Man--that power? That's some bullshit." It's hard to pin down, for sure--but Time Travel has a pretty high BS factor, even if you can't change things. If I can go back in time and meet the villain as a child and learn his early story, I might have some leverage in the future.

If I can swap bodies with Mr. Universe, getting "all the Strength you can buy for 'free'" that's kinda bullshit. I mean, there are costs for this--but being able to totally mind control someone so they use all their capabilities in your service is kinda "worth it" based on who you meet.

So there is a BS factor for some of these abilities that we want to try to isolate. 

Wednesday, March 28, 2012

Cyborgs

That didn't take long. The consolidated revised Cyborg file is about 10 pages in length. It covers just about everything at a high level that it needs to. However there are some things left out:

1. The opening "connective tissue." I didn't write it--but it's pretty clear what I want to do there ("Hello, this chapter is for cyberpunk, science fiction, or anime games ...")

2. Cyber Weapons. Originally I was going to have a lot of ultra-tech guns (lasers, flechette rounds, etc.) However--it is not clear to me how this is not just a semi-world-specific gear list. The only "cyber weapons" I can think of are cybernetic 'gladitorial' weapons--things no one but a cyborg would carry. Anyone can have a laser (whether it is built-in or not). However having a buzz-saw hand seems fairly cyber-specific.

I don't really plan on putting the entire "high tech gun list" into Archetype book. That can go anywhere else (Have Not, space book, etc.).

3. Super Hacking gear. Cyborg hackers would have a few advantages over non cyber-hackers. In addition to presumably getting pluses due to having "Leet wet-ware gear" they would also, for example, be able to remotely access secure networks and the like.

I have some notes on "Quantum Decrypter" suites of gear that allow the cyborg to bypass ordinary encryption and do things like listen in on cell phones or otherwise bypass a lot of security.

The Big Question
So the big question is: for your X-points where X is like 4 or 8 (a lot for a non-combat power) what exactly are you buying? How does "hacking" work? Here is where we are thus far:


  • There are some powers that "make you rich." Things like Clairvoyance + Las Vegas would make most people a lot of money. If you have one of those powers we can just "factor in" the cost of being rich--especially if there is a note or section that talks about money in the game so that the GM and other players realize "if you have this power set you are expected to be using it to make money." So, okay: if super hackers can bring in a haul regularly they either pay for being very rich--or they just have a "decent income" but don't work at it very hard (do a few jobs a year).
  • What about secrets? If there are super hackers--even if their gear is prototype and illegal--it would mean that big secrets would not be kept, if possible, in accessible places. So if these guys can penetrate heavy electronic security and get secret information then that will "blow up the world." There are actually several powers that "blow up the world." The ability to bring the dead back to life in anything that doesn't look like AD&D would blow-up-the-world since it would, necessarily, wreak havoc with human ideas of morality and mortality. The same thing goes for reproducible fusion power: the world would not look like we know it to look today. So can super hackers "upset the balance of power?" The easy answer is "No." You can get into -some- places but not -any- place. But if that's true, are they "super hackers" or not?
  • Electronic Omniscience. This isn't exactly "hacking" but what if the gear allows things like tapping into traffic cameras and security systems so you can track people. What if you can activate cell phones to listen in at range on private discussions. These techniques exist to a degree today (visitors to China are apparently told to bring disposable devices, throw them away after visiting, and take the batteries out during private meetings--because the cell systems are so compromised). What is this worth? If you can do it easily--whenever you need to--it becomes a potentially huge advantage over your opponents. If you can hear everything they say--or track people from the safety of your apartment then (a) unless they know you can do this, you will dominate them if they have to plan to any degree and (b) if they do know you can do this, their behavior will change a lot. Do we presume that is the case?
The real problems here are not the good-ness of super hacking but the fact that generic super-hacking rules are hard to envision. A slightly post-modern world will look a lot like one of today. Hacking in a science fiction universe could look totally different. I don't want Cybernetics to be a world book so much as a generic resource-springboard.

So I've yet to close it out until I can decide if I want some generic hacking dramas or just use a specific one. 

Thursday, March 22, 2012

Turning A Corner

I have completed the next draft of Innate Powers. It clocks in at 60 pages--probably the largest single chapter of JAGS Revised Archetypes. It is a combination of super powers, some magical stuff, and animal creation. It is not 'fully' complete because there were several abilities put in as place-holders for when we have a chance to simulate them. These are:

  • Regeneration
  • The Liquid, Gas, and Energy body powers.
  • A few other odds and ends.
There are a few abilties that are not in there that I would like to know how they work. These are:

Duplication: Clearly you do something like divide up your APs by duplicate and then pay a sur-chrage of some amount in order to reflect that each set of say 10 AP (assume a 40 AP character who can create 4 10-AP versions of himself) is attached to a "standard character" (an extra 10 REA and so on).

That said, how should it work? In the example above a guy built on 40 AP who splits into two 20 AP versions is going to lose badly to a peer who has it all in one character. The 40 AP guy, assuming a 50/50 Offense/Defense spit will have as much in his attack and defense as the 20 AP guy has in his whole character.

I think we can simulate this though: if Duplication creates 1/2 power versions of you, the Simulator should be able to tell how many of those stack up to a single whole-points version. We could then run that against the herds ... But I haven't done that yet.

Absorption: There are several powers around this. The one I am interested in is the one where "I get hit and get stronger." Where "stronger" can apply to a lot of different things--but mainly, I get hit and then hit harder.

The issues around this are:

  • How does it function mechanically? Do I buy Absorption Armor and every point of damage stopped goes ... into what? An Absorption pool ... which then ... what? Gets translated into AP somehow? 
  • Adding AP's point-by-point to attack abilities is a pain in the ass: that's a lot of math. Maybe you just have like Standing Level, Charged, Fully Charged, and Super-Charged? To make it easier to keep track of?
  • Having damage convert into AP would be good--because you could use it to activate or charge up other powers (like, say, Flight). But, again--how do I do that? What if Absorption enhances defenses?
At any rate--this represents a big step forward, whether it's complete or not. I'm going to move on. Remaining is:
  1. Cybernetics--pretty up to date already. A document was done that was -almost- current.
  2. Psionics: Telepathy. A fairly modern version.
  3. Psionics: Telekinesis. Not yet done--not too long.
  4. Psionics: Mind Over Matter. A big section. All the "flame control" and Time Control and Liquid/Water Control stuff. It's big and complex.
  5. Psionics: ESP. We've been working on this and I still don't have a great model in my head of how it should work. This is partially because I'm not sure how games with Espers work vs. games for Espers (where use of ESP is built into the game in some way). Basically, I'm not sure what these guys play like.
  6. Magic: Here's stuff like illusions, summoning, some specifically "undead" powers, and so on.
  7. Gear: I want to do a small chapter of gear to cover things like specific kinds of guns, armor, etc. So that if you are playing a game and want some AP costs to get started with "standard gear" you can choose off the list.
  8. Back of the Book: This chapter is going to have all the rules that were alluded to in the front of the book but didn't get fleshed out there. It'll also have changes to the basic book's rules until I can do a JAGS Revised v2.
  9. Chi Martial Arts: This is last because I'm not sure it's going in yet. I have looked it over and I think it might be well served with some more "Exotic Combat GATs" and some Innate Powers (to simulate, for example, a Chi Fireball)--and that's it. The idea of having this great tactical game 'inside' the JAGS combat system is cool--but I'm not sure it's necessary or that anyone really wants it. If you can play Ken and Ryu do you need to have super complex rules to better emulate the specifics? I don't know.

Wednesday, March 7, 2012

Update

I'm almost done with the Innate Power's list of energy attacks. It's lengthy and fairly rich. I'm mostly pleased with it.

Once that is done I'll be putting together the rest of the abilities (senses, movement powers, etc.) and the largest and most complex part of JAGS Revised Archetypes will be done.

NOTE: Next most is Mind-Over-Matter abilities which is also a long list of complex powers.

Thursday, March 1, 2012

Update!

I'm back! I've been working my way through the Big List of Attacks putting them into the Innate Powers document. It's tedious work but having a good, solid, and hopefully colorful list of powers will be great. I've finished basic energy and "plasma" attacks, fire attacks, and am now on frost attacks.

Also: if you want to know what I think JAGS Have-Not looks like? It's like this:

Friday, February 17, 2012

Hiatus -- and A Quick Attempt To Answer Some Questions!

So our family had our second son (Leo Chacon, welcome to the world!). Which has made blogging and JAGS a little delayed of late--and the hiatus might last a few weeks. However:

Right Now: I'm doing energy attacks in Innate Powers. So that's something.

To Answer Some Questions:


REACH and Movement
In JAGS you can't just "run in" on someone with a weapon. They get a 'zone of control' at their Reach and moving within it takes 5 REA Step moves. I think one of the things that was either incorrect or just not clear in the book is that if the target does not have a weapon you can move up to the reach of their arms right away.

That is, if someone is unarmed (Short Reach) you can move right up to short reach with a Step action. You don't have to stop at Long or Medium Reach. If that's not clear in the book (probably not)--it needs to be cleared up.

If someone did take a Step Action (3 or 4 yards) to "move in to Short or Close reach range" of someone with a sword, presumably the person moving in would get hit with the sword. The rules don't spell this out--but you could play it that way (maybe an advanced/optional rule).

Resisted Attacks Revised
The new rules for Resisted attacks are as follows:


  1. The attack has an Intensity (which is a scalar number like number of DP is) and a POWER which is usually 12- for everything.
  2. You compare the attack's Intensity to the target's DP+ADP (DP is their listed "undamaged" DP but ADP is whatever they have left). This gives a roll using the Resisted Attack Rules. NOTE: We are considering that it might be CON+DP+ADP for the target which would have some advantages (notably giving everyone a 20 to start with).
  3. You then modify the roll based on the target's CON (or WIL for psionic Resisted Attacks) vs. POWER. So if I have a 13 CON I get +1 to my Resistance roll.
  4. You then make the roll and apply the result to the effects table like it says in the book.
Example: Elephant Tranquilizer vs. Elephant and normal person.

An elephant tranquilzier has a Catastrophic Effect of death. It has an Intensity of 500. An elephant has a DP of 500. Both the Elephant and the tranq have a POWER and CON of 12. The tranq dart has a 10- against the elephant.  Odds are of a Minor or Standard Effect (in this case: the target gets sleepy and drops after a few Rounds).

Against a person who is, unfortunately hit with the same dose: the roll is something like 400- for the tranq. Any roll results in death for the normal human as they don't have nearly the DP of the elephant.

Usually attacks will have an Intensity of between 15 and 25. A store-bought Taser might have like a 19 Intensity.