Draft#3 is now posted. Unfortunately I forget to make sure that the charts didn't get split, which of course they did, so somethings that should be together on one page got separated to the next page. Not a big deal if you're looking at it on a computer, but it can be annoying if you print it out.
Total page count:14
Guardia session 2 will start in about an hour which will hopefully be as successful as the last. I ended up putting the entire campaign plan/script up on bubbl.us (the beta version) we'll see how that goes. I wasn't able to print it, things kept getting cut off because it's so big so I'll be GMing with my laptop, hopefully it won't be too much of a hindrance. I might try putting it in tablet mode and see how that goes.
This blog follows the evolution of the 2d6 roleplaying game system, and the adventures our playtesters have endured. As well as my ramblings on roleplaying.
Sunday, January 31, 2010
Thursday, January 28, 2010
Critical hits!
Draft #3 will be posted soon. I added a section about creating enemies, and made a few other small changes as well. I also made a alternative character sheet that is printed landscape, it has the character sheet on one half and the quick reference page on the other. I'm trying to get Tim to write a nice little introduction to 2d6 and roleplaying in general.
The only rule change that's been made is criticals. Rolling a 12 is a 1 in 36 chance, and +2 damage was just not exciting enough. So now when you roll a natural 12 to attack that attack automatically counts as a heavy wound. We were playing around with the idea of having some kind of bonus when you roll a 12 for damage, but decided against it in the end.
The only rule change that's been made is criticals. Rolling a 12 is a 1 in 36 chance, and +2 damage was just not exciting enough. So now when you roll a natural 12 to attack that attack automatically counts as a heavy wound. We were playing around with the idea of having some kind of bonus when you roll a 12 for damage, but decided against it in the end.
Tuesday, January 26, 2010
Perception.
I'm changing the skill "intuition" with "perception". While one might think that perception is not something that can be trained, I think that it can. A forensic investigator is much better at finding tiny things dug into the carpet than someone who is not. A skilled doctor can identify a disease where others would not see a problem.
Also, I was unhappy with intuition. It competed with the empathy, and when it didn't, it could be over used. My solution was that intuition/gut feelings, could be an ability. Whether you are force sensitive, have gods whispering in your ears, slightly psychic or whatever.
Also, I was unhappy with intuition. It competed with the empathy, and when it didn't, it could be over used. My solution was that intuition/gut feelings, could be an ability. Whether you are force sensitive, have gods whispering in your ears, slightly psychic or whatever.
Saturday, January 23, 2010
Guardia, corp. (session 1)
Guardia History:
1980- Guardia Corporation was founded, and placed their headquarters in the middle of rural upstate New York, the original company was made to research human chemistry and hormones
Slowly buildings started popping up around the HQ and the town kept growing and growing
Now, in 2063, the land surrounding Guardia HQ, has become Guardia City. Hundreds of different divisions of the corporation are located in the city, as well as most of Guardia’s employees. The different divisions range from Entertainment television to medical research, to weapons manufacturing, and everything in between.
For the ordinary citizen, life is much the same as is was in 2009. Personal computers and cell phones have not changed, and cars still run on gasoline.
The advancements have mostly been in the field of medicine. Where it is just starting to be common for people to be given micromachines that circulate the blood stream and are capable of detecting and often destroying illnesses such as cancers.
Guardia corp. prides itself with being humane, 5 years ago, the Athena division created the Action-Supression-Ray (aka ASR, commonly referred to as the Aser-proncounced Ace-er) Which is a device that looks very much like a normal handgun, but instead of bullets, it emits particles that enter the target’s body and painlessly makes their body and mind not want to act for a short period of time. People who have been shot with and ASR describe the feeling as being suddenly calm, and the idea of doing anything at all other than standing still does not occur to them.
******************
(Session start)
The Guardia holiday party is surely a sight to behold. All Guardia's employees are invited (practically the entire city), outside services and security are brought in just for this night of revelry.
Dr. Ding, Derek, and Dan are assigned to a small table together. None of them have anything in common. Dan is new to the division, but is well on his way to being a coffee transportation expert. Derek is preoccupied with all the potential security risks involved with the holiday party, and Dr. Ding asks Steve, 10 years her junior for a dance, he declines.
The party is a good one, as always. Derek ducks out to check on the Athena building and finds nothing, the only note worthy things are that of petty gossip (we never did find out if Cindy went home with that guy from accounting).
A few days after the party, everyone has settled back into their work routine. Dr. Ding works with the lab chimps in one of the larger laboratories. Derek patrols the hallways, pistol on one side of his belt, Aser (model 244) on the other. Dan carries oversized stacks of paper from point A to point B for no known reason.
All of the electronic locks on the chimp cages unlock, and the doors swing open. Several of the chimps look crazed, Dr. Ding runs out the door and calls for security. Derek, unhappy about the prospect of filling out an incident report breaks the window in the door and shoots the Aser at the chimps. After a chaotic few minutes, the chimps are subdued. Dr. Ding is very upset that Derek had to kill Bobo, her favorite chimp.
Help arrives 40 seconds later, and begins to clean up the mess. Apparently these mischievous monkeys knocked down and broke containers full of chemicals some of which have not yet been tested on humans. A Hazmat team comes, scrubs everyone down, and stuffs the trio into quarantine.
1980- Guardia Corporation was founded, and placed their headquarters in the middle of rural upstate New York, the original company was made to research human chemistry and hormones
Slowly buildings started popping up around the HQ and the town kept growing and growing
Now, in 2063, the land surrounding Guardia HQ, has become Guardia City. Hundreds of different divisions of the corporation are located in the city, as well as most of Guardia’s employees. The different divisions range from Entertainment television to medical research, to weapons manufacturing, and everything in between.
For the ordinary citizen, life is much the same as is was in 2009. Personal computers and cell phones have not changed, and cars still run on gasoline.
The advancements have mostly been in the field of medicine. Where it is just starting to be common for people to be given micromachines that circulate the blood stream and are capable of detecting and often destroying illnesses such as cancers.
Guardia corp. prides itself with being humane, 5 years ago, the Athena division created the Action-Supression-Ray (aka ASR, commonly referred to as the Aser-proncounced Ace-er) Which is a device that looks very much like a normal handgun, but instead of bullets, it emits particles that enter the target’s body and painlessly makes their body and mind not want to act for a short period of time. People who have been shot with and ASR describe the feeling as being suddenly calm, and the idea of doing anything at all other than standing still does not occur to them.
******************
(Session start)
The Guardia holiday party is surely a sight to behold. All Guardia's employees are invited (practically the entire city), outside services and security are brought in just for this night of revelry.
Dr. Ding, Derek, and Dan are assigned to a small table together. None of them have anything in common. Dan is new to the division, but is well on his way to being a coffee transportation expert. Derek is preoccupied with all the potential security risks involved with the holiday party, and Dr. Ding asks Steve, 10 years her junior for a dance, he declines.
The party is a good one, as always. Derek ducks out to check on the Athena building and finds nothing, the only note worthy things are that of petty gossip (we never did find out if Cindy went home with that guy from accounting).
A few days after the party, everyone has settled back into their work routine. Dr. Ding works with the lab chimps in one of the larger laboratories. Derek patrols the hallways, pistol on one side of his belt, Aser (model 244) on the other. Dan carries oversized stacks of paper from point A to point B for no known reason.
All of the electronic locks on the chimp cages unlock, and the doors swing open. Several of the chimps look crazed, Dr. Ding runs out the door and calls for security. Derek, unhappy about the prospect of filling out an incident report breaks the window in the door and shoots the Aser at the chimps. After a chaotic few minutes, the chimps are subdued. Dr. Ding is very upset that Derek had to kill Bobo, her favorite chimp.
Help arrives 40 seconds later, and begins to clean up the mess. Apparently these mischievous monkeys knocked down and broke containers full of chemicals some of which have not yet been tested on humans. A Hazmat team comes, scrubs everyone down, and stuffs the trio into quarantine.
Abilities
I just added a new feature to 2d6, thanks to Mark's marvelous idea: Abilities.
Abilities are generally non-combat skills/spells that do not fit in any other category. The xp cost to acquire them varies on the ability, as some are more useful than others. If you want a starting character to have abilities, you must take the points away from your skills. Abilities can be anything, be creative! When you have an idea that fits with your character and the game, discuss it with the GM and he or she will assign a cost to your ability. Sometimes the ability could even be free (this is where bribing your GM with cookies comes in handy).
Some examples of abilities are:
Flight (either magic, or your character created some awesome jet pack, or whatever)
Polymorph- being able to change shape, and change others. (She turned me into a newt!)
Water breathing
Invisibility
Race specific abilities- Vampires gaining health by drinking blood, Werewolves infecting others,
Abilities are generally non-combat skills/spells that do not fit in any other category. The xp cost to acquire them varies on the ability, as some are more useful than others. If you want a starting character to have abilities, you must take the points away from your skills. Abilities can be anything, be creative! When you have an idea that fits with your character and the game, discuss it with the GM and he or she will assign a cost to your ability. Sometimes the ability could even be free (this is where bribing your GM with cookies comes in handy).
Some examples of abilities are:
Flight (either magic, or your character created some awesome jet pack, or whatever)
Polymorph- being able to change shape, and change others. (She turned me into a newt!)
Water breathing
Invisibility
Race specific abilities- Vampires gaining health by drinking blood, Werewolves infecting others,
2d6: An introduction
Tim and I made the majority of this game system in an afternoon, and it takes minutes to learn to play (even my mother says it was easy!)
It's a very simple roleplaying system that can be used for any genre of game and has very little limitations. We made it as flexible as possible, which to some is a good thing, and to some bad. The math is simple so people like me won't need to be embarrassed by counting on their fingers.
Rules to be found here: http://games.groups.yahoo.com/group/LRPGSW/files/RPG%20Systems/2d6/
If you're not a member of LRPGSW (which I suggest you join!) feel free to email me, and I'll email you a copy.
It's a very simple roleplaying system that can be used for any genre of game and has very little limitations. We made it as flexible as possible, which to some is a good thing, and to some bad. The math is simple so people like me won't need to be embarrassed by counting on their fingers.
Rules to be found here: http://games.groups.yahoo.com/group/LRPGSW/files/RPG%20Systems/2d6/
If you're not a member of LRPGSW (which I suggest you join!) feel free to email me, and I'll email you a copy.
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