Archive for September, 2006

The Best Stuff Always Happens When I’m AFK

Tuesday, September 12th, 2006

Ever come back from an AFK moment and find your chat window filled with some absolutely FANTASTIC comments? Those laugh-out-loud moments that you had a great follow-up for, only they’re now ten minutes old and the moment is lost?

I’m experiencing this now, going through my blog list. I’ve spent so much time at work / planning this blog (then scrapping the elaborate plans for a quick-n-dirty, get-it-started approach), that I totally missed some great moments out there.

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Alternate Magic Systems: Part 2

Tuesday, September 12th, 2006

I started this as an answer to Psychochild’s “weekend design challenge” now a few weeks late. Since then, it’s taken on a life on its own. While a little long for a blog, I promise not to make a habit of this… after my novella on class vs skill…. honest.

This magic system does away with the “mage as paper cannon” of popular fantasy gaming. In its place, we have a magic that’s much less visible or tangible, one that can be denied as “merely coincidence” or “superstition.” Where visible effects do occur, they could be explained as “just volatile chemicals mixed in the proper proportions.”

Magic IS real, however. Those aware of its mysteries can guide the course of events and open the doors to secrets not meant for mortal man. This system could easily be applied to a “magic in the modern world” genre, gothic horror, dark ages, or even a traditional elves-and-orcs world. How many fireballs does Gandalf throw, after all?

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Alternate Magic Systems: Part 1

Sunday, September 10th, 2006

Psychochild’s got his new weekend design challenge up, but I’m still working on responding to last week’s: creating a new magic system. 

“…design some new element of a magic system that differs from the normal stuff seen in current games….Extra bonus points for creating a whole new system and posting it or linking it from here.” 

 

Then, this weekend’s challenge:

“Point out an advantage of either a class-based or skill-based system that hasn’t been discussed to death yet. Or, if you’re feeling bold, describe a system that goes beyond either of these systems.”

… which anyone that knows me knows it will take a month alone for me to focus on just ONE reason I prefer skill systems.

 

Since I’ve been chasing after the bonus points and running farther and farther behind,  I though I’d toss out some observations on other, not-as-traditional, pen-n-paper magic systems that can serve as inspiration.

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Playing like a GM

Thursday, September 7th, 2006

Last week, grouchy gnome over at nerfbat had a lot of great things to say about the “class vs skill” debate in game (particularly RPG) design. While I can (and have) ranted VOLUMES on the topic (often exceeding the capacity of comment fields), I found myself sidetracked by one of his more offhand comments.

“I’m one of those players that has altitis–I continually reroll characters because I’m never quite happy with one, and it ends up taking me ages to get maxed out.”

I’m Chas York, and I’m an alt-aholic. City of Heroes boasts at least thirty of my creations… I needed the Station pass just for the extra EQ2 slots, and in SWG, I explored every galaxy with a different character. I’ve min/maxed with the best of them, and once took great pride in finding the FOTM long before anyone else thought of it that way… but after a week of thinking about it and discussing it with my friends- I can’t agree with the gnome’s rationale.

I don’t reroll out of dissatisfaction and I never really “get bored” with my creations.

I alt because I play like a GM.

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