6.14.2003

Of gaming and tournaments....

Well there's a few things going on today. For starters there's a Soul Calibur tourney going on tonight at the cafe....in theory anyway. I'm already the King of Iron Fist, why not add one more accolade to my hat. The in theory part pertains to the fact that this tourney was supposed to be last weekend, but there wasn't enough people for it at that point, so it's supposed to be tonight. I'll hold my breath and see if it happens. I'm kinda excited. I don't get to play too many people really. I whip the computers ass on a regular basis. It's a sad state of affairs when you set the computer to Ultra Hard and last stage difficulty and walk through it without so much as a heavy breath. Human opponents are so much more fun. They get huffy when you do things to them. They cry No Fair and That's Cheap. But you know what....I don't really care. If i win, i'll do it by doing whatever I need to. My fighting style seems to elude people though. Everybody tries to set up for the big 20 hit combo or the crushing air juggles or what have you. I simply do what works for the situation. That's not to say that I don't know the big combos, but that I prefer not to use them because they leave you predictable and weak when they miss. Oh well enough Art of War stuff, now onto the really interesting part.

I'm writing yet another RPG. This one is a fantasy setting based on a world I created for AD&D god knows how many years ago. I've gotten into writing RPG's because I've played so many of them. There's so many things that piss me off about other RPG systems that I've taken it upon myself to make my own from time to time. This latest system is based on the Spy Hunter system I mentioned in my other blog sometime last year. It's been expanded and revised to not only keep it diceless, but to make up for the elemnts in other RPG's that I consider "shortcomings" My biggest bitch about other systems is that too much time is spent during character creation. Palladium, which make some incredible RPG settings, is my biggest area of problem. It takes no less than 4 hours to make a character, most of that time is spent sifting through reams of pages on skills and percentages and all that stuff. Then at the end of all of that you have this Moger list of skills, most of which fall along the lines of Underwater Basket Weaving and you'll never use again. And you still don't have a character that you feel is yours. I call this JAFS, or "Just an Average Fighter Syndrome" The system I created uses broad general categories of skills, of which the player selects what he wants the skill to be. even further as the character progresses in levels he can choose where the bonuses go, so the character trains how the player wants them to.

The other incredible pain in the ass belongs to the AD&D system. They have their own skill problems, but where they really lack is the Magic system. Mages are created to die in AD&D. pure and simple. They begin the game with up to 4 hit points. they can't wear armor or carry weapons other than staves or dagger. Then they get two bullshit spells. They have the average life expectancy of a Human Marine in StarCraft. Then when you do get spells, all of them seem to fall under about 6 general categories, the only diffeence being they do more damage, or affect a different element. So i revised the system, simplified it, put it more into the players hands where their magic went. I broke magic down into 7 categories again and allow the layer to select what they do. so they can have a large selection of what they can cast. They can also carry armor and weapons that their Strength will allow them to, so the mage can, if they're out of magic, swing a sword, and wear chainmail. it's all up to the player how their character goes. I like it so far and I'm fairly open for playtesting if anybody is interested. It's quite a diverse system that I think could really take off in the PBEM games as well as a sit down scenario. Lemme know if anybody is interested. It's currently in word format, but I'm thinking of converting it to PDF so everybody has the ability to play.

No comments: