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1-800 Regime Change (also, blog)

PostPosted: Sun Feb 03, 2013 8:39 pm
by kylesgames
So I've been working on a game recently that I've probably mentioned before that basically takes good old red-blooded action movies and turns them into a tabletop game. If anyone's ever played Just Cause 2 they will know what I'm talking about here, an action filled romp with blood and guns and basically aggressive sociopaths for hire.

It's an experiment in game design, as I choose to avoid a lot of stuff I know in favor of unique variations (it's not finished enough to release yet, a custom firearms system as well as complex synergies between skills, traits, and derived statistics require more work as well) on known systems.

I hope to release a "finished" version this summer on 1km1kt and begin work on maybe going to Kickstarter to fund art for a print run.

Here's a quick feature list that I'm hoping to have:

Complex guns and ammunition, to the point that most of the bookkeeping should be done outside sessions, but which allow players to have custom guns for their mercenary.

A fully functional system of realesque (i.e. inspired by real guns but with trademark avoiding word salad) guns to be used without additional bookkeeping, so that if you just want an AK you can have an AK.

A robust set of spy and survival gear, as well as body armor, for players to encounter throughout the game and make their own.

A unique d6 based system of die pools (which is not super unique, but has its own twists).

A long list of traits to prevent cookie-cutteresque characters, and hopefully provide major tactical variations in a game where the options are essentially hitting things and shooting things.

An interesting premade scenario/campaign/regime to topple.

A concise description of rules of engagement and military law to keep players in line when they want to do something awful.

Vehicles that work in play without a ton of weird hijinks to move them into small-scale confrontations.

The ability to go through combat quickly with minimal bookkeeping but still have important tactical decisions pertaining to cover, firing, and positioning.

A modular system that supports dropping in functions in supplements, so that I can add something like a cyberpunk transhuman setting or fantasy elements.

Characterization in a combat-heavy game, so that it is just as important to be able to talk to a villager to find out what is going on as it is to be able to shoot all the bad guys in The Dictator's mansion in five seconds. This also means that characters will have out-of-mission personal goals and motivations to roleplay.

An interesting and robust shopping experience (partially kidding, too serious about this) that focuses on forcing players to make strategic decisions about what to bring with them, if/how they will stash stuff ahead of time, and what they can even find/afford on white, grey, and black markets.


EDIT: Oh yeah, the blog I'm working on to document my progress: http://roguegamedev.wordpress.com/

Re: 1-800 Regime Change (also, blog)

PostPosted: Wed Feb 13, 2013 5:57 am
by Rob Lang
Cool, I love Just Cause 2. I will be keen to see how the combat mechanics turn out because what makes JC2 fun is that you can abuse physics within limits to do fun stuff. In RPGs, it's more difficult to create limitations of physics-abuse because everything is set in one's imagination!

Re: 1-800 Regime Change (also, blog)

PostPosted: Wed Feb 13, 2013 1:44 pm
by kylesgames
I'm actually working on a flash game (that will remain true to the tabletop game mechanics as far as possible, barring inventory and weapon details which are stripped down for sanity's sake, and because it's my first flash game and I don't want to kill myself yet) as well as the tabletop game to sort of validate my ideas in both settings.

Combat currently works based off a system of caps and randomness;

Players roll accuracy to determine if they hit. The result of this is limited by their weapon's mobility (if they or their target are moving) and stability (which is lowered by things like burst fire).

The defender rolls to dodge, limited by his Encumbrance which is a function of the armor he wears as well as however much stuff he is carrying. This can be boosted by cover. This stage will probably be replaced by damage reduction for the flash game, but read on and you'll see why that works.

Damage is determined based off the attacker's weapon and directly modified by the attacker's roll versus the defender's. If the attacker fails their roll they usually miss, though blast weapons and maximum full-auto burst weapons can still hit (at reduced damage), if appropriate. Bursts hit based on how far the player hits above; every 5 or so points (d6-based system with 3-10 dice makes this more or less reasonable) counts as an additional hit, but are not modified (or are moderately modified) by the attacker's accuracy.

Damage is compared to the defender's Damage Threshold; if enough damage is taken the defender takes a Hit. Additional bullets are handled separately, but get little (if any) of the accuracy bonus applied. For every half of the Damage Threshold the weapon does, it deals another Hit, up to the weapon's Maximum Hits (typically damage/5 for the weapon, but more brutal weapons may do more, and weapons that have high penetration (i.e. .22 rifle) may be statistically lower at damage/10 or even worse). In the flash game, this is replaced by the need to do a certain amount of damage within two seconds for most foes to kill them outright, though bosses or tough foes may take multiple hits.

Unfortunately, there is little in the way of physics abuse, but one potential use of Guts, which is sort of an Edge/Action Point system could be to generate environmental hazards.