Power Core Combiner RPG outline
Posted: Tue Dec 20, 2011 2:38 pm
Here are my initial thoughts on setting up a PCC game. Given how important stats are in a game, that seemed like the best place to start.
Dom
-typed this up while monitoring a test session.
Stats:
One of the most basic elements of a game are the pieces' stats and rules. Pieces should
be different enough that the choice of what piece to use matters, but not so different that
choosing badly will make the game impossible to play,
Ideally the stat line would be based on, or at least follow from, tech spec numbers.
The trickiest part about this of course is going to be coming up with an agreed upon
scale that makes sense. (What exactly does "Firepower: 10" mean? What about "Rank: 5"?
More importantly, how are they relevant to the game itself?
How should transforming and alternate modes be handled? I started a game about 10 years back.
The best solution that I could come up with was that a character's default mode,
(usually robot), would use the default stat line and that the alternate mode(s) would use
modified stat lines. For example: (I am using Speedtrap as an example. I have no
intention of this ever being a character.)
Speedtrap- (robot/car/barricade)
Strength: 4
Intelligence: 7
Speed: 6
Endurance: 10
Rank: 5
Courage: 7
Firepower: 4
Skill: 7
car mode-
Speed: +2
Firepower: -3
Skill: +1
barricade mode:
Strength: +4
Speed: -5
Endurance: 10
Courage: -1
Firepower: -2
Skill: -7
Numbers with "+" or "-" signs are additions or subtractions to the base stat.
Similarly, Minicons and drones would have to have an impact on characters.
Minicons are dicey. My instinct is to make them subordinate to playable characters in terms of
game mechanics, but to consider them individuals in context. In other words, Minicons would be
considered part of the character, and purchases similar to war gear by players. But, in context,
Minicons would be individuals that the player could use. While the Minicon would be part of the
main character, they could execute tasks and actions without affecting the main character's allocation
for a given turn.
The way I see it, Minicons would have their own stat-lines that would be added to the main character's
state line as appropriate.
I think the best way to handle drones is to treat them as wargear, rather than characters. Each drone
would have a suite of abilities that could be added to the main character during combinations. The
stat-lines for drones would generally by higher than the stat-lines for Minicons, but would be divided
before being added to the main robot's stat-line when combining. And, using drones would impact a
character's allocation of tasks/actions for a turn. In theory, common or shared tasks could be
double-dipped, (two drones attacking one target counting as one task), and routinized tasks,
(patrolling an area), would only count on the turn they were initiated. I see individual drones
costing about half of what a Minicon does.
Cost in points is one of the more vital elements of a game, and also one of the more difficult to
get right. It is not unheard of for professional designers to completley miss the mark on this topic,
despite hours of testing and years of experience. I have seen accounts of games being released with
costs/stats being so out of order so as to require a revision before an new edition is released.
I would expect plenty of revision as we play.
Rough concept for translating tech specs to stats: (This is not exhaustive, and does not even really
cover basics like combat resolution.)
Strength: Ability to do heavy lifting tasks and inflict damage in close combat.
(This could be modified by special weapons or abilities.)
Intelligence: Ability to solve complext problems. (Resolved with dice roles?)
Speed: Ability to move between two points on a board as well as execute tasks.
Endurance: Rounds that a piece may be used consecutively before suffering negative modifiers
for "fatigue". Additionally, may be used against strength in combat resolution.
Rank: Used to determine leader of a party, either through intimidation or respect.
Courage: Effects likelihood of a character automatically retreating when faced with terrible dangers.
Firepower: Damage inflicted by and/or effective range of a ballistic/projected attack.
Skill: Ability to execute complex or intricate tasks as well as agility. Possibly the ability to carry
off a disguise.
Dom
-typed this up while monitoring a test session.
Stats:
One of the most basic elements of a game are the pieces' stats and rules. Pieces should
be different enough that the choice of what piece to use matters, but not so different that
choosing badly will make the game impossible to play,
Ideally the stat line would be based on, or at least follow from, tech spec numbers.
The trickiest part about this of course is going to be coming up with an agreed upon
scale that makes sense. (What exactly does "Firepower: 10" mean? What about "Rank: 5"?
More importantly, how are they relevant to the game itself?
How should transforming and alternate modes be handled? I started a game about 10 years back.
The best solution that I could come up with was that a character's default mode,
(usually robot), would use the default stat line and that the alternate mode(s) would use
modified stat lines. For example: (I am using Speedtrap as an example. I have no
intention of this ever being a character.)
Speedtrap- (robot/car/barricade)
Strength: 4
Intelligence: 7
Speed: 6
Endurance: 10
Rank: 5
Courage: 7
Firepower: 4
Skill: 7
car mode-
Speed: +2
Firepower: -3
Skill: +1
barricade mode:
Strength: +4
Speed: -5
Endurance: 10
Courage: -1
Firepower: -2
Skill: -7
Numbers with "+" or "-" signs are additions or subtractions to the base stat.
Similarly, Minicons and drones would have to have an impact on characters.
Minicons are dicey. My instinct is to make them subordinate to playable characters in terms of
game mechanics, but to consider them individuals in context. In other words, Minicons would be
considered part of the character, and purchases similar to war gear by players. But, in context,
Minicons would be individuals that the player could use. While the Minicon would be part of the
main character, they could execute tasks and actions without affecting the main character's allocation
for a given turn.
The way I see it, Minicons would have their own stat-lines that would be added to the main character's
state line as appropriate.
I think the best way to handle drones is to treat them as wargear, rather than characters. Each drone
would have a suite of abilities that could be added to the main character during combinations. The
stat-lines for drones would generally by higher than the stat-lines for Minicons, but would be divided
before being added to the main robot's stat-line when combining. And, using drones would impact a
character's allocation of tasks/actions for a turn. In theory, common or shared tasks could be
double-dipped, (two drones attacking one target counting as one task), and routinized tasks,
(patrolling an area), would only count on the turn they were initiated. I see individual drones
costing about half of what a Minicon does.
Cost in points is one of the more vital elements of a game, and also one of the more difficult to
get right. It is not unheard of for professional designers to completley miss the mark on this topic,
despite hours of testing and years of experience. I have seen accounts of games being released with
costs/stats being so out of order so as to require a revision before an new edition is released.
I would expect plenty of revision as we play.
Rough concept for translating tech specs to stats: (This is not exhaustive, and does not even really
cover basics like combat resolution.)
Strength: Ability to do heavy lifting tasks and inflict damage in close combat.
(This could be modified by special weapons or abilities.)
Intelligence: Ability to solve complext problems. (Resolved with dice roles?)
Speed: Ability to move between two points on a board as well as execute tasks.
Endurance: Rounds that a piece may be used consecutively before suffering negative modifiers
for "fatigue". Additionally, may be used against strength in combat resolution.
Rank: Used to determine leader of a party, either through intimidation or respect.
Courage: Effects likelihood of a character automatically retreating when faced with terrible dangers.
Firepower: Damage inflicted by and/or effective range of a ballistic/projected attack.
Skill: Ability to execute complex or intricate tasks as well as agility. Possibly the ability to carry
off a disguise.