Thursday, 9 May 2019

Apocalypse Initiative for D&D

So D&D initiative is rather boring turn based. Over the years D&D has used a variety of methods to manage it. But some of the games that I have been playing (Masks, Dungeon World, The Warren, Night Witches) use a different kind of initiative system. They all get the idea from the original Apocalypse World. The idea situation runs roughly like this:
  1. As the story progresses, pick a character and put them in a situation and ask ‘What do you do?’
  2. The character narrates an action which resolves the situation of escalates the issue
  3. Based upon the narrative, select another character & put them in a situation…

So here is how I have been attempting to use Apocalypse Initiative in my current D&D game.  It worked very well for the adventure ‘Midnight on Blood lake’ which had the characters hunting/being hunted by a high level warlock. Think the characters trying to hunt the Alien in the original Alien movie. It went something like this:
  • GM: Eion- You head the sound of movement to the left in the area with the large rock. (Its actually a minor illusion to distract the party) What do you do?
  • Eion: I callout to the party that there is evil over there by the big rock and charge around the left of the rock
  • GM: OK (looking around) Khatak, you hear the call, what do you want to do?
  • Khatak: Drawing my sword I charge around the rock from the right
  • GM: Right, so Etelion what are you doing?
  • Etelion: I hang back and wait and see what happens?
  • GM: Eion and Khatak you advance around the rock and find another there (Rolling dice) Etelion, you are hit in the back for 7 points of damage, by some kind of spell. What do you want to do?
  • Etelion: Thats half my HP! I fall down on the floor and mumble an invisibility spell
  • GM: sounds good, meanwhile (Rolling dice) Mordelinal you are also hit in the back at almost the same time for 3 points of damage. What do you want to do?
  • Mordelinal: I spin around and charge whatever attacked me.
  • GM: great, roll perception, (seeing the roll fail) you spin around and fail to see anything, there are a bunch of boulders around you but you have no idea where the attack came from. Meanwhile Etelion and Khatak you have reached each other when you hear the bolt of energy and a cry of pain from the others, what do you do?
Generally this worked quite well, everyone was trying different things, and it worked fine when the party split off trying different methods to hunt the warlock. I didn’t always require characters to make rolls when they acted and I still have problems with thinking about ways to increase the drama rather than say ‘nothing happens’ or ‘you miss’.


When the party was in a more normal battle I found that I was able to modify the method by instead of jumping from player to player I would work sequentially around the table, putting each player in a situation and asking them what they do? In essence breaking down the battle into a set of single character battles. It's important that in a strict combat, each player gets a turn. I went a little like this:

  • GM: As the party go down the slope into the archeological dig the gnome suddenly shouts something out. Etelion, you hear a sound behind you and realise a pair of dogs are running towards you at top speed. What do you do?
  • Etelion: Burning hands on the dogs as they approach me (dice are rolled, the dogs are injured but not killed)
  • GM: (rolling) the dogs attack doing 5 damage, meanwhile Eion the workers near you heft their pickaxes and attack you, what are you doing?
  • Eion: I hit them with my greataxe (rolling) 15 damage
  • GM: Ouch! That cleaves one of the men in two, the other one (rolls) slices into your leg, 6 damage.
  • Meanwhile, Mordelinal being in the middle of the party you are currently unengaged, in front of you Eion is fighting some of the workers, Khatak is going to be engaged in a second or two, meanwhile behind you Etelion is being mauled by dogs. Who are you going to help?
  • Mordelinal: I unsling my bow and take aim at the gnome...
And as such the battle progressed, Etelion overcame the dogs and was then unengaged, so they had flexibility on their actions. Meanwhile the frontliners (Eion and Khatak) continued to carve through the workers, while Mordelinal got into a sniper battle with the gnome.


Right now the idea is not complete, and I’m still testing how it feels with my current group. Have a try and let me know what you think of the idea.

Enjoy you game:
Mark

Sunday, 2 September 2018

Game Jam 2018 Day 3

The game jam is finished, it went well, but it took me a long time to get the games published, sorry.

The girls finished their Armour of God game (click image to see full sized).

Daniel built a similar platformer game, but themed on a Shepherd looking for his lost Sheep.

And my Bible Smuggling game:

You can find the games to play on itch.io


All games are web playable, and most are playable on mobile (I think).

Enjoy,
Mark

Wednesday, 8 August 2018

Game Jam 2018 Day 1

So, it seems that my last post was a year ago, when we did a game jam in July.
I have been doing a lot of stuff at work (which I cannot share, but it is A M A Z I N G). A few game jams, including this one: https://playingfield.cc/gallery/

But the main reason for writing was to talk about this years kids jam.
Again its 3 days, using Construct 2. As a new inspiration I was talking to a lady in church and she was asking about Christian Computer games, and I thought "Why not?" so that was the topic for this years game jam.

The girls are on a platformer around collecting the Armour of God. Its only the basics for now, but it coming on.

Daniel is also on a platformer, this one about a shepherd looking for lost , but he seems to have got the graphics coming along nicely.



I'm working on a stealth game based upon bible smuggling. Its early days and the AI is pitiful, but I should be able to get it better.


So Day 1 complete. We started late, so thats only 8 hours work. I'm personally finding Construct 2 to be quite clumsy, but thats what happens when you switch tools.
Not a bad days work.

Friday, 28 July 2017

Three Day GameJam: Day 3

The game jam is over (just about). Carmen is still struggling to get the last bits of the girls game ready.  There were a lot of last minute changes: mainly art, and deciding to put the menu in and so on. So they are running late.
Mid morning Daniel hit the max 100 event limit on Construct 2-Free Edition, but it turned out he had been copy-pasting a lot of events everywhere, so when he went back and tidied up his code it was only 80 events.
Myself as the Game Jam veteran (I think its about 5 jams), had art and sound finished by lunchtime, then finished off the with menu and final game balancing. Which I must say actually went very well.

Results, Noon

Lots of art changes in the platformer which was undergoing a total change in direction as the girls argued on a new name

The battle animals gained a name 'Save The Forest' and became fully 2 player.

Space Battler actually has proper graphics and now looks like a real game (if a little hectic)

Results, End of Day

The girls decided to rename their game Shadows of 'Deceipt' and Carmen wrote a massive storyline for it (because she's Carmen)

Save the Forest added a sound and music and a title screen

Space Battler now has a menu with difficulty levels and the game starts slow but gets hard quickly, thanks to the Danger Rating (tm) system.

Conclusion

It has a fun 3 days. Will post feedback from the kids later.
The games are up on Itch.io (which turned out to be really easy to do) and you can play them.
Next time, it might be only 2 days, and we might consider inviting some friends, but that's probably not for a while yet.

Three Day GameJam: Day 2

Day 2

All told, day 2 was just dull. I lot of time was spent on getting the art ready, but not much progress was done otherwise. Daniel and I spend a lot of time working on our tech issues, which seem to take most of the day.
We also forgot the midday screen captures, so there is only the end of day results.

Results, end of day

Lost Treasures 2 now has a good chunk of art, and the worlds largest score.

Battle Animals now has proper images and a bit of animation

Space Battler still has no real graphics (on purpose), but now has 5 different ship types

All that remains is to wait for Day 3...

Wednesday, 26 July 2017

Three Day GameJam: Day 1

Its summer holidays, what can I do to keep the kids busy?

This time, I'm trying something new, a Game Jam.

The basic rules are: Build a game with Construct 2 working 9-5 Wednesday, Thursday, Friday.

Day One is now complete, here is the progress so far. I deliberately kept the kids focused on gameplay not wasting time working on artwork. So they look rubbish, but you can see the gameplay.

There are 3 games being worked on:

  • Margaret is working on Lost Treasures 2 (the original was build 5 years ago). Its a simple platformer which allows her to work quickly.
  • Daniel is working on a game like battlecats. He spent most of the day getting basic battle mechanics to work
  • I am working on a space themed lane war game. I'm discovering a lot of flexibility in construct-2 as I'm trying to build something more complex than ever before.

Results, Midday

Lost Treasures 2, platformer with spikes and re-spawns

Battle Animals, battle with knockback

Space battler, just a ship flying and shooting at targets when the get within range.

Results, End of Day

By end of day 1 most groups have the core mechanics working:

Lost Treasures 2: Pickups, Enemies and lots of levels (not shown)

Daniels game: auto spawn of enemies, ghosts on death, base health and money. A lot done.

Space Battler: Both sides spawn and shoot. Health bars for both teams, and an ugly yellow explosion when ships collide.


So Day 1 is over, good work done by all, lets see what happens on Day 2








Saturday, 4 March 2017

MakerClub reworking a buzzwire to work with a MicroBit

Its been a year and a half since my last post, wow!

I could give you an update on joining the game industry as a professional developer (yah!) and the other stuff I have been up to.

But for now, a side topic: Maker Club

I have been helping out at the Eagle Labs Maker Club in central Brighton on a Saturday morning.
Last week we finished a buzzer game project, but the project uses a MakerClub specific micro-controller (Hornet Board).

When Daniel brought home his game (a few months back), we figured out how to get it working with the BBC MicroBit which we had lying around.

So here is a article on how to use a MicroBit with the buzzwire project:


Reworking buzzwire to work with a microbit

The project assumes that you have already built your MakerClub project, and its a non-programming project (using drag-drop blocks). But its an interesting little make.

I might be posting another one soon.

Mark