Hexcrawl map maker
Check out my hex crawl map maker which now lets you randomly generate a whole map, populating the hexes with randomly generated weird osr creatures. http://rhysmakesthings.com/gm_friend
Xuebing Du

@theartofmadeline
Cosimo Galluzzi
Sade Olutola
Sweet Seals For You, Always
Today's Document
todays bird
Monterey Bay Aquarium

❣ Chile in a Photography ❣
almost home

JVL
let's talk about Bridgerton tea, my ask is open
trying on a metaphor

Discoholic 🪩
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Not today Justin

#extradirty
Show & Tell
Peter Solarz
he wasn't even looking at me and he found me
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@rhysmakeswords
Hexcrawl map maker
Check out my hex crawl map maker which now lets you randomly generate a whole map, populating the hexes with randomly generated weird osr creatures. http://rhysmakesthings.com/gm_friend
Hexcrawl map maker
Check out my hex crawl map maker which now lets you randomly generate a whole map, populating the hexes with randomly generated weird osr creatures. http://rhysmakesthings.com/gm_friend
D20 Item Value Modifiers for D&D
Good for worldbuilding and making trading a bit more flavourful:
1 Normal (Sell price 1/2 times buy price)
2 Drought. There aren't any sources of this thing nearby. Sell Price + 5 * ration days to transport it here from the nearest source. Buy Price 2x that
3 Flood. This item is heavily produced here. Sell and buy price half normal.
4 Outlawed/banned. This item is highly illegal here. Sell price 5x normal. Buy Price 2x that
5 Controlled substance. You can (legally) import no more than 5 units of this item at a time. Buy price 1.5x normal . Sell price 1.5x normal but a 0.5x tax is paid for each item imported.
6 Monopoly. One entity has a monopoly on the selling of this item. They will seek damages if you try to undercut them. Buy price 5x normal. Sell price up to 4x normal buy price, but regular sell price if you sell to the monopolisers.
7 Barter good. In the culture of the people here this item is used as a bartering good rather than something sold for coin. Randomly choose an item sold here. These items can be traded 1 for 1. Other items are traded based on price.
8 Taboo. This item is rarely bought or sold here due to cultural distaste towards it. Sell price 1/2 normal but you may be able to find a shameful buyer who will buy a large quantity at normal buy price (ie. twice normal sell price)
9 Loved. This item is used disproportionately more here than elsewhere. 2x sell and buy price
10 Heavily Taxed. This item faces very high import fees and/or export fees of half the normal selling price. Roll a d8. 1-3 import fee, 4-6 export fee, 7-8 both.
11 Bad conditions. There are some adverse conditions that make this product deteriorate in quality quickly in this place. Without some way of preserving it the sell price is half normal. A well preserved version is worth 3x normal buy price and can be bought for twice that.
12 Good conditions. The quality of this item is unusually high here. Selling the same item from elsewhere in this place is worth 1/4 regular sell price. Selling the item bought here somewhere else is worth 2x sell price if the quality is appreciated.
13 Non-existent. The people here don't have this thing and are not familiar with it. It is not available to buy. If you can demonstrate its value you can sell it like the Drought effect. It's tough to do though, and otherwise you can't sell it at all.
14 Superceded. There is widespread cheap availability of something that is better in all ways than this item in the eyes of the people here. They will not buy it, and if they happen to own it they will give it away for free.
15 Quality Control. There is an official quality grading process here. Low grade products are sold as Taboo, Medium as Normal, and High as Loved. The quality is represented by some physical official item or document that is illegal to forge subject to heavy fines and banning from entry. Unless they've taken steps to avoid it, any items currently owned will be graded as Low.
16 Craved. People don't buy this good here. They take it.
17 Rationed. You can't buy or sell this good here. Any that you have on you will be charged as an entry fee and it can only be acquired with a ration token.Treat as outlawed/banned but a days labour will get you a ration token for it.
18 Classist. Normal sell and buy but it is illegal to sell to people other than the noble or mercantile class. If you can find a buyer among them treat as outlawed/banned but this is unlikely as they are poor. An organisation of the lower classes might have enough to buy it.
19 Necessity. No buy price, double sell price.
20 Dangerous. This item attracts the attention of some malevolent creature/being/wizard. It is not welcome here. Check it out on my website where it’s attached to a generator that will let you quickly roll up your own D&D town’s market: http://rhysmakesthings.com/blog
Cage Wizards
Cage wizards, erroneously referred to as bird magi, are a rare breed:
Creation They are created when wooden cages made from oak, ash, or thorn tree wood are exposed to magic radiation for prolonged periods (for example the cage of a wizard's pet bird). The innate life-magic present in the wood interacts very slightly with the arcane magic radiation. This low level interaction between the two magics is amplified by the cage itself as the bars of the cage begin to magically resonate with each other. The resulting positive interference creates a magical effect strong enough to spark life in the wood of the cage.
Read more on my blog
I made an online hexcrawl gm prep tool! You can check out a demo of all the features here: https://youtu.be/p8UVPxl2zR0
Thought others might find it useful.
Professionals (Juicers)
I decided to do away with aliens and instead have different mercenary companies that you are a sub-contractor for. Your level is called “Professionalism” and simply increases by one every time you fulfill a contract. (And, indeed, decreases by one if you don’t fulfill it).
These companies are mega-corps that have enough money and power to pretty much get away with anything. Each one of them comes with some professional perks (definitely) and also (maybe) access to a unique black-market equipment list.
The companies are:
Nova Pharmaceuticals (medicine) Healing focused. Health gets four dice. Everything else two. Share your healing juice (you draw your blood into the syringe to activate the juice and then you can give it to someone else)
Beltran Security Group (private military contractor) Strength focused. Strength gets four dice. Psych one. Health three. Dex two. Get a one shot rocket launcher. +48 area damage for that shot.
Private Business Solutions Ltd. (private corporate focused intelligence agency) Dexterity focused. Dexterity gets four dice. Strength one. Psych three. Health two. Jump-pack, add 6 to your dex for jumping (might run out of fuel at an inconvenient time though).
Luminance Conservatory (musical college) Psych focused. Psych gets four dice. Everything else two. Harmony chip, back up a number of actions equal to your current psych juice once until you can recharge it.
These companies would also provide additional perks as you gain more professionalism.
Psych (Juicers)
So I wanted to have a Psych stat, probably because it’s sci-fi and that’s the go-to magic system in sci-fi. Not very creative, but I figure I can do something a little different with it.
I noticed that the abbreviation I chose for psychic ability could also be an abbreviation for psychadelic drugs which fits great into the theme.
People on LSD trips often report a sense of realising (and seeing) how everything in the world is connected, so I had an idea. Psych checks allow you to psychically connect two things in some way. eg. structurally, kinetically, or mentally.
So for example you might connect two people structurally, cut off one arm and the others arm is ripped off too. Connect two people kinetically, throw one out the window and the other slams to the floor. Connect a person and a dog mentally and the person becomes doglike and if you scare the dog the person will also be scared.
You would probably have to select the “control” object so that the affects are only one way and it’s easier to make sense of. You can also connect a group of things and even non-living things as everything has some psychic energy. The number and type of things you connect would influence the difficulty.
theaussiegm said: But…it’s 3 pages long…
Right you are, I meant to clarify: One page of rules plus example of play. I started out with just the one page, but had some requests in other places for an example of play so I added that in after hence why I’ve been calling it a One-page RPG.
Immortal Game (One-page RPG plus example of play)
https://drive.google.com/open?id=0ByAEvcT2kF2cRVFlYnBnUUtTak0&authuser=0 This is a one-page RPG that uses a game of chess to drive the story. Two players, White is a serial killer and Black is a detective. Check it out!
Juicin’ the mechanics
I said I liked this idea because it felt complete. It did feel that way, but the more I think about it the more work I realise needs to be done.
Aside: Turns out there is a character class type thing in a game called RIFTS that is also called “Juicer” and functions pretty similarly to juicers in this game. I don’t think I mind too much seeing as the games themselves are very different. But it was an amusing coincidence nonetheless.
So, I realised that the system I had in place actually used a mechanic which I’m not too fond of where the GM has to come up with arbitrary target numbers for each task and I figured I’d change that around.
Instead of coming up with a target number (which could theoretically be any number > 1) they instead decide the difficulty class from a list of 5 and roll the associated number of dice.
1. Mundane (0 Dice): Anything a normal person could do with no trouble. Opening an unlocked door, hitting a non-moving close up target, logging into a computer terminal etc. No dice are rolled, the player succeeds.
2. Hard (1 Die): Within the bounds of a normal person (assuming they have the relevant skillset), they’ve got a reasonable chance of success. Jumping from one building to another, shooting someone from across the room in a high-pressure scenario, hacking a computer.
3. Difficult (2 dice): Within the bounds of a normal person (assuming they have the relevant skillset) but they are likely to fail. Shooting three people in the head in quick succession from across the room in a high pressure scenario, lifting up one side of a car, beating a computer in a game of chess.
4. Superhuman (3 dice): Outside the bounds of a normal person completely. Killing three people on the other side of the room with your bare hands before they have a chance to fire, throwing a car with full force, hacking an AI protected computer.
5. Impossible (0 dice): No one can do this. No dice are rolled, the player fails.
Once the dice have been rolled the number is compared to that players stat. The number of dice rolled is also compared to the number of times that player has juiced that stat. If the number of dice is equal then the player succeeds if their stat is equal to or higher than the rolled number and fails otherwise. If the player has more juice dice than the difficulty dice then if their stat is lower than the number rolled, they fail but still get some upside and succeed otherwise. If they have less juice dice and their stat is higher than the number rolled, they succeed but with a downside and fail otherwise.
A player can still attempt something without juicing, they simply roll 1d6 and try to get higher than the difficulty dice. If they get equal then they fail. This counts as a single juice dice for determining success so they still have a chance to succeed without penalty at any Hard task.
Characters:
Each character will have one focus stat, probably determined by their species. They can juice this stat 4 times without overjuicing (taking damage) and every other stat they can juice twice without overjuicing (may be slight variations on this per species). Health cannot be overjuiced (well you can try but your heart will explode).
Also the amount by which juice gets reduced should probably be altered from one per juice die to one additional at each odd number (1 at 1, 2 at 3, 3 at 5 etc.). This will have to be playtested but with the overjuicing cap in place it feels better this way.
Each species will also have some special ability, for example Humans will be a healer type class able to give the benefits of a health juice to their teammates while keeping the other effects of the juice to themselves. (Flavour-wise something like: The health juice* is activated when it comes in contact with your blood to prevent stealing, and humans are the only species with non-toxic blood so they are the only ones that can share health juice* but they have to give up some of their blood to do so).
Damage:
I’m thinking something simple like
Melee damage = strength + weapon die roll
Ranged damage = dex + weapon die roll
Though this necessitates arbitrary health values for enemies. Alright how about this: a table of hit locations and “gore” values written in ascending order used instead of health. You compare the number you’ve got to the table and determine what you want to do. Sounds annoying to have to look up a table but it’s common enough that you could have it on the character sheet as a reference.
Something like:
1-2: hands or feet broken
3-4: Arm broken
5-6: Leg broken
7-8: hands/feet pulverised
9-10: Rib broken
11-12: Face broken
13-14: Arm off
15-16: Leg off
17-18:Ribs broken
19-20:Neck snapped/punctured
21-22: Upper and lower body disconnected
23-24: Head exploded
You can select multiple things to do and if you’ve already hit that limb then you can upgrade it to the next gore level. So if i’ve broken an arm and then I roll a 3 for my damage again I can choose to rip that arm off. And if you’ve already hit them for 17+ and the GM hasn’t killed them yet then you can mercy kill them on any other damage roll. Sounds brutal in a good way but i’d have to see how it feels to be checking this table constantly.
Armour could just offset this chart by however much armour they’ve got.
To do:
-Write up some aliens
-Figure out exactly what the psychic/psychadelic stat does
*The juices will have cool names eventually! health juice sounds so bad
Juicy Combat
Just had an interesting idea for combat / all defensive moves in the game.
The actions as described in the previous post would be in effect for active things such as smashing down a door. The example of dodging out of the way of the crazy guy with a sword however would be a defensive move which operates a bit differently. When the guy comes at you and you want to dodge out of the way (dexterity based) then you reroll any number of dice starting from the outermost die and working inward for your dex juices (if you have no die there, you have to juice to get out of the way you can only emergency juice like this for your first juice of a stat, other times it takes time). You keep the new roll and if the new roll is higher than the previous sum of those dice then you successfully dodge.
If you don’t roll higher then you suffer the consequences, which is probably getting hurt. I like this mechanic a lot, it plays into the stressful juice management aspect while also giving you risk versus reward decisions and the ability to potentially buffer juice without juicing yourself up further.
Still to be determined: damage calculation.
Juicers
Ok so I had a burst of inspiration the other day (kicked off by this reddit post: http://www.reddit.com/r/Warhammer/comments/3526i7/a_drug_fueled_murder_machine_meet_my_eversor/ “A drug fueled murder machine”) The idea is that everybody plays as a Juicer, a crazy assassin who is capable of incredible feats thanks to a myriad of dangerous but effective drugs.
Characters start with a few basic stats which are all pretty low (the typical st dx int, health type stuff). Lets say the all start at 1. With a stat at 1 you automatically succeed at anything whose difficulty is equivalent to a 1 and fail at anything whose difficulty is higher than that.
So how do you succeed at difficult tasks? That’s where the juicin’ comes in. At any time (as long as you’ve got the right drugs) you can “juice” by rolling a d6 and adding that value to the stat you are juicin’. You keep the die on the number that was rolled on your character sheet.
Now any time you perform an action not involving that stat (not feeding into the juice) the die is reduced by one. So lets say I want to break down a heavy door. I juice my strength and roll a 5 so i’ve got 6 now. I break down the door no problem. Now a crazy dude is flying at me with swords-a-whirling so I want to get the hell out the way. That’s dx, lets say i’ve got enough dx to dodge it but in doing so I’m not feeding into my strength juice so now the bonus gets reduced to a 4, for a total of 5 strength.
If a juice die gets reduced to 0 then I will suffer drawbacks relevant to the stat. So if I perform a non-strength action when my strength juice is at a 1 I might take a point of damage.
Now I can juice one stat multiple times, adding more and more dice and more and more stats. The most recent dice is the only one that will be reduced when i perform an action that doesn’t feed into it, HOWEVER the amount the die is reduced by is equivalent to the number of dice i’m at. So if i’ve juiced twice on strength i will lose 2 points every time I don’t feed into my strength juices. The penalties of drawbacks also increase depending on the number of dice.
I think theres a lot of cool and interesting things that could be done with this mechanic.
For a long time I’ve had this idea of a space assassin/mercenary game so I decided to incorporate the mechanic into this setting, because it fits so well. So there’d be different aliens with different starting stats and maybe tolerances to drugs etc. The game would be formatted around different jobs and in the downtime between jobs you’d be able to safely reduce your Juice levels (without receiving any drawbacks) for a fee.
I think progression would mainly be based around money, buying new types of juice and equipment/personal modifications that improve you in some way.
I especially like this idea because it feels pretty complete, just have to work out the specifics of how combat would work (I’m not going to use a separate resolution system i don’t think but it still requires some thinking about) and then I could probably start writing it up and playtesting.
Been a while
Got a week off of uni so I’m returning to my gardening game briefly. While testing decomposing of plants this happened:
Might include a secret rainbow plant in the game.
Further plant generation. It now generates a branch structure and then createss leavess. Also featuring: movement/rotation, pruning branches to make cuttings that regrow (they will need to be "planted" in future) and clipping off leaves and flowers.
first try at a procedural plant
Had an idea for a game which sates my appetite for game making and storytelling. Basically I started playing roller coaster tycoon 2 again and it was so peaceful (when you don't have some stressful goal at least) that i wanted to make something like that. A peaceful game. So I'm making a gardening game, but it's not just a gardening game. It's also a procedurally generated story game.
Essentially you play as a priest/vicar/head religous dude of some small town that consults you for pretty much everything and you decide criminal punishments and such. It will be very simple though, people will come to you for one of three things: Guidance, Confession, Conversation.
You will also prepare sermons and receive donations with which to buy things for your garden/supplies that you need. The amount of donations you get will depend on how much people like you which is determined by the results of your answers.
There is opportunity for some really interesting story points. I've thought of 3 story events in particular that would be absolutely awesome to encounter, and I'm sure I'll think of more. I think the contrast between the very pleasant gardening game and these huge moral decisions will be very interesting. Especially since the gardening is the thing you spend the most time on which subverts the expectations of the importance of the things I think.
The video is what I've done so far after my first flurry of design and then a (very) relaxed day of coding in game maker. What you see in the video is camera movement around the garden, day/night cycle (which was implemented with the awesome CBNA lighting system for game maker), toggle button which opens up a dialogue box (dialogue and button graphics very placeholder) that has two pages to it and some example text. I've also made regular buttons and toggle families (only one can be toggled at a time). The art direction i want to go in is to make the garden look like a cool painting.
So that's my weird game idea and the work I've got so far on it. It might sound very odd to most of you, but if I can make it the way I want it then it will be very cool in my opinion.
RPG Design Entry #6
Just some extra thoughts I had regarding the last entry.
Wonder will probably have to be tweaked. Maybe just changing the range from 5 to 15 to something a bit tighter with more redundancy, but that would require a few other changes. The reason is because people with low wonder scores wouldn't be likely to contribute at all to scary conflicts since the odds of rolling 5 or lower is quite low on 3d6. So this will have to be changed up a bit.
Also I never really included any rules for opposed actions. If the opposed action is a PC vs a NPC or the environment or similar, it's just a regular roll or conflict. If it is between two PC's it would be a comparison of degrees of success. So if one PC has a plus 1, and another has plus 0 and they both roll a 7, the PC with plus 1 wins as their degree of success is higher. This could also be interpreted as a +0 success for the first PC if the GM wants to get into that detail. I'll have to make up a chart or similar way to easily find the degrees of success for different bonuses.