Hack Points

One of Chronica Feudalis‘s first ever fans, Nathan Frund, emailed me the other day. He had been following my posts about Technoir and was curious about how easy it was to hack it. Nathan knows his hacking: his blog (Platonic Solid) features the first fantasy hacks for the Chronica system.[1]

I told Nathan about some key areas where Technoir was really easy to hack. In our discussion, Nathan called these “hack points.” So I’m stealing the term from him.

Being hackable has been part of Technoir‘s design from the start. Here are a few examples of easy ways to modify the game:

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  1. [1] Nathan also has some intersting thoughts on using Agile software development techniques for game design purposes.

Shells and Seeds

I notice this tendency while I am designing RPG rules to create shells. That is, game mechanics that have a certain size and shape but require player interaction to fill it up with something. It’s a set of requirements. And when those requirements are met, the player is rewarded.[1]

Consider Wushu‘s core mechanic. For each detail you give in your described action, you add a die to your pool. FATE’s Aspects are shells at the time of character creation. Come up with a phrase about your character then you will have this trait to use in gameplay.

Shells are good design tools. Shells fight blank page syndrome by giving players smaller, less-intimidating pages to write on. Don’t worry about your whole action, just tell me the next detail. Don’t worry about your whole character, just give me one phrase about her.

As good as shells are, I’ve been working on a different approach when it comes to game design: seeds. Seeds are low-mass game elements that use player interaction to become something bigger than they started as. Read more »

  1. [1] The terms I use in this post, like shell, probably have a different definition to others in the gaming community. So consider my terms and definitions herein useful only in the scope of this post and any discussion of it.

Progress

A few months ago, I posted the first design element of my new game: it’s character sheet. The game didn’t have a title then, but with some help it has since been dubbed Technoir. Much of this game has been designed by the process of creating the character sheet. So, as it has been revised, its evolution is reflected in the changes of the character sheet over the playtesting process.

Here is the revision made soon after that previous post:

revision 1 Read more »

TransMission

I keep mentioning on twitter and other places this thing called a TransMission I’m working on for my new game. I figure I should talk a little bit about it so people know what the hell I’m talking about.

First off, the game is a hardboiled near-future RPG called Technoir. You play characters embedded in a criminal underworld who use high-tech cyber implants and other gear to exploit opportunities to try to get out of it.

A TransMission is a GM tool. It’s a short booklet of game content that is designed for GMs like me. That is, GMs who don’t like to prep, who like to improvise their adventures at the table, but often get stuck with blank page syndrome when it comes time to do so.
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The Shape of Things to Come

So, I’ve been working on a new project recently. This is what it’s starting to look like…

Untitled Cyberpunk Character Sheet

This is the character sheet for my new–and as of yet untitled–cyberpunk game. It’s not finished, and some of the terminology has already been changed.

Don’t worry Chronica fans; Noblesse Oblige is still in the works. Its progress is just not in my hands at the moment, so my attentions are turning towards other things.

Noblesse Oblige Video Blog: Overview

I’ve recently finished the 37,000 word first draft of Noblesse Oblige, the lordship supplement for Chronica Feudalis. And, well, instead of writing more words about it, let me just tell you what it’s all about.

Sorry about all the ‘uh’s and ‘um’s. I’ll get better at this, I swear. If you want to track what I’m saying about it on twitter, follow me (@jeremyjkeller) or search for the hashtag #NobOb.

Double Extraction–Inception via Don’t Rest Your Head

On Wednesday nights right now we’re running a short campaign play-testing the rules for Noblesse Oblige, the lordship supplement for Chronica Feudalis. However, last night we were one lord short and a little crunched for time so we quickly threw together a one-shot of something else.

You should know that I have always been very fond of the Don’t Rest Your Head rules system ever since Dan Bayn (you know, of Wushu fame) ran it for us last year. You should also know that I’ve had a huge itch to play some role-playing implementation of Inception since I saw it a couple of months ago. I figured these two thing would go together like bread and butter. You should know that they do.

They go so well together that Fred Hicks made his own Inception game based on a hack of his DRYH rules and ran it on Skype not long ago. Dan actually participated in that game. He could have probably regurgitated Fred’s rules for us, but we decided on a more straight-forward re-skinning of the DRYH dice pools.

So I wanted to share what we came up with. Before you read any further, you might want to make sure that you’re familiar with DRYH as well as the film Inception. Spoilers and all that. Read more »

Chronica Feudalis wins an ENnie!

ENnie AwardOn Friday, August 6th, Chronica Feudalis received a Judge’s Spotlight Award at the 2010 ENnie Awards ceremony. This is, as I understand, a new award where the five judges individually select games they believe are worthy of special recognition but were not nominated in the traditional process. Among 235 entries, Megan Robertson picked Chronica Feudalis.

Here is what she had to say:

“I’ve chosen Chronica Feudalis not just because it is a delightful conceit — a group of mediaeval monks playing a game of imagination in the monastery cellars — but because that conceit is sustained beautifully throughout the text. From the foreword to the end, here is a ‘translation’ of the original document written by one of the monks, laying out the concepts and the rules for their imaginings, even the illustrations (or should that be illuminations?) and cover serve to maintain the illusion. I can just imagine finding this tucked behind a cupboard somewhere in a monastic library, misplaced once the monks who wrote it had no more time for such things — for surely such imaginative young men rose rapidly through the ranks of Holy Mother Church — not to be seen again until today.”

Suffice it to say, this is a great honor. I was there to accept the award at the ceremony and it was a little overwhelming. The other four Spotlight Award winners were: Trailblazer, Fiasco, Ancient Odysseys: Treasure Awaits, and Mindjammer. A fine selection of games to be included among.

I want to extend my heartfelt thanks to everyone who made this happen. To my editor, Trent Urness, and to my artist, Miguel Santos. To my play-testers, my proof-readers, and everyone who gave me advice on layout, presentation, and marketing. And I want to thank all of the individuals out there who, like Megan, have recognized something in my little game that encouraged them to buy it, read it, and play it. You have made my endeavor of game-design, writing, and publishing so worth it.

Thanks!

Bits & Mortar

Bits & Mortar has launched today! This is a program that allows your local game store to provide customers with free PDF versions of the hard-copy games they buy. Participating publishers include Arc Dream, Cubicle 7, Evil Hat Productions, Pelgrane Press, Rogue Games, and yours-truly, Cellar Games.

Click here for the official press release.

Blue Knight Edition Available

Chronica Feudalis Blue Knight EditionThe Blue Knight edition of Chronica Feudalis is now available! The PDF versions of the game have been updated with the new edition files at RPGNow and DriveThruRPG as well as Indie Press Revolution. If you have already own the PDF of Chronica Feudalis, just go to the site where you purchased it, log-in, view you past purchases, and re-download the PDF. If you don’t own Chronica Feudalis, what are you waiting for? Buy the PDF today!

New in the Blue Knight edition:

  • Simplified defense rolls to make conflicts run smoother and quicker
  • A streamlined skill list
  • Enhanced conditions that improve the effectiveness of maneuvers
  • More robust purse rules

Print copies of the Blue Knight edition will be available at the Indie Press Revolution booth (#2339) at Gen Con 2010. Look for them at the IPR website and your favorite local retailers soon after. Just look for the blue knight on the cover.