Archive for the 'Project H66' Category
H66: The Rolling Storm
Now presenting the final of my three original commissioned concept pieces for Project H66. This one’s a return to…. you know what, I’ll just let is speak for itself.
Combined with the other two concept pieces, I am confident that Rick has perfectly illustrated the game concepts as they exist within my mind. In fact, these three pieces have, in return, given me far more inspiration for the project than most of the previous media sources from which I’d been drawing (samurai movies, mostly).
I’m still neck-deep in this game’s pre-production process. Playtesting is sporadically underway, and while the process is slow, it is certainly gaining momentum.
No comments[H66] The Pack Approaches
The continually awesome Rick Marcks has given me the second piece of artwork for Project H66. This one showcases the second of the two main art styles I’m hoping to involve in the printed book.
Again, apologies for the watermark.
2 comments[H66] Maneuver Mechanics
For a while now, I’ve been enamored with the idea of the motobushi each having an array of special empowerments at their fingertips, abilities which would let them bend certain rules to their favor in particular situations. While I’ve developed a hefty array of these powers, I’ve been struggling with the proper method for bringing them into play without totally destroying mechanical balance. After last night’s second playtest, I think I’ve finally figured it out.
One of the game’s main themes involves investing current power into future options, and the choice between what works right now and what might work in a few moments. I’m going to keep with that theme when implementing maneuvers. Instead of just being able to activate them left and right at will, or placing artificial “only once per shindig” limitations upon them, I’m going to require that players actually use cards from their hand to activate them. Each maneuver will have an Activation Rank, starting at 10 and going down with character advancement. By sacrificing a card from your hand with a face rank higher than the maneuver’s activation, you can use that maneuver’s ability.
This enhances the strategy behind the conflict, and should hopefully work nicely with the innate risk vs reward setup. Players will have to choose between holding onto the higher cards for use against their opponent, or investing them into their maneuvers for immediate effect.
Now it just remains to be tested.
No comments[H66] The War Pigs: Desertion, Regicide, and Survivors
Thanks to Jake Richmond, Ben Lehman, Mike Sugarbaker, and Joe Streckert for participating in the first-run playtest of Project H66, aka the Motorcycle Samurai game. Last night I got to see the First Founding and the character generation rules in action, and initial thoughts are mostly positive. Definite Success!
Initial player-established War details were wicked awesome: The war is an “undeclared foreign war” against “massive hordes of unwashed primitives.” Despite their side’s use of “rolling dreadnought tanks with massive 100+-member crews,” the war was ultimately lost, the home economy across the sea ravaged, and the soldiers were all stranded there with “nothing to go home to.” The locals are usually known by their derogative nickname, “the shitweeds.”
The First Founding featured four soldiers in a moment of crisis: The war is lost – do we follow the suicide charge orders, or do we retreat to live and fight another day? The Sergeant tried to convince everyone that this charge was their destiny, their duty as soldiers. The Recruit dissented, having a family back home, but was quickly insulted by the Sapper. This provoked the Recruit into lashing out, which spawned a vicious explosion-heavy fight between him and the Sapper. The Recruit ultimately took the Sapper’s head, but the fight was so traumatic that he then simply fell to his knees and wept as The Enemy ran him down. The Sergeant and the Veteran, meanwhile, finally agreed that this was indeed a waste of their lives, and they rode off into the night, retreating from the charge.
This resulted in their Pack’s First Founding being colored by the following three grabs: Desertion, Regicide, and Survivors. Ouch.
Character creation was next. Sarge and the Veteran remain in the pack today as Den Mother and Trail Blazer respectively, along with a new Leader (the Road Captain) and a Masked member from the local populace (The Enforcer). A nice variety of Bikes and Fighting Styles were chosen, although the group’s off-road capability is very, very limited.
Following that the players laid out the actual details of the Pack itself. Calling themselves the War Pigs, they all wear masks styled after demonic boars, which are required attire when astride their bikes. The leader’s command icon is an old bleached skull from a massive pig-monster which once almost wiped out the entire Pack. Called The Boar by the pack, each member has also secretly given it its own name that no one else knows. This skull is mounted as a standard on the leader’s chopper, and frequently adorned with trophies from fallen enemies. Attaching these trophies is called “feeding the Boar” and one of the Pack’s taboos is that the Boar must be regularly fed, or bad things happen to them. They ritually partake in copious amounts of drugs, frequently going on peyote-like spirit quests, guided by the Boar. They don’t care about hairstyles, as long as their facial hair is curled into Boar Tusks (one of them even has similar facial tattoos). Finally, they have a taboo against sleeping in the same bed twice, unless they are “on furlough.”
Their prospect-initiation ritual is rather gruesome. Upon being first allowed to ride as prospect, the newcomer must wear a mask made from an actual boar’s face, tanned and stinking. This mask must be worn until he makes his first solo kill of a marked enemy of the Pack. There was also discussion of the Prospect having to eventually stew and eat the mask, but I’m not sure if those details got hammered out and committed to Pack law.
I look forward to seeing The War Pigs in action in the coming sessions.
Post-Session Musings
The default “suicide charge” First Founding scene seems to work well enough, but I’m thinking it might not be fully apparent that committing to the charge doesn’t necessarily mean the characters are doomed to die. Believing that they are might factor into their decision.
The basic conflict mechanic worked out well, but needs some in-the-face clarification. I need to make a cheat sheet and print it on the character sheet itself, just a quick bullet list of things to consider (like the two ways in which Ki can be spent for bonus cards).
Some dragging aspects of the Pack Creation system were very immediately apparent. Sacrifices were too many, and took too long to come up with and then write down. Going forward, I’m changing it to a stripped-down, more group-inclusive process: define one sacrifice for yourself, and one each for the guys to your left and right.
There are too many initial Grabs. Revision: First Founding survivors get two free Grabs (those they inherited from the first scene). All characters get one free grab attached to each of their three Trappings (Role, Style, and Bike). The Pack as an entity itself has three Grabs as well, established at the end of the First Founding. Undecided if players can then nominate one last bonus Grab for the player next to them.
Also, the Rank bidding system is confusing and ultimately unnecessary. I’m stripping it out and replacing it with simple group discussion.
No commentsPresenting: The Motobushi
This man looks like he is up to no good. No good indeed.
Thanks to Rick Marcks for delivering this piece of undistilled awesome.
(Watermark-free images will likely be available in the future.)
EDIT: I’ve updated the image for a much less overwhelming watermark.
1 commentMan, Gaming is Pretty Darn Good Right Now
I’m in something of a High Nirvana era of personal gaming enjoyment. I feel that there are more awesome gaming opportunities around me than ever before in my life. Tabletop, Video, Design, it’s a veritable cornucopia of exciting play. Let’s review!
As far as my table-topping goes, I’m in the middle of at least two games, with two more on the horizon. First is my Old School Palladium Fantasy sandbox game, which has had four gatherings so far and seems to be maintaining everyone’s excitement pretty nicely. This game is really doing a good job of reinvigorating me, both as an arbiter of events and as a creator of spontaneous content. I haven’t run this seat-of-the-pants in a long, long time, and it is quite simply titillating my gamer imagination. I go into each session with a mental picture of all the events happening in the world within a 20-mile radius of where the characters are, and as they move around, those events progress of their own accord. So far, the players have managed to hit up most of them quite nicely, and get themselves directly involved of their own volition. It’s wonderful. Read more
No comments[H66] The First Founding
Now that I’ve finished (and rage-quit) A Dance With Dragons, it’s time to get back to the idea mill for Hagakure ’66. Now I want to talk about the First Founding, and introducing players to the game with a bang.
One very valid concern that was raised during a recent design-jamming session is related to the very nature of the motorcycle pack. In this game, the characters are all members of an outlaw motorcycle gang, and along with that membership come several assumptions that could feasibly be made about their natures. With this game I am envisioning play going back-and-forth between scenes involving exploration of setting and situation, and scenes involving motorcycle samurai action – y’know, sword duels and motorcycle races and all-out gang-on-gang warfare.
Given the typically rugged, brutal, take-what-you-want-by-force nature of the typical outlaw gang, the question was poised: what is to stop the gang from just rolling into town at the beginning of the scenario, putting everyone to the sword, taking what they want, and leaving, without taking the time to explore and network? Read more
No comments[H66] Considering the Implement Swap from Dice to Playing Cards
I could use some input on this, folks.
On the homeward commute yesterday, I began considering the idea of using Playing cards, instead of dice, as the core tangible resolution mechanic. This thought process all started as I was trying to work out some ideas for the All-Out Pack Warfare rules. I was initially thinking it could be a system in which two players face off over a row of seven “fields” or spaces on the table. Each member of the pack would play a card in a field of their choice, showing their effort in that field of the battle. Cards would get played, revealed, and matched in an order currently undefined, wht the results of those matches would score the fields and ultimately declare a victor in the battle. A quick game of strategy to determine the tides of an entire battle. Future product tie-ins, as well, but that’s thinking much further down the line.
This got me thinking: why use dice at all, then? How about just do the entire thing in cards?
Re-working the cards ideas a bit, the variables could be modified as follows:
- Pack Rank: Determines # of cards in your set hand
- Alignment Scale Position: Determines maximum # of cards you can play at once during relevant conflicts (scaled from 3 at the lowest to 9 at the highest)
- Ki Pool: Spend tokens to add cards to your hand before playing
- Grabs: Evoke a Grab to play more cards from your existing hand.
Cards are still played in sets of either 3 cards or 7 cards. Ranks are added and used to beat targets, card combos multiply scores or add to them somehow. Possibly even anime-esque levels of power escalation and exponential growth. I can see a well-played seven-card set totally destroying a mountainside, that kind of thing.
This gives me a whole new idea for implementing the Risk Investment theme of the Broad Scenes. To re-cap, what I’m calling “Broad Scenes” function primarily as storytelling and narrative exploration scenes. It is in the Broad Scenes that the stakes are set for future Action Scenes. While exploring Broad Scenes, characters can pursue side goals and missions to attempt to Up the Stakes for action scenes, such as persuading the town guard to fight for your cause, or convincing the mistress to reveal your enemy’s secret weakness.
Previously, I had figured these could give extra dice if established before a conflict, at the risk of higher stakes for loss. Instead, I’m conceptualizing a way for players to find these side goals, work them, and then invest face-down cards into them for future use. Say, work the mistress over, and then place one or more cards face down on the side for her, which can then be re-drawn into your hand as bonus cards later, should you work her into an actual conflict.
No comments[H66] Connecting the Codes to the Dice
Aside from providing roleplaying direction and serving as separate character lifelines, the three Codes’ scales will directly relate to the conflict resolution mechanics. Your positions on the scales will set your base number of dice rolled in these action scenes. My goal is to have each of the three codes empower two modes of conflict resolution.
For example, I’m currently aiming at having the Code “Way of the Sword” empower the resolution of conflicts via both the direct application of violence and the complete avoidance of violence altogether. A character who is at Balance within this Code (aka “Rank 4″ out of seven spots on the scale) will roll a base of five dice in either situation. Each space further outward on this Code (towards the seventh spot) will raise the Violence ability by one die while likewise lowering the Non-Violence ability, with the furthest-outward space giving the character eight dice for violent acts and only two for non-violence. Likewise, moving instead inward does the opposite, and at the innermost space (spot #1) the samurai would have eight dice for non-violent ways, and only two for acts of violence.
I’m hoping to set each of the other two codes into a similar template. What mechanical empowerments, then, would the Codes of the Pack and the Highway respectively provide? The Code of the Pack represents the balance between individualism and Pack Identity – further inward makes the character more self-empowered, further outward makes him stronger as a member of the group. My immediate thought is that it would be the difference between “Acting alone” and “Acting With the Pack,” but that actually seems a bit too situational. Another idea would be to connect this to Honor, using it as a means to an end much in the same way that the Way of the Sword uses violence. Further inward could then empower your use of your own personal Honor as a tool (as well as when you defend it), while the outward could empower your application and defense of your Pack’s honor. I’m not sold on this yet, as I’m not picturing any exciting conflict scenes in which these would be used.
As for the Highway, I’m equally perplexed. The immediate reaction to the question is to apply it to your character’s riding skill, but what would be the relevant dichotomy? What could the Code of the Highway, which represents the balance between human empathy and a zen-like connection to your bike, bring to the table that isn’t already covered by the violence/peace empowerment of the Way of the Sword?
Or is the Way of the Sword too broad as it is?
No comments[H66] Pack Roles and Pack Warfare
My goal is to have the Pack Roles inspire out-of-conflict role-playing while also directly tying into the Pack Warfare rules. I’m seeing the latter as an almost Diplomacy-like minigame of strategy and moves, involving the Roles themselves as chesspiece-like tools in the battle.
First, let’s address the roles specifically. These are separate from the pack Ranks, mind you. Ranks cover things like Leader, Core Guard, Masked, and Prospect. Roles, on the other hand, describe your duties and responsibilities within the Pack, both in daily life and in Battle.
I’m wanting there to be at least seven roles available, each with its own narrative guidelines and battle mechanics. So far, here are the few notes I’ve drafted up last night on these Roles:
The Tail Gunner
- Always rides at the rear of the convoy, usually with a heavy and/or loud bike. Responsible for carrying medical and other important supplies for the Pack.
- When the pack retreats, the Gunner is responsible for issuing a “parting challenge” to the pursuing enemy, in order to stain their honor somehow. “Bet you can’t hit this target!” or the like.
- Battle Move: “Parting Challenge”
The Historian
- Responsible for keeping the Pack’s records, and maintaining their “mon” (badges)
- During Battle, the Historian chants the lineages of the members and the exploits of the Pack. This should be done aloud and in character. This is to both bolster the Pack’s confidence and intimidate the enemy.
- Battle Move: “Litany of Glory”
The Road Captain
- The Road Captain rides at the front of the convoy, and in Battle, he always leads the charge.
- This is the rider the enemy will see first, thus the Road Captain must be visually representative of his Pack’s spirit.
- Battle Move: “Rallying Charge”
The Trail Blazer
- A good ‘Blazer scouts out the battlefield in advance.
- When traveling, the ‘Blazer rides ahead of the pack, sometimes far, but rarely closer than just visible cresting that far hill.
- Battle Move: Undecided
The Armsman
- Responsible for keeping the pack in line, and enforcing Pack Law within the ranks at the behest of the Leader.
- Is rarely the leader, but more frequently the Leader’s right hand man.
- Acts primarily as a thug and enforcer.
- Battle Move: Undecided
The Errand Boy
- Usually filled by the Prospect
- Cleans the bikes, gets the coffee, packs the gear, executes all the items on the Honeydew lists.
- Battle Move: Undecided
The Den Mother
- Strong samurai packs keep their ranks free of women and avoid the wily affairs of the fairer sex. The strongest Packs dismiss this superstition, and ride with a strong Den Mother in their ranks.
- The Den Mother is a unifying force on the battlefield, bolstering those who ride with her.
- Battle Move: Undecided
I’m mulling over ideas on how to both A) further define these roles outside of combat, and B) further define the rules of actual Pack Warfare. I’m also considering having the rules be changeable in-game. Maybe give each role two special moves – one for whoever happens to switch into that role in the fly, and one additional move that only the true holder of that role knows (the guy who chose it during character creation).
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