Game Ideas

I spent the better part of a week sitting on a snow covered hillside staring into the forest recently. It gave me time to think. A lot of time to think. While I was pondering and ruminating, I came up with a couple of ideas for small RPGs.

The first is a game about professional wrestling. The idea is that the surface appearance of pro wrestling (the drama, the rivalries, the cheating, backstabbing, Jerry Springer sideshow) is very much real. Players create young, idealistic wrestlers chasing after glory. They’ll train, get into matches, form and lose relationships,  appeal to the crowd, and generally try to stay good people in the middle of an insane, dirty politics disaster of an organization. Can they stand the test of time with their character intact or will they fall from grace as they chase after the belt? I don’t even like pro wrestling and I think this would be a ton of fun to play.

The second game is an MMA game. This would be more of a fight simulator with a title track. I don’t quite know how it would work yet but I want the resolution mechanic to be based on Rock-Paper-Scissors when simulating the fights. This game would have to take injuries pretty seriously, having significant injuries negatively impact the character for a number of fights. That could seriously hamper a chance at the title. The idea here is that the drama comes from the investment in the training and the effort one puts into the fight.

Lastly, I thought some more about a game idea that’s been knocking around my noggin for a while. It’s a superhero role playing game where the first game session is character creation and follows the origin story of your hero. It more follows the idea of superheroes as the protagonists of morality plays than the Wham! Pow! action hero sort of thing. One of the character stats will be the ideal that the hero personifies. The game will seek to challenge the character on that particular axis.

Certainly plenty to keep me busy. Who knows? Maybe I’ll finish one of these!

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D&D 4E Ki Power Source

Old news, I know. WotC had planned to do a ki power source but then scrapped it a few years ago because they thought it would come off as racist. I disagree with their decision and humbly submit that a ki power source should exist. I’m going to do a few articles on this. This one will be an overview of what I think the ki power source should be and list the classes and roles I’d like to see in the game.

What is ki?

Ki is a very different power source from anything else in D&D. It comes from Eastern cultures in the real world rather than the traditional Western-inspired tropes in D&D. Ki (also spelled qi or chi) is a form of life essence that exists in everyone (says the white boy from northern Wisconsin; this is all my relatively uninformed and culturally biased perspective). Legendary masters of the martial arts are able to channel and direct their ki to accomplish great and powerful things. Watch Crouching Tiger, Hidden Dragon to get an idea of what I mean by great and powerful things. The practice of reiki is focused on the manipulation of ki, both in oneself and in others. Continue reading

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Introduction: Anna

Albert opened a door at the end of the hall. It opened into a small annex of the research library most people never even knew existed. The New York Public Library was extensive. Though the selection of arcane texts were small by comparison to the rest of the library, it was one of the largest collections in the new world. Several thousand books, scrolls and carvings were kept in this small section. The Library of Congress had a larger and better kept collection of course, and there was a collector whose library was reputedly the largest in the world. No one ever gave the same name. Albert dismissed the rumors as so much gossip.

The sturdy oak shelves were close and musty, weighed down by heavy tomes and leather bound journals. Albert imagined he could feel knowledge hanging in the air, cloying and sweet.

“Good evening, Lytical. I need to do some research on zombies,” Albert greeted the young lady behind the counter reading a book. She was slightly older than himself, perhaps twenty-five. Tall and slender with reddish hair and a pretty nose, Anna Swanson was a far more pleasant woman to behold than Albert had expected to find working in the back room of the Science, Arcane, Industry and Business Library. Continue reading

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Introduction: Milo

Milo stepped off the boat with the rest of the crowd. New York had changed in the ten years he been gone. He had left the year before construction began on the Empire State Building and now it dominated the skyline. It was truly an impressive sight. Still, it couldn’t compare with the towering majesty of the Himalayas. Milo had stood on the top of the world and looked down.

He made his way through customs, queuing silently with the throngs of foreigners. The customs agent waved him through after barely looking at him or his passport, which was horribly out of date. People flowed out the doors and back into the spring sunlight and Milo flowed with them. The city smelled damp and musty, a stark contrast to the crisp air of the mountains he had become accustomed to or even the salty spray of the oceans; he had crossed both the Indian and the Atlantic on his trip home.

“Mr. Steel! Please wait! Mr. Steel,” came a shout from behind him. Milo looked about for his father. To Milo’s surprise a man in his mid-thirties came directly toward him and offered his hand. “Mr. Steel, my name is David Jones. It’s a pleasure to meet you.” Continue reading

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Mage Effect: SPECTRES

“Spectres are not trained, but chosen. Individuals forged in the fire of service and battle; those whose actions elevate them above the rank and file. Spectres are an ideal, a symbol. The embodiment of courage, determination, and self-reliance. They are the right hand of the Council, instruments of our will. Spectres bear a great burden. They are protectors of galactic peace, both our first and last line of defense. The safety of the galaxy is theirs to uphold.”
- The Citadel Council inducting Commander Shepard into the Spectres.

Mass Effect

The main character of the Mass Effect series is the first human Spectre, the games follow Commander Shepard in the battles to save the galaxy, seemingly against itself. The Spectres are an elite group of soldiers and spies whose only given purpose is to prevent the galaxy from spiraling into chaos. They are given nearly free reign to accomplish their goals and answer only to the Council, and even they do not often question a Spectre’s methods. Spectres have unlimited license to investigate and pursue criminals. There are no jurisdictional concerns as long as they remain in Council space. Continue reading

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Mass Effect MMO

There’s been a lot of discussion about the possibility of a Mass Effect MMO in the future. It sort of makes sense, BioWare decided not to make a sequel to Knights of the Old Republic (KotOR) because they were unhappy working with an established property and they wanted to do their own thing. Mass Effect is basically a 21st century Star Wars. As we all know, BioWare is now making a Star Wars MMO that is due out in a few months and has fueled speculation that BioWare will be making a Mass Effect MMO.

What I Want in a Mass Effect MMO

Mass Effect is an action-shooter-RPG that has a big story, lots of interesting choices and wonderful character development. I certainly want big story, interesting choices and character development in an MMO version but that’s to be expected. Now that the expected things are out of the way, let’s get to the more revolutionary stuff.

Non-Combat Classes

I’m not saying that no one should have a gun. The Mass Effect games are high adventure, action-oriented games. There’s definitely a place for that in an MMO. I’m saying that not everyone in the MMO should be forced to play such a character and should be given the opportunity to explore what it’s like to be a different type of mover and shaker in the galaxy. Continue reading

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Mage Effect: The Citadel

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Mass Effect

The Citadel is an engineering marvel and work of surpassing beauty. It is a kilometers-long space station discovered abandoned by the asari thousands of years ago. The station has been kept operational by a mysterious race of creatures that have come to be known as the Keepers. The Keepers perform repairs on the Citadel and seem to operate autonomously. Hardly anything is known about them, no one has ever been able to communicate with them. The council protects the Keepers by law. No one is allowed to disturb them or prevent them from doing the tasks they carry out seemingly instinctually.

It is revealed through the course of the first game that the Citadel is the center point of the Reapers trap for all sentient life and that the Keepers were genetically engineered by the Reapers to ensure no one ever learns all of the secrets of the Citadel. The reason the trap works so well is because many mass relays connect to the relay outside the Citadel, making it highly likely that a spacefaring culture will discover the Citadel. Furthermore, they find the Citadel to be a wondrous construction of surpassing beauty and technological function. It seems ready made for a culture to move in and even comes with its own repair staff that functions autonomously! Inevitably, the Citadel is used as the center of galactic civilization because of all these factors. The great secret of the Citadel is that it is actually an enormous mass relay through which the Reapers return to the galaxy and begin their campaign of slaughter. Continue reading

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Mage Effect: Technology and Magic

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Mass Effect is full of fantastic technologies. From the haptic interface to the application of biotics to the faster-than-light travel via mass relays, much of the setting relies on black box technology called the mass effect. Luckily for us, these sorts of black box things can be turned into magic at the drop of a hat. A large portion of gameplay centers on the management of the player inventory, equipping weapons and armor, upgrading equipment and even finding new licenses for your armory officer. All of these details help add to the rich world of Mass Effect. This post will also cover how weapons and armor can be converted for use in Mage Effect.

I’ve already briefly mentioned the mass relays and how they can be converted, that will be covered more fully in the next post. Continue reading

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Mage Effect: Cultures

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I took apart each culture in the game and made them into a believable fantasy race. Each culture in Mass Effect is instantly recognizable and has certain key traits. The idea is to keep enough of those traits that they remain recognizable in the fantasy setting.

Human: As stated above, humans are newcomers to the wider universe. They have great ambition and are advancing technologically at a fast pace. They desire to have more influence over the community and are continually proving themselves to the rest of the community.

Asari: The asari are the oldest culture in the current community. They were the first to discover the Citadel and have formed the core of the Citadel Council for thousands of years. As a species, they are all female and are able to mate with any other sapient being. Asari offspring are always asari. They are long-lived and are naturally talented with magic. The society is organized by an intricate clan system. Each clan is ruled by its eldest matriarchs, asari in the last stages of life and have lived for more than a thousand years. The asari, as a whole, answer to their high priestess known as the Consort of the Goddess. More asari live on the Citadel than any other race. The asari are one of the three council races. Continue reading

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