Wednesday, January 27, 2010

Commence facepalming in 3...2...1

Well shit. I have been reading through my gurps books quite religiously lately. I bought them cheap at Comicon a few years back. However I lacked the actual rules, they were source books... Or so I thought

I generally dislike PDF's for some reason, much more preferring to read it in my own two hands. I just learn and grasp better that way when it comes to texts like books. So I found a copy of Gurps light on the net and cannot get through it that much because of the medium. However tonight I put forward some effort

Then I figured "I may as well look at the GM's screen they include so I can follow better" then quite annoyingly, I noticed that there was still something else in the large clear packet then the game screen and paper miniatures. A copy of gurps light. Bob Sagget!

Atleast I can learn the system easier now...

Sunday, January 17, 2010

Sneeze!

I am pretty damn sick, any ideas I wanted to work on have been derailed for a little while so I can recover.

Or rather, my head hurts so much taht when I try to think of mechanics, it hurts even more. God damnit. And I had so many good ideas to work on tonight

Saturday, January 9, 2010

New Dungeon Civs

New Civ's for How to Host a Dungeon

*Alien Creatures
Coming from another world, Aliens have landed on the planet and lodged underneath the world. In the olden times they dug out rocky caverns and fed on underground life until they were ready to pillage the countryside of life.

Alien BB represent Aliens, WB represent eggs. Alien rooms are cavelike in nature and their tunnels are winding and jagged.

Setup: If no BB are present on the map, immediately add 1-6 natural caves as per the Primordial Age rules, however each cave always contains a primordial beast.

Choose a spot on the surface and dig a straight tunnel down about a fingers length and end it with a round earthy room with a space egg looking thing inside it, this is the Landing Site and birthing ground of the Aliens. place 2 BB in this room. Make up a name for your Alien Race and write it on your map.

The Alien Year
Spring:
Eggs Hatch. All WB on Egg Chambers or the Landing Site are removed and turn into BB. Dig bead sized rooms near the egg chambers to store the new BB, or put them in empty rooms made for that purpose.

Summer:
Aliens hunt. The Aliens can sense the closest Black Beads to their Hive and tunnel up to a fingers length towards it and if no contact is made dig out a bead sized chamber to rest. Monsters encountered this way are encountered as normal as well as other civilizations. Aliens will generally avoid attacking other civilizations first, they can sense the large amount of prey and decide to wait for a better time. If no encounters have been made, a Alien BB is removed due to Starvation.

Fall:
Aliens expand the hive. roll on the Alien Construction table and build the room rolled. If the room is a unique room that has already been built, roll again.

Winter:
Aliens Mate. Place a WB on the landing site, Hatchery, or other suitable room. Any WB harvested during the year remaining is broken down into base compounds and used to spawn more eggs on a 1 for 1 basis. If there is no space to place new Egg WB, dig out a bead sized hatchery to store the egg.

Construction Table
1: Spawning Pool. Draw a room two beads in size and draw a pool in the middle of it. This room may be used to store a Egg
2:Queens Lair(Unique): Draw a large, fancy cavern and draw a deep pool in the middle. Place a black bead on this room and mark it as the Queens lair. This bead encounters as a 3 bead wandering monster and does not encounter or count as part of the Aliens Civ otherwise. If she survives until the monster age she will become a Alpha Predator.
3: Feeding Chamber: Draw a Bead sized room towards the closest food supply and move a Alien BB to it from a Sleeping chamber.
4: Infestation Chamber(Unique): The Aliens dig a finger downwards and dig out a large three bead room. Put two BB on the chamber. These are Infestation Worms, deadly creatures coming from the aliens biology. These act as wandering monsters but will not encounter the Aliens, but will travel along tunnels dug into the room by non aliens.
5: Spare hatchery: Dig out a bead sized room for future egg storage
6: Spare Sleeping Chamber: Dig out a bead sized room for future Alien storage
7-8: Hunting Tunnel: The aliens dig a finger long tunnel towards the closest BB as per the spring months.


*Vampires
Ancient lords of death, Vampires build a dark and evil mansion above ground only to dig a deep dungeon beneath it for their living quarters. Vampires do not expand much, but they make up for it by becoming a threat later in the game as a Monster Group.

Vampire BB Represent a unit of Vampire Population where a WB represents a unit of Blood Supply.

Setup: Above ground, draw a Vampire Mansion. Under it draw a two bead sized room and place one BB there. This is the start of a Vampires dungeon building and the first "Floor" of their dungeon.

Vampire Year:
Spring:
Vampires hunt for blood. Dig out a room on the topmost floor of the dungeon and place a WB in it. This is a prison containing a poor group of humans led into the Mansion above.

Summer:
Vampires Feed and Reproduce: Expend all WB in Vampire territory as used blood or loot traded for blood to drink. For each expended place a BB in a vampire bunkroom if possible, or dig out a bead sized room representing Vampire living quarters and place the BB there.

Fall:
Vampires Build. Tally the current Vampire population and find the entry on the Vampire Construction list. If that Construction has not been added yet, build it now. Constructions will be built in order.

Winter:
Vampires Expand. Build a bead sized room on the current "floor" of the Vampire Dungeon.

Vampire Construction Table
1: Blood bath. On the current floor, build a 1 bead tall, two bead wide room. This is the vampire Blood Bathes where deals are made and mating is discussed. Place a WB in this room, this WB is a Vampire treasure.
2:Stairwell to the second depth: On the current floor, build a room that is a bead wide but tall enough to extend down to the next floor of the dungeon. This becomes the new focus of Vampire Constructions.
3: Torture Chamber. Draw a bead sized room and label it as the Torture Chamber. Place a WB in this room, it is a Vampire Treasure.
4: Stairwell to the Third Depth. On the current floor, build a room that is a bead wide but tall enough to extend down to the next floor of the dungeon. This becomes the new focus of Vampire Constructions.
5:Ballroom Hall. Draw a long, lavish hall with pianos and statues and architecture. This is where the Vampires enjoy themselves and throw their large sinful parties. Place a Vampire treasure in this room.
6: Armory. Draw a bead sized room on the current floor and label it as the armory
7: Storage Room. Draw a bead sized room on the current floor and label it as the Storage room
8: Slave Quarters. Draw a bead sized room on the current floor and label it as the Slave Quarters
9:Stairwell to the Last Depth. On the current floor, build a room that is a bead wide but tall enough to extend down to the next floor of the dungeon. This becomes the new focus of Vampire Constructions.
10: Master Crypt: Create a large, lavish crypt with several coffins. This is where the dungeon stops building. Set the 10 Vampire population aside and remove all WB in Vampire territory with the exception of Vampire Treasures. The Vampire Population will come into play during the Age of Monsters as a Breeder Group. For now the Age of Civilization has ended for the Vampires.

Friday, January 8, 2010

Paranoia LIVES!


The other day I had to get art supplies for my game designing duties and to play a rousing game of how to host a dungeon. As a result I have a pretty cool looking map (Right picture)

Key notes is: No beads. However I found using pennies worked just fine. Pennies on their heads sides were black beads and on their tails side they were white. I generally used dimes to show Alpha predators or the villain.

The black sharpie line is a gold vein. The dwarves went pretty nuts on it, only to be helped by Human Miners in the later generation.

Using fairly gigantic thick airbrush paper I was able to get away with a much bigger map and go pretty big and detailed with some rooms. The next time I try to play a game on it I think I am going to bend the rules a bit and start with more monster groups, as it was I never had more then three groups of monsters because some would starve or get slain because of a lack of foraging ability. I also have to toy around with designing a handfull of civilizations and putting two or three on the map at once. With the large size of the map I noticed that the dwarves don't expand too much once they get nice and comfortable along a gold vein.


HOWEVER

The real news is yesterday after getting my art paper I went to Gamealot and noticed on their new item rack sat a book entitled "Paranoia: Troubleshooters" . With gusto I picked it up and bought it on the sheer premise that it was paranoia and therefore could not steer me wrong. I took it home. Did my game designing thing and then for the rest of the night played How to Host a Dungeon. There the book sat all night.

This morning, I decided to give the book a good look, I read the first chapter only to realize "Wait... this is reading just like the 2004 rulebook!" Now on the bright side, I have yet to own a actual copy of the rulebook, only a PDF. So having a copy is certainly a plus. Going on the official Paranoia dev blog I noticed that they plan two more themed books. Troubleshooter being the traditional thing people think about when they think paranoia (Aka: Fight evil commie mutant scum and probably not survive long enough to report in). Intsec and High Programmer will be later new books to ther series susposed to let us see a different veiw of paranoia.

Mongoose, being the silly fookers they are, get the benifit of the doubt. They have remade game series before and done some justice, as well as made a convincingly freaking awesome Starship Troopers D20 Modern supplement. Intsec is going to be like Troubleshooter but put more beurocratical tape in the mix, some investigation, and of course bringing down pockets of commies.

High Programmer, however, is a strange concept to me. Or rather, the strangeness of a concept as a high and mighty political figure rpg set in such a chatoic and niche world like Alpha Complex. When I think Paranoia, I picture playing as a lowly redshirted grunt doomed to have a equal chance of getting killed before and after the mission starts, not playing as a mighty political figure and battling in a game of wits and espionage against another like myself.

I am actually kind of interested on how they are going to make such a thing feel like paranoia.



How to host a dungeon: New groups

For use in the Age of Monsters

New Breeder Groups:
*Zombies: each BB destroyed by zombies becomes a Zombie BB.

*Rednecks: Starts with one BB, but each BB counts as two.

*Cultists: Draw a room near their lair marked "Dark Temple"

*Automatons: When finding a untouched Dwarven Treasure, two automatons are produced per year permanently instead of one for that breeding group and all that split off it.