How I made my peace with Silhouette Core

Long ago, I got myself acquainted with Heavy Gear 2nd edition RPG. I liked the basis of the system, but the more I read it, the more I found some of the usual offenders of RPG systems of the time. Agility as a god-stat, Combat Sense skill 2 is mandatory unless you like to do nothing in many of the combat rounds, movement calculations need to be done beforehand by whipping out a calculator to do some fraction counting, and the overall fiddliness of the system made me dump it. But before I had the chance to do that, I fell in love with its seamless integration of the vehicle rules, and the damage system. SilCore as a whole stuck to my mind as a diamond in the rough; probably salvageable, but not without a heck of a lot of brainy type work.

I don’t really know why exactly I decided to give Silhouette Core another look after all these years, I guess I was bored or something, but I broke it into tiny pieces and put it back together. High attribute modifiers apparently are one of the things that have offended people playing it. I’d say the contrary: too much low attribute modifiers is the reason it doesn’t work well. Or rather, the radical contrast between them. This is a dice-system feature and nothing much can be done about it, if one wants to preserve the original game engine. The problems may be alleviated by handing out the essential bits free for everyone.

When I had put it back together, I reverse-engineered to see how it compares with the original, and I saw that the characters made through my method were somewhere between “cinematic PCs” and “cinematic major NPCs”. But that’s the way I like my games pretty much always. I do not want to sit moping in my chair due to an unfortunate Initiative roll, not even bothering to watch as other players get to do all kinds of cool shit.

So in my mind Combat Sense, along with Agility are the main offenders. Combat Sense and ranged defense had to be separated from the skills, so I made derived attributes out of those. In SilCore there are a whole lot of pretty much redundant attributes, so I decided to begin my work by cutting those. I ended up with four attributes, so that all of them would be used in determining Defense and Combat Sense. Alertness + Body for Defense and Intelligence + Spirit for Combat Sense.

I worked on simplifying skills, movement stuff, overall action economy, injuries, you name it. I even added some stuff that I felt was missing, like different close combat maneuvers, which are completely absent from SilCore. I ended up with a 23 page skeleton of a system that goes best for modern-equivalent settings or sci-fi when put some meat on its bones (I never thought that SilCore would be a good fit for fantasy or horror genre).

Anyways, here it is available (with permission from Dream Pod 9). I you have any suggestions, praises, comments, or you would just like to let me know how I have ruined the game, please leave a comment! ;)

SCUMM basic rules v0.2

SCUMM character sheet

Edit – Made a better character sheet.

Edit 2 – Made a change to the damage system.

World of Dungeons: The Teachings of a Drunken Oneshot

birkin

We had a Chrismas party a week ago. Instead of board games, I said I could run World of Dungeons. It’s an ultralight hack of Dungeon World which I hadn’t run it before, so we took it on a spin. Because nobody believed that we could play entirely sober, I decided on a full improv session. It degenerated slowly, but inevitably—and undeniably gloriously—into player vs. player mayhem, which surprised me very little. Despite my mistakes as a drunken GM, we had a whole lot of fun, and I learned a few important lessons. These are my notes from the GM’s standpoint. Continue reading

Thoughts on The Regiment: Ville’s views on X-Ray Down

This is my view on John Harper and Paul Riddle’s The Regiment, run by Lauri. There’s nothing much I can add to Lauri’s description of the session, so I’ll talk a bit about my impressions of the system. Do keep in mind that even though the version number is 2.5, The Regiment is still a work in progress; beautiful and promising, but flawed. I hope these notes will a) help the designers hone the game, b) make you interested in testing in it, and c) give you a couple of hints while playing it. Continue reading

Gaming and Happiness

Once again, I might be full of shit, but what I understand, psychologists studying happiness seem to believe that happiness has to be intrinsic (come from within us) to last. However, right now, most of our society seems to be geared towards getting extrinsic (from outside us) happiness.

This might sound like some New Age garbage, but this wasn’t told to us by the universe (at least not personally), but its a real result of real studies.

So, why am I writing about this in a gaming (sometimes comics) blog?

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My Take on the RopeCon 2014 Scenario Competition

I’ve shared my general ideas on the subject before, as well as abandoned idea. This is building on that.

You can find the scenario itself under Resources on top of the page, or here: Elämäni supersankarina (in English: MyLifeasaSuperhero – there’s a proofread version coming when I have the chance).

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Using My Draft Piles for Something (Namely Character Creation)

I try to draft weekly. Since I do this weekly, although I try to unload the dregs to other people (like giving them to new players), I still have plenty of excess cards in my cabinet in my office. Why not use them for something like, say, character creation?

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Getting Cards “Right”

Back in the day, we had [scryfall]Plague Rats[/scryfall]. That wasn’t a big card. Sure, everyone knew about it and probably everyone who had seen it had thought about using it, because we didn’t have the deckbuilding restrictions we have today. In 40 card deck with – say – 14 Swamps and 26 Rats (these days probably 15 or 16 lands and rest for the Rats), those could be pretty bad for you. We even had one of those decks as a gauntlet deck (a deck your deck has to be able to beat in order to be considered playable) for a while.

Over the years, they tried again. We had [scryfall]Pestilence Rats[/scryfall] which didn’t care only about others with a same name, but all rats. Then there were [scryfall]Relentless Rats[/scryfall] which was closer to the original [scryfall]Plague Rats[/scryfall], but partly by changing the rules on card limits. They are still reportedly pretty hard to get, because they are pretty popular in casual play.

Then, they finally got it right. [scryfall]Pack Rat[/scryfall] wasn’t taken very seriously year and a half ago, but over time they have become a format defining card after Kentaro Yamamoto played them in his Pro Theros monoblack devotion deck to a Top 8 finish over a year after the card first came out. Its actually such a format defining card that its beginning to lose popularity because everyone is expecting them and have weapons at the ready, including moving back to Esper.

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Reaching Tartarus

As summer draws close our gaming group tends to wander of to different oneshots, random gaming and cabins. As this is inevitable I have decided to wrap up our Wayward Sons game to a satisfying end (or at least that is my plan). As I am constantly trying to create something (might be just because I need to prove myself something) I now have a plan for the possible future.

I think I’ll be running a scifi campaign with a set goal.

The games and campaign I have been running for the past few years have all been linked together. There might have been a background story to begin with but now it has eroded away. Now I’m only taking what I get from the players and evolving their ideas and random thoughts into something I would like to run.

This next phase is a science fiction game. It might even be space opera. But it will still be tied into what we have done. It might not even be that apparent even to my players but I believe they will see the cause and effect of their actions.

REACHING TARTARUS

Reaching Tartarus will be a game about likeminded individual trying to escape the god-like A.I. Omnipresence from the inhabited worlds of our Solar System to the one place their ancestors abandoned a long time ago – Earth.

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Visions of Grandeur

While struggling with the finishing touches for my Apocalypse World hack I have noticed my mind wondering towards new paths and hacks. I am now even more intrigued by the possibilities of hacking AW than when I started. There is still much to be learned (as I have not yet even played anything besides tremulus) but that really does not stop me from thinking about what could be done.

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Flavor of Magic

Back at University a teacher of mine used to call UNIX scripts spells. I guess that’s pretty much right. A series of unpronouncable words and strange symbols, which actually do something, but often its hard to see what actually happened and the results can be as incomprehensible for the layman than the commands themselves. Sounds like magic to me.

(I’m not even bringing up Clarke’s third law. Except this much.)

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