Bloggin' with AscentStudios

Join Alex's epic journey as he experiences the trials, tribulations, thrills and chills as an RPG designer...

Name:
Location: Portland, Oregon, United States

Monday, July 28, 2003

Hack, hack...cough...
Well, I made it thru the show alive, and with great news! However, I can't divulge at this time - there's a little too much to tell. I will fill you all in when I come off of the rest of my vacation. Two tidbits though:

1) My co-workers rock! It was good to see Patrick, Scott, BD and Steve again, but even better to meet Clayton, Rodney, Lucien and Jerry (master playtester and one of the nicest guys you could meet). Cheers fellas!

2) Gencon is the place to go if you want to get work in the industry. Getting your in is hard, but it pays off in spades. I met so many people this year with a genuine interest in my work, and nailed down numerous big deals that I will talk about soon :) Til then...

Monday, July 21, 2003

T-Minus 3 days and counting...
Here's a little update to the Gencon schedule:

*I've got proposals for Project X and Y done (Project X's tops 100 pages of crunchy goodness, and is only half done!!), as well as work on the Shop and the demo kit finished up. Just a little spit and polish and I should be ready to go!

*Clayton wanted me to tell yall where he's going to be. If you want to catch him, here's his availability:

Thursday: 2 pm - 6 pm - AEG Booth
Friday: 10-2 - AEG booth, getting ready for Spycraft LARP, 7-1 am - LARP
Saturday: 2-6 - AEG booth
Sunday: 2-6 - AEG booth

*Scott will be over at the Twilight Creations booth, most likely running demos of "The Most Dangerous Game," the new Spycraft boardgame expansion for When Darkness Comes, in the mornings (probably from 10-2 or whenever). So come learn a cool new game with everyone's favorite design lead!

*Rodney Thompson, the newest and greenest of the bunch, will be doing lots of Star Wars related stuff at the show (he's Moradin from the Star Wars RPG Network of ENnies fame, donchaknow!), but is able to take some time away for the Spycraft LARP, which should be tons of fun. Rodney will probably miss his signing opportunity this year (as SG-1 is still printing up) but bring your Star Wars stuff anyway :)

*As for me, I'm going to be a merc, as I don't have a booth and I have a lot of people to go out and meet up with. I'll spend at least one morning over at the Twilight booth learning "The Most Dangerous Game", will probably spend some time on Thursday over at the Paradigm booth with the Furious Three from FL, and will be floating about doing some visiting with fans or at the Privateer Press booth networking. If you want to catch me, I should surely be at the Friday Spycraft seminars noted below, and I'm 100% for the LARP Friday night. I'll seeya when I seeya!

Thursday, July 17, 2003

T-Minus 6 Days and Counting...
Gencon is nearly upon us, and I'm in a frenzy trying to get ready. Sure, I don't have the Project Y (or even the Project X) proposals done yet, I've got outstanding work on the Shop book due tomorrow, Dragonstar is sitting on my desk, and my demo kit isn't finished - what, me worry? Never! That's what weekends are for. At least I have a place to stay and my flights are nailed down :)

For those of you looking to meet the designers of Spycraft at the show, I don't know we'll be having meet-and-greets in the format we did last year in Wisconsin. I will be roving the show and attending meetings with prospective publishers, Scott will be working the Twilight Creations booth part of each day (probably the mornings), and Clayton sold his soul to do Bounty Hunter work (meaning he'll be running 2 games a day all 4 days). If you want to catch me or any of my fellows, try the Twilight Creations, Paradigm Concepts or AEG booths (they probably won't know where we are if we're not there, but we might be hanging around). The best time to catch us formally is Friday; there are two seminars slated starting at 2 - 'Spycraft Q&A' and 'Building a Better Agent' - followed by the Spycraft LARP starting at 7 PM (up against the ENnie awards, sorry). I would recommend showing up early for the seminars or LARP, as we'll all surely be there (even the elusive fan-favorite Developer of the Year, Patrick Kapera, as the host). Hope to see you there!

Game Designer for a Day
Hey kids! Want to see your work in print? Then why not submit your gadget ideas to the Shadowforce Archer Shop Gadget Contest? 4 winners will get to see their creations in print, receive a free copy of The Shop Threat Book, and get bragging rights with their buddies. Check out the Shop Contest rules to find out what you need to do!

Monday, July 14, 2003

Developer's Digest: Designing an NPC Class
I'm still trying to downshift from Spycraft prestige class design so I can knock out the stuff for Dragonstar (and the corresponding article) soon, but since I've got a little pick-up work for Scott Gearin on The Shop Threat Book, I thought I'd do a mini developer's digest on NPC class design. I'm not going to bother with the formulas (partially for NDA reasons, partly becuase it's been covered in the Spycraft forums pretty thoroughly) and instead focus on the principles of balance. Please note, these are all rules of thumb rather than set guidelines...balance is 90% persperation and 10% inspiration most of the time.

When designing an NPC class, I follow the same rules I do for creating standard base and prestige classes - I do my homework, lay out the the general mechanical concepts I want to use, and develop all relevant subthemes - then I get on to work. NPC classes by their very nature are supposed to be weaker than their PC class counterparts - in Spycraft, minions usually don't even have a class (in DnD terms, they're all effectively Warriors), this should be halfway between a base class and basic minion. Because minions are all shooters, I also try to develop NPC classes that actively work against that basic 'goon with a gun' build (maybe by altering stats like base attack bonuses, saves, and other goodies, changing up skills, etc). NPC classes should also effectively be prestige classes for minions - if the base minion is the generic goon type, NPC classes by extension should be specialized and more narrowly focused. That means thier abilities should concentrate on a special schtick, rather than improving on what is already presented in the basic minion. These new definitions can also create new archetypes - sure the Bond villains have the guys in yellow jumpsuits with guns, but they also have scientists pulling random levers in the secret rocket base and guys who drive the submarines as well.

Example: In this example, let's say I want to make a suicide bomber type - a guy who sits in his basement stirring a vat of styrofoam and orange juice to make napalm bombs that could slaughter dozens of people at a time, the sorta unhinged lunatic that we find in movies like Blown Away. Spycraft has a prestige class called the saboteur that will provide a template for what sort of abilities a player who wanted to be a bomber might have, so that will be a chief reference in this project. First thing the guy needs is full skills in his key skill needs - that means Demolitions. The saboteur also specializes in sneaking around (you gotta get close to the bomb site too), so we give him Move Silently and Hide as well. And for gravy, since this guy is might be disarming a bomb with 3 seconds on the clock, Concentration seems to fit too.

When selecting class abilities, the easiest way to work is to follow the rule of halves - each level of an NPC class should be treated as if it were only 1/2 a level in a PC class when it comes to abilities (this is usually fair, as most PC groups will be facing 2 or more of these guys at a time). Therefore, while most PC classes get a new class ability each level, minion classes get a new class ability every other level (plus 1 at first), and by extension, if a PC class that is similar to the NPC class gets an ability at, say, 2nd level, the earliest the NPC class could get that same ability is 4th level. I also try to never give an NPC class any feat higher than the second tier of a feat tree (ie, he may get basic and advanced skill mastery or power attack and cleave, but never grand skill mastery or great cleave) - 3rd tier feats are powerful and usually beyond the competence presented with your standard NPC class. Finally, I never give an NPC class more than 3 feats - while it's tempting to just create a chain of feats, the basic rules of minion design state you can't buy more than three feats for a minion type, and no PC will earn more than 3 level based feats in 10 levels.

Example:The saboteur PC class I am looking at provides lots of tasty abilities, like an Explosives Basics/Mastery/Supremecy feat tree, supporting feats like Skill Mastery for the Stealthy skill feat, and lots of little toys for making bigger booms. I can pretty much throw out any abilities after level 5 or 6 in this class - the rule of halves dictates it. So I'm looking at a few feats based on explosives use, some sneaking around sorta stuff, and abilities for getting away from bombs. Because Demolitions is absolutely key to the bomber's job, Specialty in demolitions is a good starting ability - much weaker than the 1st level ability of a PC class, but it works here. Explosives Basics and Mastery look good, and it fits our feat formula. Because explosives are so expensive, I also give him some free BP to spend on explosives, grenades and mines only - after all, what's a mad bomber without a bomb? Finally, this guy needs to be deadly - I go back to the saboteur and find the Chain Reaction class ability, which basically nullifies Evasion. Not overly powerful, but very good for a high level ability.

With my concept, skills and abilities chosen, I shuffle them around to find a string of abilities that feels right. This part is the hard part to describe when it comes to balance - you have to feel it out, and you can only learn that through experience. When laying out multi-tier abilities, I try to spread them at least 4 levels apart, with one ability of a different nature in between. This prevents a rapid progression of powerful feats early in the class, which means a twink GC would only select the most powerful abilities then move to something else (in DnD, I call this the Monk and Ranger syndrome - you get so much stuff at 1st level, it's almost always worth taking 1 level just to get all the free stuff). Finally, we do ability scores. I go back to a similar PC class and look at its basic progression, then adjust the NPC class's progression to taste.

Example:I start shuffling around the abilities of the bomber. Specialty is first. At 2nd, I have a tough time - do I want him to have some bonus budget points for extra bombs, or should he have Explosives basics? Finally, I decide that explosives is so key he needs the feat first, and the bonus BP ability comes at 4th. At 6th, I insert Chain Reaction - since minions can't crit, it's not nearly as powerful in the hands of the minion. Then bonus BP again at 8th and Explosives Mastery at 10th (the extra damage provided by this feat bumped it up to the 10th level ability). Ability scores are simple - he's a competent fighter who doesn't do it for a living, so medium BAB and Initiative work. However, the guy should be able to survive "accidents" in his work, so a High Reflex and Defence are important. Strength of mind and body don't really matter, so low Fort and Will saves work.

And that's pretty much it. It wasn't as short as I had hoped, but there you have it. Now get out there and do some good work!

Labels: , ,

Friday, July 11, 2003

Mail Bag
Got a pressing question on your mind? Need to know something about game design? Having a hard time making sense of this thing we call role-playing? If you have a question about game design, the industry or another appropriate question, I may be able to provide an answer. Please note I reserve the right to ignore all insipid, inappropriate or idiotic questions that may come my way, but I try not to judge too harshly. Tickle my fancy, and you too could share the astounding fame of being mentioned in this very blog! *applause* Mail me at ascentstudios@yahoo.com with a subject line of "Blog Question" and I'll give it a read. Cool?

Thumb Out for GenCon
Howdy, doodies. Seems I am in a bit of a pickle - my ride for Gencon has had to back out due to circumstances out of his control, and I am in the lurch for a ride to the big show. If you happen to be heading out of Chicago on Wednesday the 23rd for Gencon and have room for one more, I would love to bum a ride down. I am more than willing to split gas and share the mystical secrets of game design en route (*ooooohhh*), if you are so inclined. I've got a ride back, so I'm just looking for a one-way ticket. The show is less than 2 weeks away, so time is of the essence - if you're interested, ping me at ascentstudios@yahoo.com with information. Thanks!

Weekend Update
Jaeger has posted this week's MAG update over the Spycraft Forums; this week we have 3 goodies from Heckler and Koch - the P70, the G3/S-1 sniper rifle and the MP7 (AKA HK PDW). All spiffy, all free. Get on over and check em out!

I've finished a proposal for a new Spycraft book with Paradigm Concepts, and am on to an expanded proposal for Project X and another for Project Y before the show. I also should be working on the Dragonstar stuff here real soon - I will post Pt. 2 of the class design article when I get that done. Oh, and I just got some initial ideas for work on the Shop Threat Book for the Shadowforce Archer line. Finally, I'm working on a midlevel demo (7th level) for interested parties at Gencon this year that incorporates a lot of new rules from the web, the Faceman/Snoop Class Guide and African Alliance to show off the power of this year's awesome new Spycraft stuff - hunt me down and I may let you play ;) Busy busy busy - some time I might even be able to mow my new lawn...

Wednesday, July 09, 2003

Guest Developer's Digest - The Cool Theory of Game Writing
Clayton Oliver, my compatriot and counterpart from the Spycraft Design Team (AKA Jaeger from the Spycraft Forums), has submitted this guest contribution for the developer's digest. It's quite true, and an excllent rule of thumb. Read on:

"Steven Brust, one of my favorite authors, has a Cool Theory of Writing. It goes something like this: write about stuff that you think is cool. You will continue to enjoy your work this way - and people who share your preferences will read your writing and think it is cool, and thus you will gain fans.

I subscribe to a similar theory in game writing. I try to only write game material that I think is cool. More importantly, I'm a fan and a player before I'm a writer. I've been gaming since I was seven or eight, and I view my work in the gaming "industry" not as a job (you usually get paid for a job) so much as a contribution to the hobby. Thus, I rarely work on stuff that I don't want to use in my own games at some point - usually as a player. Frex, when I started writing the animal rules for African Alliance, I knew that I wanted to be able to make an alligator who was trained to open a refrigerator and fetch beer, because that's what I want my Cajun wheelman/martial artist to have as a pet.

Well, *I* think it's cool, anyway. But you get my point."

Clayton brings up an excellent point here (and touches on the last rule from my first column - don't expect to get rich) - that it is important to remember why you are writing, and always keep that at the heart of your work. While we may have to grind away at our day to day jobs to keep our houses/cars/mistresses, the industry is about doing something you love; something many burnt out or jaded designers lose sight of. Thanks Clayton!

Labels: ,

Tuesday, July 08, 2003

Developer's Digest - Designing a Class from Scratch Part I: Planning
So yesterday I received my copy of the Dragonstar Starfarer's Guide, graciously passed along by Will Hindmarch, so I can get started on designing some classes for the new book he's putting together for the line, and I thought, 'This is the perfect time to share some of my insights into class design from the beginning.' Since I'm coming into Dragonstar totally cold, this might be a good opportunity to bring you all in.

First thing is to come up with a theme. Typically, the project manager hands you an outline of the book which contains major themes of the book and often a list of classes he/she would like to see. In this case, Will has provided me with 4 archetypes for the book that I should work to, as well as core classes that might provide good entry points (ALWAYS try to make this more than 1). Each theme needs to be distinct both mechanically and in presentation, so I generally brainstorm a series of subthemes based both on the prestige class's 'schtick', as well as the base classes that might provide the best paths for entry. If I'm stuck for subthemes, I may also do a little research on the Internet, at the library or watch a themed movie to broaden my idea base.

So for example, when I was developing the illuminati for The European Commonwealth, I first decided that I wanted a behind the scenes power broker. Subthemes of this idea were 'soft' power sources, such as finance and political wrangling, as well as the 'secret society' elements tied with the group's mythology (which I found after doing a good spot of reading on the actual group and watching The Skulls and The Contender). Further, I decided good class entry points would be the faceman, spin doctor and pointman, so I looked at how each of these agent types would change the way the illuminati class works in play - a faceman/illuminati would be the most shadowy type; the spin doctor/illuminati would be all about deception, twisting the truth and deflecting attention from his superiors; and the pointman/illuminati might be a financial wizard extrordinaire, an invisible man with the power to throw his weight around and make others do his bidding.

With subthemes in place, I start looking at the rest of the book to make the class really jive. I like to make classes that play with the rules presented in the book as well, so I read through the outline and see what, if anything, jumps out at me (You can see this theme with many of the prestige classes in the upcoming Faceman/Snoop Class Guide, which have many class abilities that interlock with specific rulesets scattered throughout the book, such as forensic investigation, profiling and psychology). Ultimately, this brings the entire book into play for the player and the GM, as they are using many different sections of the book to play their characters, and creates a richer gaming experience IMHO.

The next step is to learn about the line. It really is amazing how many prospective designers for Spycraft come in with classes that use Disable Device (turned into Mechanics in SC) or Animal Empathy (removed) in their skill lists. All that proves is that they have never seriously looked at the line they want to work on, and gets them a swift kick in the butt out the door. :) So I start out by reading the historical overview in the front of the book, all the classes (base and prestige), and the miscellaneous rules sections that might apply to the particular theme I'm working towards (in this case, rules on starships, trade, and so forth). I need to find out how these classes can mechanically work in the system and setting they are encompassed by. I find it's easier to get a broad theme for a class then work it back into the setting instead of looking at the setting and then making classes that fit it with jobs like this, but the door really swings both ways.

Now, with my reading done, my general and specific ideas in place and an idea of how it all ties into the game itself, I'm ready for the nitty gritty of designing the class - which is going to have to wait for another time :) Part II should contain some notes I make as I actually design a class and the decisions i make based on these broad ideas. More as it develops.

Labels: ,

Thursday, July 03, 2003

Developer's Digest
So, by popular request (well, popular for me, anyway), I want to start documenting a little of what I actually do in the game design process. I have a little downtime right now, but I have an assignment and 2 proposals I need to get ready for Gencon, so I think I'll use these as a starting point for how this whole crazy thing called game design works.

So you want to write a game...
This is question numero uno that everyone asks me - "How did you get in?" My answer (aside from that in my first post) is either 'luck,' 'hard friggin' work' or 'right place, right time.' Actually, it is all three, depending on my mood and what stage of a project I am in when you ask. Freelance game design is no picnic - it doesn't pay particularly well (compared to a day job, at least), it's almost always done during your "free time" (which is rarely free anyway) and is an arduous combination of creativity, attention to canon and brand, following an increasingly large set of rules and lots of algebra, all under pressure-cooker deadlines. Amazingly, however, it is still very rewarding, particularly the day you see your name on the cover of your first book and can say 'That's mine, dammit.' Just know it's only fun when you're not doing it ;)

What do you need to get in? It's the old catch-22 of any writing job - can't get experience without work, can't get work without experience. The best thing you can have is a published credit - and it doesn't necessarily mean in a game. If applying for fiction work, use stories published in a paper or journal; if going for a mechanical position, try something like technical writing or other creative presentation of facts. Personally, I found a system to latch onto (d20), then starting building a portfolio.

Meeting designers and other industry folk is also a big help - when someone knows you exist, and that you can do the work, you have a leg up over some shmoe off the street. Once you get your foot in the door, network your ass off. Build relationships with people, ask about work coming up and hand out cards and samples. Go to local cons, Gencon and maybe Origins or GAMA, if you've got the cash. Your work may speak for itself, but it's up to you to get it to publisher's hands.

Start small, too - you won't likely come in from the cold and get a book proposal picked up. The industry is so small and lives on such a shoestring budget, that they are pretty conservative about the risks they take. Try working on one of their lines, then once you have established yourself, throw out that new, fresh idea you have.

Build a niche. Like everything in life, specialization is a great way to get people's attention. Become a kickass designer or writer of a product, then show you can branch out. If you have a good reputation, your success in one line may be anticipated in another.

Lastly, don't expect to get rich. Don't quit your day job once you get a foot in the door, cause many companies are either unstable (living from book to book) or don't want to hire people full time. Having the right expectations will help you succeed.

Well, that's it for the sage advice this week. More as it develops.

Labels: , ,

Terminator 3: Rise of the Machines
What a disappointment. Sure it has great action, but...where's the story? Arny is too funny too often, you don't have enough time to get to know the characters, and the ending leaves it off begging for a sequel (I called this "Terminator Reloaded" after seeing it). I want Jim Cameron back!

Labels: ,

Happiness in Slavery
Well, 2 hours and 60 signatures later, and I am now a home owner. Only 30 more years til it's actually mine ;) but I couldn't be happier. If you wanna see the Studios' new pad, including office and testing facility (IE a dedicated game room in the basement - look at the room for the table and shelves for books and figs!) click here. These were shot when it was empty but you get the idea. And you all can rejoice, too, as you don't have to listen to me wax philosophical/whine about house stuff anymore. '

Game-related stuff
Jaeger has posted this week's MAG expansion stuff, including the M1918 BAR, LeMat Grapeshot Pistol and M1 Garand (for those of you using time travel, WW2 settings or antique dealer masterminds in your games) over at the Spycraft forums. Africa testing is commencing, and our crew will have their work cut out for them, no doubt - we've got a bevy of new prestige classes that will change the way you look at making kickass agents for SFA (and even Spycraft, by golly).

Otaku news
For those of you out of the loop, there's a great community out there fansubbing various anime series straight out of Japan, many of which may provide you great inspiration in crafting better games or cooler plots. My particular favorites include Last Exile a steampunk adventure telling the story of two young pilots caught in the midst of a growing war that threatens the entire world; Ghost in the Shell: Stand Alone Complex, chronicling the further adventures of Batou and the Major from Ghost in the Shell; and Wolf's Rain, the story of a group of wolves who live amongst the humans who hunted their kind down before the apocalypse, and now seek them as their salvation to lead the human race to paradise. All very cool, all very FREE. That's right - grab the Bittorrent client and start downloading from a community by the fans, for the fans. It's all decentralized and all legal, as most hosts don't carry licensed anime - so get out there and download while you can!

Labels: , ,