lategaming

Staying up late. Doing the gaming thing.

How we design a role-playing game

Game Design No Comments »

I thought I’d share a bit about how our game design process works and (in a subsequent post) what we’re currently working on. This is not necessarily the best way to design a game, and we’re always looking at ways to get more stuff done, but at the same time we are only two people, geographically separated and both with full time jobs and families. This is what works for us.

Idea

We have lots of ideas. Any time we have an idea that might be game worthy, we put it on our (private) Wiki. Currently we have around 40 ideas that are worth making an entire game from. At this stage the idea is simply a 1-4 line premise. This could be as simple as “A spy game” or as in-depth as

Status: Refugee (working title) - Set today, the Solar System is destroyed by a nova. Luckily for us, the Interstellar government intervenes and transports all 6 billion of us off-world, in the very short space of time we have left before the Sun explodes. We all then become refugees spread across dozens of worlds, with no clue about laws, customs, aliens, technology, where our families are, etc. Many, many campaign and adventure possibilities.

Germination

We let the ideas sit on the ideas page for a while to germinate. Because we tend to read that page relatively frequently, we’ll see something that catches our eye and remember something to add it to the idea. Eventually, one of us will write a piece of fiction or a scrap of a system or background, often as a blog post. This gives the idea enough weight to drop into …

Development

At this point we give the idea it’s own wiki page and move any content to there. Usually we’ve had enough work done on this point to at least fill one page. Our wiki sends us updates via RSS any time someone makes a change to any page, so that’s usually what sparks things off. I’ll check out an update Matt has made, then I’ll add a bit to what he’s done, based on whatever goes click in my head when I read (and vice-versa). This tends to be bursty, so we get 4-5 “bits” done at a time, where a bit can be anything like a collection of relevant links, a piece of relevant fiction, some background notes, or even an entire system.

Our projects hang out in this stage for a while, until they gather enough of these bits that the wiki starts to become an unwieldy place for them to gather any more. We currently have 12 games in this stage, some of which we have blogged about (as seen under our Game Design category). This is one area where we are inconsistent on what happens next, but generally we go into …

Book Development

We create a book outline (with all four parts of course) that gives us some idea of how big the book is likely to be. Then we’ll slot whatever blog posts and wiki material we have into that book outline in a desktop publishing app.

From there we keep adding written material, look for artwork, rewrite things we don’t like and so forth. We currently have 5 ideas in this stage, at various stages of completion. We expect to see one of them drop out of this part of the funnel and into print Real Soon Now.

Game Developers and Publishers

Game Design No Comments »

I’ve just taken over editing of the Game Developers and Publishers area on dmoz. If you are in this arena and want your site listed there, please submit it through the site suggestion link on that page and I should be able to look at it within 24 hours.

Paper, PoD, PDF

Printing No Comments »

All of the books we’ve published (whether as Crucible Design or LateGaming) have been less than 100 pages. In general, this has felt big enough for the game that was being written, and every time we start out with a new game, one of the earliest questions is “how big is the book?”

With the advent of PoD and the easy acceptance of PDF-only games, this question is now preceded by “are we making an actual book?” The major downside of printing a book is of course the up-front cost of printing, although once you get beyond a certain number of copies (usually around 1000 or so, depending on your printer) it becomes a lot more cost effective than any print-on-demand service.

In general, we prefer to have printed books, and we believe that most of our target market are the same. It’s a lot easier to play a game when the rules are in a book that can be easily handed from player to player, and a lot less exclusive than having the screen of a laptop on a the gaming table. However, people have printers (and printers in work) and some folks would rather save the money or environment by buying the PDF and printing out at their leisure.

Personally, I love buying books. I love the “new book smell”, the cracking that pages make when you first turn them, and reading something paper as opposed to on my screen. While I have no qualms about buying (or selling) titles on PDF, I will always want something on paper, and in my old age I like to have things that are quality. With any book, I prefer to buy hardbacks than paperbacks, illustrated over plain, and so forth. The caveat there is what my wallet can afford.

Which segues nicely to print-on-demand. No up front costs to the publisher, and a physical product in the consumer’s hand, which seems to be a good compromise. But you can’t stack it on the shelf in a shop and even knowing that the PoD quality has made these books virtually indistinguishable from offset printed ones, there’s always that little niggle of doubt about whether it’s as good as “the real thing”.

So, what does all this mean for LateGaming? It means that as much possible (which usually means budget allowing) we will offset print a Limited Edition of every game, hard-bound if possible, along with offering the books via print-on-demand and digitally via PDF.

Game book layout: the four parts

Game Design, Layout 5 Comments »

In trying to layout some of our recent game projects, I’ve noticed some common components in every book, which has led me to the conclusion that every game book really consists of four parts:

  1. Character Generation/Creation (Chargen)
  2. Game Rules
  3. Setting
  4. GM Section

Different games put these sections in different orders or interweave one or more of them into single sections, and put different levels of emphasis on each one. Some games even go so far separate those sections into different books.

Is there a right order for these? Although I’ve put them in an order above that is purely to show that they are four in number. Often Character Creation and Game Rules are intertwined, and the same with Setting and GM Section. Likewise, the GM Section will often contain Game Rules that are not applicable to players. Sometimes games will make the split into Player Section and GM Section, with sub-sections of Game Rules and Setting. Usually Chargen is bundled under the Player Section in that case.

Let’s take a few quick examples (from memory, so apologies if there are any inaccuracies):

  • GURPS - Chargen comes first, bleeding into Game Rules, and finally GM Section. There is very little Setting in the main book. Many supplements exist with Setting, and many of those also include extra Chargen, Rules and GM Section.
  • Pendragon (4th Ed) - Chargen is again first, bleeding into Setting. Then Game Rules, with more Setting, and finally a GM Section with more Setting. The Setting is tightly interwoven throughout the entire book, which is why Pendragon ranks highly in my estimation. Supplements follow that same pattern.
  • SLA Industries - Setting comes first, then Chargen and Game Rules, with many of the Rules surrounded and influenced by Setting. The GM Section is comparatively small.
  • 23rd Letter - A little bit of Setting, followed by Chargen and Game Rules and then a GM Section which includes more Setting (given the conspiratorial nature of the game).

I think what is important is that your game (or our games) consciously include all of these sections, whether or not they are labelled this way, or are separate sections. Any game will need to have components that fall under those four headings in order to be complete.

Do you have a preferred order for these? Seen a game which didn’t have all four? Is there one that must be there that I’m blatantly missing?

UFO files from The National Archives

Cool No Comments »

Lots of PDFs, a video and an MP3.

The files contain a wide range of UFO-related documents covering the years 1978–2002. So if you want to find out more about lights in the sky over Waterloo Bridge, near misses by pilots, crop circles - and what the UK government thought of it all - this is the place to start.

Vader escapes custodial sentence

Cool No Comments »

You couldn’t make thisup.

“The judge was on the verge of sending the Dark Lord to prison for the maximum possible term but abruptly changed his mind when Vader lifted his hand and waved it from side to side, while at the same time telling the judge that he “found his lack of faith disturbing”.

The world needs more ‘characters’.

BRP

Commentary 3 Comments »

Let it be known that I hate BRP.

(because I fumbled a dodge twice tonight and put myself out of action both times.)

Really made me feel like a great and powerful warrior when natural rolls of 00 and 99 completely devastated me. Twice.

Balls to it.

Saur: introduction

Saur No Comments »

Half a decade ago, when Crucible was still about, we tasked ourselves with a job to create games settings in one week and bring them back to the fold. The catch was, the group decided what sort of game you were to write. The one that was given to me was subtitled “Roman Empire, No Magic”. I presented it to the group and have been resurrecting material from my old notes for the last few weeks. There’s a lot more written about this but I doubt that it’s mainstream publishable materials. I’ll post a bit more later but if people are interested, comments would be welcome.

Brainstorming: Resurrecting a game idea I had a while back about Earth having developed slightly differently - Saurians evolved into more humanoid shapes and humans and neanderthals had some arrested development. The humans were short, squat, dark haired mutes whereas the neanderthals were literate at the very least and used as slaves and pets.

Introduction
Five days to the Millennium and the Emperor is planning his ascension. Standing upon the balcony and peering down at the plebeian hordes that crowd the streets below. They were preparing his feast no doubt, building the grand throne upon which he would begin his eternal rule. Already he could hear the chanting of the priests as they prepared the way, calling the spirits to attend and the gods to listen. His attendants fussed with his robe, distracting him from his reverie. He narrowed his eye and growled.

Chosen zzLena ilya zzRenu so zzCatha watched her mate, Emperor zzRathu, from her chambers. At the ascension she would be freed from her current duty as his brood female and would be assigned to another. She had provided an egg for zzRathu but she knew it would never hatch. Even now it lay smashed rather than buried in sand and the ashes of former Emperors. zzRathu has offended the Bruot too many times with his words and deeds and though they could not deny him one of the Chosen for a mate, they would all ensure that he would never bear an heir. The ascension was a great honour among the Champions but zzLena knew, as did all the Bruot, that it was a privilege for the Sages and Fools - Emperors who had been so great that they were made eternal or so foolhardy that their removal was deemed necessary.

She barked at her Mur manservant who looked at her with his dark knowing eyes. He fetched her a cup of Celeta - the liquid still warm from the veins of the Celeta (a small rodent) and she drank deep. He walked out of the room, presumably to get more Celeta, and she relaxed letting the warm liquid drip down her throat.

zzRathu watched the Mur enter and smiled his toothy smile. He padded across to his pallet and picked up his ceremonial sash. “It is done” the Mur said. zzRathu strode into the next room and gave a throaty chuckle. zzLena sat, tongue lolling and looked at him with her dead eyes. He ran his hand over her magnificent crest and across her dry raspy tongue. “My egg is safe from your Bruot witches. And my ascension will be on my terms. No flames shall sear this flesh”…

The Mur said nothing. His motives in this were unfathomable to the mighty lizard king who stood before him. Unfathomable to all of the lizards.

The WhiteChapel Project - early history

23rd Letter No Comments »

The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio transmissions and a lot of resource was allocated to eliminating the circumstances which would lead to a break in communications. Better radio sets, more secure operating procedures and the development of proper ciphers all aided their mission.

The ISRB (Inter Service Research Bureau) operated as a cover for the SOE and was responsible for developing modern clandestine technology as well as recruiting agents for the SOE. The Frythe Estate near Welwyn Garden City was the initial test ground for the use of psychics in espionage under the guise of a wireless research unit code-named “Special Signals”. Later, it became Station IX, a weapons development centre and the Special Signals group was moved to a small building on Fieldgate Street in Whitechapel. The SOE was dissolved in 1946 and most of their operational functions absorbed by MI6. The Special Signals group, however, survived. Their staff roster was filled out with German scientists, recruited from the post-war skirmish between the Allies for their knowledge.

Dr Saul Benedict had been head of Special Signals since it’s inception and guided the group through the post-war political turmoil by forming a significant attachment to the then-prime minister, Clement Attlee. While Attlee could not be convinced of the need for the SOE, the Special Signals group were able to secure their own future and Attlee consulted with precogs and telepaths regularly. He became known as an extremely effective politician and possible the most effective Prime Minister to date. Their consultations helped him decide the correct course of action and also how to build a cabinet of people he could trust. In return he pledged support for Benedict’s special interests and permitted the Project in Whitechapel far-reaching authority.

The establishment of the National Health Service in 1948 paved the way for regular screening of the population for psychic potential and the Whitechapel Project enjoyed a regular stream of enthusiastic recruits, young, cheerful and ready to do their bit for king and country. A centre for psychic research was opened in Huntingdon, funded by the NHS rather than the Special Signals group. When Churchill succeeded Attlee he was astounded his own words were so prophetic when he had accused Labour of introducing “some form of Gestapo, no doubt humanely administered in the first instance”. One of his first actions was to restrict NHS funding to Huntingdon and from that moment on Benedict and his advisors realised their remit had a wider reach than the ephemeral governments

RPGnet whiners strike again

Commentary No Comments »

I loathe it when the RPGnet whiner crew crawl out of the woodwork and accuse people of being passive aggressive with the threat of bringing down the mods.

You can’t even express an opinion without being asked to tone your language and the P-A finger is then pointed. That’s the absolute definition of the Ad hominem attack. I’ve ranted about this before.

Don’t like what someone says? For God’s sake don’t attempt to refute them, just dismiss their argument by calling them passive-aggressive.

Here’s a big fuck-you to anyone who uses that term in a debate when they can’t think of anything intelligent to say.