A Walk in the Dark A look in to the mind of an RPG designer

      

9Aug/13Off

Discipline Magic

NOTE: This is a brain dump. I admit I don't have all the final details on this.

Yesterday I had an idea for a new magic system, so I found myself writing up some of the basics at around 3am.

The reason for the new mechanism is the way that I see the current world of magic: there is little room for specialization. Let's say you want to become a pyromancer, someone who really likes lighting stuff on fire. You don't want to beat around the bush learning non-fire spells for the first several levels... You want to jump right in! "You want to be a pyromancer? Excellent! First you have to master ray of frost first!" ... Why would I want to do that?!? I want to light stuff on fire!!!

Furthermore, let's assume you do become a pyromancer of sorts. Over time your skill improves, but right now it's only shown in a handful of spells that involve fire and the only thing that increases in those spell is the number of dice you roll for damage. At high levels you should be able to control fire in any way you please, yet you are still bound by the spell list someone else defined for you.

So here's what I envisioned: let's say you want to be a true pyromancer. At 1st level, you immediately gain a modest fire attack that does 1d6 fire damage at range. As you gain levels or through alternate methods, you gain "spell points" (or "SP" for short) that allow you to enhance this basic attack or get other abilities. You can increase its intensity, turn it in to a burst attack, make it light things on fire, attack multiple targets, etc... etc...

So, for example, here's the basic options you can improve your basic attack with:

Fire Scholar
Effect: You gain a fire attack. The attack has a range of 50' and deals 1d6 fire damage for every intensity level when it hits. When you first choose this discipline you must choose whether the attack is a ranged touch attack or requires a Reflex save (DC 10 + Int modifier + 1/2 intensity)
Enhancement (Max 10): You increase the intensity of the fire attack by 1, up to a maximum of 10d6 damage.

Fire Burst
Requirement: Fire Scholar 4
Effect: You can turn your fire attack into an area of effect attack. You can choose to reduce the attack's intensity by 1 to instead attack every creature within a 10' radius. A Reflex save (DC 10 + Int modifier + 1/2 intensity) negates the damage.
Enhancement (Max 5): For each enhancement level you can further increase the area of effect by another 10' and decrease the intensity of the attack by 1, up to a maximum of a 50' radius at the cost of 5 intensity levels.

Enhanced Fire Burst
Requirement: Fire Burst 3
Effect: Once per day, when you make a fire burst attack you can choose to have the attack deal half damage on a successful Reflex save (DC 10 + Int modifier + 1/2 intensity).
Enhancement (Maximum 5): For each enhancement level you gain one additional use of the enhanced fire burst attack per day.

Immolation
Requirement: Fire Scholar 2
Effect: You can choose to reduce your fire attack's intensity by 1 in order to set the target on fire. On a successful hit the target gains the "burning" condition and takes an additional 1d6 fire damage at the start of each turn. The burning effect does not stack; if used on a target that is already burning it has no additional effect.

Elemental Barrage
Requirement: Any Elemental Scholar 6
Effect: You can make your elemental attack against an additional target, distributing the intensity between them. Before making an attack, choose two targets and distirbute the total intensity level between them. The damage does not need to be distributed evenly.
Enhancement (Maximum 5): For each enhancement level you can attack one additional target, distributing the base attack's total intensity amongst all targets.

Long Range Casting
Requirement: Any Elemental Scholar 4
Effect: You can choose to reduce your elemental attack's intensity by 2 to double the range of the attack.

Precision Casting
Requirement: Any Elemental Scholar 3
Effect: Once per hour, you can choose to reduce your elemental attack's intensity by 2 to increase either the attack roll or the save DC of the attack by 2.
Enhancement (Maximum 5): Fr each enhancement level you gain one additional use of precision casting every hour.

Each of these options will cost a certain amount of SPs.

Note something in the above: I don't specify what the fire attack actually is. It could be a bolt of fire, or it could be spontaneously generating a fire on the target, or it could be calling in to existence a large, flaming trout that slaps the target across the face. It doesn't matter what it is... mechanically, it all works the same.

This allows the player to describe how their fire ability manifests itself. So let's say you have an Intensity 3 Fire Burst 2 attack (3d6 fire damage to all targets within 20', 10 SP cost)... that's effectively the fireball spell. Or a flame strike. Or a really big flaming trout. How it looks visually is irrelevant and now up to the player's own creativity.

This also has an added benefit: the "spell points" reflect training, but leveling up need not be the only source of them. Let's say you find a really good arcane text in a dungeon, something that teaches you additional secrets on how to be an elemental caster. Studying that book at length can grant you 2 SPs, which you can immediately spend to improve your skill.

Also, the above allows you to either specialize as a "fire only" caster or make a highly diversified caster. At level 20 you can either be dealing a 10d6 fire attack (as an at-will, mind you) or you can spread out your SPs in pyromancy (fire), cryomancy (cold/water), storm mage (electricity/thunder), and others. Other disciplines could be necromancy or even straight up physical damage where your basic attack could be anything from magic missile to disintegrate.

I've been considering tying the above to a mana mechanism as well to limit the frequency that it can be cast. Like I said above, having a 10d6 fire attack that's an at-will could be pretty nasty... but is that really an issue? At 20th level a wizard is literally an arcane turret of destruction that could probably cast half a dozen 10d6 fireballs (maximized, even) on a whim.

I still need to figure out how to work in the non-escalating, non-damaging spells (things like charm person, sleep, etc.) or support spells (mage armor, shield, etc.) in to the above. I'm also considering upping the SP counts and gain per level so that a wizard can diversify more. For example, if they gain 4 SPs a level they can choose to gain 4 brand new weak spells or pile them all in to one discipline to really beef it up.

All this is in the works, rolling around in my head as I work on other projects. Maybe I'll write it up officially some day...

Opinions?

25Jul/13Off

Going Primeval

This past week has been... "interesting"... to say the least.

First of all, if you have yet to vote on the 2013 ENnie Awards I highly encourage you to do so. And, while you're at it, throw a vote or two for me and Darklight Interactive, who are nominated in two categories:

  • Best Free Product: "A Night in Seyvoth Manor"
  • Fan's Favorite Publisher: Darklight Interactive

So go and vote, will ya?

ThuleSecondly, in light of a lot going on in the RPG world this past month I have been actively trying to get involved as much as possible. I obviously can't go in to specifics on everything else I'm getting myself in to, but I can speak about what has just been announced: I am now a contributor to the Primeval Thule campaign setting currently running on Kickstarter.

This is a really cool opportunity that I couldn't resist getting involved with. Not only is it a great looking product, but it's involving a lot of people that I respect and would give a major appendage up to work with on anything: Rich Baker, David Noonan, Stephen Schubert, Ed Greenwood, Owen Stephens, Christopher West, Todd Lockwood, Jason Buhlman and others. Not to mention the recent additions of Mike "Sly Flourish" Shea and Scott "The Angry DM" Rehm.

This is also, arguably, the first time I participate in a project of this magnitude and scale where I'm not the only person working on it. So it's wild to think I'll be rubbing elbows with everyone involved, especially considering they all have a helluva lot more experience than I do in this sort of thing. I'm excited beyond description!

The project, admittedly, has a long ways to go still and very little time, so I ask you to drop whatever you're doing, head over to the Kickstarter page and help them out in any way possible.

16Jul/13Off

Long Overdue Update

Gosh, has it really been over three months since my last post?

Well, suffice to say that things have been somewhat hectic. I started a new job on April 1st and my work schedule has changed radically, so I usually get home extremely tired and not thinking about blogging. But I will hopefully get back to posting stuff soon once I get a little more available time.

Holy s%#@!!! We're nominated!!!

Holy s%#@!!! We're nominated!!!

But there's a big reason to celebrate! Darklight Interactive's A Night In Seyvoth Manor has been nominated in the "Best Free Product" category of the 2013 ENnie Awards!!! I admit I was counting the days 'til the nominations were released and was worried that I was building myself up for disappointment but, alas, there it is. So fingers crossed and let's see if we can win the thing, eh?

As for my development efforts, it's been somewhat of a mixed bag. I'd been working on Return of the Crystal Scion but I've become slightly disillusioned by it. As it stands now it has some areas that I'm rather proud of, but there are some monumental plot holes that I've been having a hard time filling. As a result, I have suspended further development on it. My intention is to take the larger parts of it - the Tomb of Iryk-Tep, the Sarafi tribe and their Caves of Wonder, The Obsidian Tower, etc. - and release those in some sort of side trek format. I also intend to release some parts that are simply too small for publication, such as my Sky Kraken creature for Pathfinder, here on this blog. So stay tuned for all that.

But recently I've been drawn back to my original campaign, The Coming Dark. I had already created it for D&D 4th Edition and it clocked in at close to 200 pages, but I now had issues with its initial design. You see, it was the first thing I'd ever done with D&D 4E - or with high end campaign design, for that matter - and it was somewhat "railroady". In a nutshell, I didn't like it one bit; I had a story in my head, but in my efforts to translate it to the game it just wasn't working.

So I've started a full redesign of it for use in the Pathfinder Roleplaying Game system. I'm changing quite a lot of it, using the Pathfinder design style which allows me to be much more flexible in what I can do. I'm not bound by the 4E balance, or the 4E GSL for that matter. It will be distributed in three parts, each part containing three chapters (or acts... haven't decided). And I feel it's a lot, lot better now so we'll see how it goes.

I also have Revenge of the Kobolds still sitting on my hard drive waiting for me to do something with it. It still lacks art so I'm hesitant to publish it as is, but as days pass I'm getting tired of holding it back. One of these days I'll just say "the hell with it" and unleash it on the world... when that day comes, I hope you enjoy it.

Finally, I kinda said I wasn't going to do it but I'm creating another small adventure (5 encounters) for D&D 4th Edition called A Festival of Magic, which is a proposal I pitched to WotC but they apparently didn't like (they never answered me, but still). I'm going to do an experiment with this one: once I complete and release the 4E version my plan is to convert this to as many other systems as possible. Pathfinder... 13th Age... DCC... Dungeon World... AGE... etc... Figure it's worth a shot trying that once.

Anyway, I'm still around so hopefully I'll get back to posting often.

2Apr/13Off

The Day After

Happy Post-April Fools Day everyone!

Time for an explanation... On April 1st 2001, while I was actively developing The Opera, a total conversion for Half-Life, I launched an "Opera Pre-Alpha", which is actually still visible and downloadable HERE through the Internet Archive (amazing... the ZIP file is still there to download!). You can read the entire background there.

No images are visible in the archive, but here it is for those of you unable to run that version:

Zork_Opera

Six months ago, amidst the news of "D&D Next", I made the choice to do it again and create another language interpreter using Dungeons and Dragons content. To be honest I had three choices of games I wanted to emulate: Zork, Wizardry (Proving Grounds of the Mad Overlord) or Ultima (III: Exodus or IV: Quest of the Avatar). All things considered, Zork was the easiest to do.

I did not have the benefit of having the source code to the original one I created 12 years ago (in C++, if you're wondering), so I set out to re-create the entire natural language interpreter in C#.Net. Yes, you read that correctly... I didn't use an existing interpreter like Z or Muddle; I created my own interpreter from scratch.

The result was The Caverns of Mayhem: A Dungeons and Dragons Adventure!

Zork_DnD

This was actually somewhat of a challenge to do. Not so much the language interpreter - I've done that at least three times before, each time in a different programming language - but how exactly to translate the D&D game mechanic to an interactive text adventure. I did the best I could, but there are certain things that are noticeably absent; for example, I didn't implement skills because I didn't quite know how. And the cleric's Channel Divinity powers were for the most part omitted because most of them were reactions which just wouldn't work.

To "win" you have to battle your way to the treasure room, take the treasure and return to the tavern with it. There are goblins and a medusa in your way; everything else is just filler. As was the case with the first one I did in 2001 (read the write up linked above), there was a lot more that I was thinking about but just didn't have time to do. For example, I had much more interaction planned with the tavern staff, the orc and the gazebo.

Now, in case you haven't tried some of these, here are some things you can try and some Easter eggs:

  • There are numerous responses taken verbatim from Zork, such as responses to suicide, jumping, yelling or typing "xyzzy" (or any other magic word from Sorcerer, Enchanter, Spellbreaker or Wishbringer for that matter).
  • Use any one of George Carlin's seven dirty words.
  • Use a Doom cheat code like "idkfa" or "iddqd". The response mimics what the game Hexen does if you try to enter a non-Hexen cheat code in to it.
  • As a wizard, "cast magic missile" while in darkness.
  • "Cast burning hands" (as a wizard) or "cast flames of the phoenix" (as a monk) in the presence of the gazebo.
  • Sell the orc's pie in the tavern.
  • Count the leaves. This is an inside joke in several Infocom titles. The number also has special mathematical significance: 69 in hexadecimal is 105 in decimal, and 69 in decimal is 105 in octal. I had other plans for the leaves, but just never got around to them.
  • Search the refuse in the Refuse Room. Yes, I implemented dire rats that most people will never see.
  • As a barbarian, you can "rage" or "flip out".
  • Roll the dice and either get snake eyes (curse) or box cars (boon).
  • Try to cast a spell while in the tavern.
  • Besides myself, all the other names in the README are characters from films directed by Stanley Kubrick.
  • Other things I don't remember.

I worked on and off on it for the past two months, and it was kinda fun to do and I'm actually really proud of it. I wish I could do more, but there simply wasn't enough time. And it wasn't perfect; there was actually a crashing bug if you tried to eat the leaves (among other commands). I have since fixed that and uploaded the new version.

If you are curious, below is a link to where you can download the complete source code in C#.Net to The Caverns of Mayhem: A Dungeons and Dragons Adventure! The project is compatible with Microsoft Visual Studio 2010 and only requires the Microsoft .NET Framework v2.0 to run.

I hope you all enjoyed it as much as I enjoyed creating it. Maybe next year I'll have a Wizardry emulator...

Download complete The Caverns of Mayhem:
A Dungeons and Dragons Adventure
source code
(C#, Microsoft Visual Studio 2010)

Filed under: 5E, DnD, Programming, RPG No Comments
1Apr/13Off

DLI Acquires DnD Next Video Game License

DLIName_60

"Omne ignotum pro magnifico"

If you've been following this blog, you know that we have had our fair share of communication with the legal department over at Wizards of the Coast, and as a result we have not only learned a great deal of what we can and cannot do as far as licensing but we have been able to figure out exactly who the right person to talk to is in order to get the necessary licensing agreements in place

Several months ago, after a great deal of negotiations (most talks of which started with the words "now please don't sue us, but...") we have managed to talk to the right people and sign the proper agreements to do what we thought was impossible: secure a provisional license to use the Dungeons and Dragons brand name to create the next state of the art video game based on the "DnD Next" rule set. The official press release can be read below:

Official Press Release by Darklight Interactive (PDF)

Since we are not authorized to be direct competitors to the upcoming MMORPG Neverwinter by Cryptic Studios, our product is a single player campaign that will be a traditional delve through a dungeon. While we have had a group of professional, well known writers working on the story - most of which you are familiar with, but we are not allowed to disclose names yet due to Non-Disclosure Agreements - I and a group of experienced software developers have been working on the engine.

Since we do not want to take funding away from Wizards of the Coast and would rather they spend the resources they have to get "DnD Next" developed and released, in a few weeks we intend to launch a Kickstarter project to fund the development of the final product. We did not want to launch a Kickstarter before we had a "proof of concept", and unlike some other companies we do not want to launch a Kickstarter to fund said "proof of concept". So we have been developing the engine on our own, on our personal time and at our personal expense, in the hopes that it can show the world what we're capable of and more easily reach our goals once the Kickstarter launches.

After further negotiations, and painstaking work over the past few months to get it in running condition, I have been authorized to release our first "proof of concept" (which we refer to internally as an "alpha" build) for The Caverns of Mayhem: A Dungeons and Dragons Adventure (tentative title... we'll let the writers come up with something better) that you can download below!!!

Download The Caverns of Mayhem: A Dungeons and Dragons Adventure (ZIP)

The game engine is not exactly a direct port of the "DnD Next" ruleset simply because, as is the case in Neverwinter, a lot of the rules don't exactly port flawlessly from the tabletop to a video game. But it has everything you've come to love about D&D: it's got dungeons, it's got monsters, it's got treasure... and, heck, it's even got a dragon!

The "proof of concept" which you can download below has been developed for Microsoft Windows (we're investigating a Mac port, but none of us actually own a Mac so we'll probably have to wait for funding on that) and requires nothing more than the .NET Framework 2.0. It is not graphics intensive so it should run on pretty much any machine; in fact, for those of you with inferior machines our game will probably run significantly better than Neverwinter because the hardware requirements are much lower. And, thanks to proprietary compression technology, it uses a lot less drive space!

As we mention above, it is a very early "alpha" build and has some known issues. And, since it's an "alpha", I ask that you do not start reporting bugs in it; we pretty much know what most of them, and have tried to document them in the "readme" file included with the distribution. Please read that file prior to launching the game so you understand what to expect and are aware of the aspects of the game that have yet to be completed.

We here at Darklight Interactive are entering an interesting time, and we would like to thank everyone at Wizards of the Coast for giving us the opportunity to use your license. We hope that, after looking at our proof of concept below, you support us and await our upcoming Kickstarter launch.

Thank you all for your support.

Download The Caverns of Mayhem: A Dungeons and Dragons Adventure (ZIP)

Requires Microsoft Windows operating system and the Microsoft .NET Framework v2.0
(c) 2013, Darklight Interactive - All Rights Reserved
Dungeons & Dragons, D&D, Neverwinter, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of HASBRO, Inc.
Please don't sue us.