Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Wild Strain: A Biopunk PnP in early development, looking for input  (Read 4074 times)

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile

Some ages ago, there was some discussion in this thread about a rather original concept for a PnP system. However, due to reasons I can't recall the project died. Well, actually it was put into the fridge, because I have decided to revisit it with a fresh view.

In the following post I'll outline my concepts for what I hope is a novel and interesting concept for a PnP game
Blockade Runner: A near-future Biopunk PnP that'll blow your cerebral nodes.


Spoiler: The colonies (click to show/hide)


Spoiler: The system (click to show/hide)



This is pretty much what I have right now. I'm especially looking for input on how to improve the combat and character system, as well as any suggestions regarding equipment, settings, more races, mutations and augmentations. Ideas for stating and special rules for the Swarmers are also welcome
« Last Edit: August 17, 2011, 05:12:08 pm by Virex »
Logged

Darvi

  • Bay Watcher
  • <Cript> Darvi is my wifi.
    • View Profile
Re: Blockade Runner:
« Reply #1 on: August 10, 2011, 05:02:25 pm »

Unfortunately, there already is a game with that name in development right now.
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Blockade Runner:
« Reply #2 on: August 10, 2011, 05:07:11 pm »

Any suggestions for a better one?
Logged

Sensei

  • Bay Watcher
  • Haven't tried coffee crisps.
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #3 on: August 10, 2011, 09:05:17 pm »

Blockade Prime?
Logged
Let's Play: Automation! Bay 12 Motor Company Buy the 1950 Urist Wagon for just $4500! Safety features optional.
The Bay 12 & Mates Discord Join now! Voice/text chat and play games with other Bay12'ers!
Add me on Steam: [DFC] Sensei

penguinofhonor

  • Bay Watcher
  • Minister of Love
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #4 on: August 10, 2011, 10:15:40 pm »

This setting is awesome, just gonna say that much. I'm not sure about the prime dice system. A little weird, and if it's going to actually be pen and paper instead of computer aided, hard to find dice for. I mean I don't know where you can get any prime dice above a d2. Except this set that includes a d3, d5, and d7. Though I guess that might be all you need.
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #5 on: August 11, 2011, 02:13:29 am »

The practical side of rolling prime dice is indeed something that remains problematic. Since smartphones are ubiquitous nowadays it should not be hard to make an app that does it, but that doesn't have the feeling of real dice. Some other options have been suggested in the original thread discussing it.


The reason for using the system is the factoring aspect, which results in a wider spread of tactical options because you can get a single powerful action or copious weaker ones. Reactions also follow almost naturally from the system, as opposed to the rather clunky way they're handled in D&D 4e. On a prime die, the highest value result is of course a prime number, which automatically makes that the most powerful result, a critical hit so you will.


Hmm, one option would be to use the D8, D12 and D20 and count 8 as 7, 12 as 11 and 20 as 19. It would limit the amount of available dice to the D8, D12 and D20 (as the d5 and d3 are too low to be used for factoring) but it makes things a lot easier on people.
« Last Edit: August 11, 2011, 02:25:23 am by Virex »
Logged

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #6 on: August 11, 2011, 05:21:08 pm »

Did some more work on the combat side of the system:


Attack and Defense
Each character has a single Defense value, indicating the combined protection of armor, shielding and evasion. Any attack action against that character first reduces her defense by an amount depending on the attack, and then if the damage that attack could deal is more then the remaining defense, the attack deals damage to a random body part equal to the damage minus the remaining Defense (Body parts can be chosen for called attacks).
At the beginning of each round, each character regenerates an amount of defense up to his maximum defense value.


This system should make it so that a flury of weak attacks can and often should be used to soften up a character for a heavy attack. It may however make prime numbers useless early, especially on the lower levels when characters probably won't have many utility skills to use a high factor on. Thoughts on this?
Logged

rutsber

  • Bay Watcher
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #7 on: August 11, 2011, 11:57:50 pm »

Couldn't the 8, 12, and 20 signify a reroll? Or possibly some other action depending on the situation?
Logged
Gave me an idea. I'm gonna add the milkable tag to the male minotaur. MMMMmmm minotaur cheese.
A loud angry voice and instinct. "FUCK OFF URIST THIS TABLE IS MINE!"

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Blockade Runner (working title): A hopefully original concept for a PnP
« Reply #8 on: August 13, 2011, 05:04:53 pm »

Hmm, I like the idea of reroling more. That way a D20 behaves like a D19 for example.


In other news, I have decided on a different name for the game, and made a mock-up of a character sheet (which I apparently saved with transparency on XD):
Spoiler (click to show/hide)
About the type and amount of dice one gets to roll, I was thinking of tying it to the level of a single skill everyone gets at the beginning of the game. Level 1 would be a D7, level 2 a D11, level 3 a D11 and a D7, level 4 2 D11, level 5 a D19 and a D7 et cetera, but the idea feels a bit hacked. I guess I'd need to playtest it to get a feeling for it.
« Last Edit: August 13, 2011, 05:15:46 pm by Virex »
Logged

KharBevNor

  • Bay Watcher
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development
« Reply #9 on: August 14, 2011, 08:32:56 am »

I see a few problems.

First, why have such a complex health system if you have such an abstract combat system? Unless you plan to use health as a raw material (using blood to power genetic implants or weapons and armour). The real problem I have with this system though is how much everything is invested in the factoring pool, and how the number of dice you get to roll can be controlled. If it's controlled by a skill that has no relation to the characters agility or any of their other stats then that seems really odd. You could tie it in to the stats, (more stats, more dice) but then the system would be heavily weighted towards all-rounder characters, as it would matter more how many stat points you had rather than how high any individual stat was. Perhaps a more complex system where each point of a stat from 1-3 is a D7, 4-7 a D11 and 8-10 a D19 (assuming the stats are out of 10, adjust if they're not, obviously).

One aspect I do like is the gambling element of deciding how much of your factor pool you spend to get initiative. How is this controlled though? It would seem necessary that players and perhaps even the GM (if they are controlling combatant NPCs) must each decide on the number of factor points they allocate for iniative secretly, perhaps writing them down or indicating them on some sort of counter before showing them? (you could have tiles or cards, perhaps) Otherwise, it would simply be a matter of spending one more factor point than the person who declares before you or, if your pool is larger than the opponents, simply allocating one more point than he possibly can; of course, that would always be a safe tactic, except it seems to me that if the actions are fairly expensive there should be a high incentive to take a risk to try and maximise the actions you are taking. This system seems to make initiative very important, so I'm imagining short, bloody combat?

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development
« Reply #10 on: August 14, 2011, 09:34:20 am »

The complex health system indeed strongly ties into the implants, with most needing a certain amount of blood to function (this is also the main difference between cybernetic and biomechanical implants. The first requires less blood but is also less powerful). Blood loss would force you to shut down some of your implants to reserve enough blood for the others and your vital functions. To this end there are skills and weapons that focus on "bleeding out" your opponents, forcing them to forfeit many of their implants. Blood is typically lost over time unless you take your time to address the wounds. (In case you're wondering, I'm also planning an implant that allows you to suck the blood out of your enemies, but it'll be quite expensive and dangerous as it requires some adjustments to the immune system)
Resistance is more of a one-shot resource. As soon as it drops below 25% of it's maximum value you'll have to roll each turn to avoid passing out and if it drops below 0 you're dead. Many implants and some weapons instantaneously lower your resistance. For example, a hyperadrenal gland would take a hit out of your resistance but give you a bonus to melee combat and it stops bleeding to some extent.
Sanity is used by hacking and telepathic implants. Breaking someone's sanity enables characters with the appropriate implants to take over control over that character to some extent, though outright controlling him will be difficult. Sending someone a strong urge to drop his gun or jump off a cliff is however very much possible to a good mindhacker.
Likewise, the health per body part means that if enough damage is done to a certain part, the implants in that body part will stop functioning and you can't use it to attack/walk/hack/do whatever else you want with it.


About initiative, the value of initiative actually depends highly on your roll and the state of your opponents. Early on, everyone still has high defense and the most important thing is breaking through, so investing much in initiative isn't all that productive (usually). Later on, you'll probably want to get the effects of a powerful attack as early as possible, especially if they have a lasting effect on the round, so the value of initiative goes up. Of course, if you've rolled a few 6'es, all you have is 2's and 3's, so in that case it might be better to take off more of your opponent's defense, reload your weapons, break for cover and patch some wounds. This is also the point behind the factoring system, to cause a wide spread of tactical choices: Do you take the initiative to get that high factor in first or do you hold back a bit and whittle their defenses first? Or do you hold the high roll back for a counterattack? This also means that combat damage doesn't go that fast early on, but later when the defenses drop you can dish out some serious hurt in a single round.


You're also right that having a separate skill for the dice would feel a bit off. I'm wary of tying it to the player's stats as well, both due to possible oddities and because that would make stat-increasing implants really powerful. One other option that would address both problems is to tie the dice to the total amount of skill levels someone has collected. It would then represent a general kind of experience and awareness, though this still feels akward when it comes to non-combat skills.
Logged

KharBevNor

  • Bay Watcher
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development
« Reply #11 on: August 14, 2011, 11:29:06 am »

I think I've been misunderstanding something. I thought this didn't quite make sense.

When you do the factoring, what are you adding to your factoring pool? Is it tokens representing certain values, or is it dice, or a lump sum?

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development
« Reply #12 on: August 14, 2011, 12:04:31 pm »

Tokens representing individual values would be the best description. Factoring for example a 9 would add two 3's to your factor pool, which can be used for individual actions.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development, looking for input
« Reply #13 on: August 14, 2011, 05:11:19 pm »

This actually sounds pretty awesome. There are a bunch of huge glaring inaccuracies, and general science fails, and I could pick a bazillion nits... but to be honest the real future doesn't look like it'll make a good RPG anyway so it'd be sort of pointless.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Virex

  • Bay Watcher
  • Subjects interest attracted. Annalyses pending...
    • View Profile
Re: Wild Strain: A Biopunk PnP in early development, looking for input
« Reply #14 on: August 14, 2011, 05:21:16 pm »

Yeah, I'm going for a combination of the rule of cool, "That's just silly enough to work" and whatever seems like it could really happen at some point. The Swarm for example is just a planetary scale plot element, but the use of artificial glands to enhance combat capacities is something of the "might just work" type.


Feel free to pitch any ideas for improvement my way though, this is very much still in pre-alpha.
Logged
Pages: [1] 2