Wednesday, 18 December 2024

Worse Wounds

I'm testing out an alternative wound system for *clears throat* Intergalactic Bastionland.

This game is very much at the "throw everything into a document then take an axe to it later" stage, so take this with a heavy pinch of salt.

The intent is to tap into the visceral appeal of Scars from Electric/Mythic Bastionland, but have them occur every time a character is wounded.

This might well make combat too bloody, but only testing will tell.

Oh yeah, and six damage types is probably too many. I just had the first three for a while but thought it could be fun to have three weird damage types to draw on alongside the core three. I'll talk about my ideas for weapons and armour another time.

There are some other ideas thrown in here too:

  • Stunt/Flourish/Escalate adds a bit of a gambling element to Saves.
  • Recovery is something I've messed with before, allowing a small amount of GD recovery during combat but only if you fall back to safety.
  • Stratagems are a reflavouring of Mythic's Feats, putting the focus more on pre-combat planning than individual heroics.

Will be interesting to look back on this further down the line and see what has survived.

This is probably the last blogpost of the year, so thanks for reading and see you in 2025!

 --------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 11 December 2024

The d6 Sceptres

Give your Knights something better to whack with.


The Butcher’s Bludgeon

d10 Long
When the wielder Smites, the attack gains both +d12 and Blast.
Cannot Focus.

Death’s Head
d10 Long
When the wielder Smites, the target counts as having no Armour against this attack.
Cannot Deny.

The Master Mace
d8 Hefty
When the wielder Focuses, the Gambit counts as a Strong Gambit.
Cannot Smite.

The Duellist’s Rod
d10 Long
When the wielder Focuses, perform two Gambits instead of one.
Cannot Deny.

The Smithie’s Maul
d10 Long
When the wielder Denies in melee the attacker’s weapon is destroyed.
Cannot Smite.

The Gust Wand
d8 Hefty
When the wielder Denies, perform an immediate free Move.
Cannot Focus.

--------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 4 December 2024

The Rules Made Me Do It

There are essays about this, so I'm not about to add my own to the mix. Instead, just a couple of thoughts that always come to mind when I think of this topic.

Nothing spicy, just my own experiences.

I've played miniature wargames since I was a kid, and a few years ago I dipped into Bolt Action.

Some weapons use a blast template, like you got in the old Games Workshop games. You place the cardboard circle over the enemies you're shooting at to see how many get caught in the explosion.

Like these things

The book has some templates in the back, but I didn't have them prepared ahead of my first game, so we just eyeballed it with a tape measure.

The next time I was playing with a friend who was new to miniature wargames. I wanted to avoid the fuzzy measuring I'd used in my previous game, so I decided to use a variant rule where you just roll a die to see how many miniatures are hit by a blast weapon. This is already how the game works when the targets are inside a building, so the numbers were already waiting to go.

Now perhaps I just have the brain of a lab rat, but in the first game I made sure I kept my individual soldiers as spread out as possible to avoid the blasts, and in the second game I kept them packed tight together because I didn't need to worry about that and thought it looked cooler.

Is Bolt Action, played with the blast templates, a game about intricate unit cohesion and maintaining the most effective formation? Well, not really, but it certainly made me spend a few seconds thinking about it each time I moved a unit, and it quite drastically affected how our board looked during play.

This sounds obvious, right? Acting within certain constraints to try to win is basically just... why games have rules.

My second example is Traveller, which I've been running as an almost year long campaign now.

So much has been said about the economy of Traveller, and why it works as a catalyst for space adventures. My campaign has been quite different.

The players got absurdly lucky during the lifepath character creation and wound up with a refitted cruise liner, a chunk of its mortgage already paid off, and good amount of cash to fund their first few trades. The rules for shipping freight (as opposed to speculative trading) were generous enough that they could reliably hit their mortgage payment each month through honest work.

Of course, players are players, so money became an issue later on, mostly through problems of their own making. Less like desperate traders struggling against a system that's stacked against them, more like lottery winners squandering their winnings until they nearly bankrupt themselves.

Now this isn't a case where I used a rules variant. This was standard Mongoose Traveller character creation but with very lucky rolls. Still, we can imagine Traveller having quite a different reputation if the rules were adjusted to make this sort of setup more common.

Yet it seems like no amount of starting wealth could stop the players getting into trouble and gambling their wealth on a stupid trade.

Perhaps the competition factor is key here. I'm not a competitive wargamer, but I try to win. My Traveller players were more likely playing to create fun moments at the table.

I guess I buy into the idea the rules can nudge you to do act differently, but there are other more powerful forces at work.

 --------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 27 November 2024

Busy Week

Please excuse the lack of a proper post this week, I've been busy with a thing.

Here are some rough snippets straight from the oven.

--------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 20 November 2024

Bypassing the Fun

In MAC Attack each faction is based on a group that splintered from HumanityFleet upon completing their voyage across the stars. Early on I knew that I wanted one of the factions to have organic MACs, bordering on kaiju as much as mechs, with a hefty dose of Tyranid bio-titans. 

This faction ended up as New Genesis and I love the way they’re looking in Amanda’s fantastic artwork. They have their origins in the terraforming division of HumanityFleet, and it’s implied they’ve adapted a little too hard to their new home. 


Alongside their flavour, each faction gets a unique module to use on their units and a special rule that applies across their whole force. The special rules are written as a double-edged sword, both an advantage and disadvantage, so that vanilla units aren’t at a disadvantage against faction-specific forces.

New Genesis had something beyond a special rule. They could recruit an entirely different type of MAC, representing their bio-mechanical creations. They didn’t need to worry about facing, they didn’t track heat, and their weapons needed inert gland modules to support them. They were very efficient and manoeuvrable, but a bit less versatile than a fully equipped standard MAC. They certainly felt unique.

But I wasn’t really happy with them in play. 

It wasn’t that they were too strong or too weak, but instead it felt like they bypassed two of the fun challenges of the game: heat management and manoeuvring big clunky units. 

They kind of felt like beginner MACs that you’d include in a stripped down version of the game, and that didn’t feel right for a faction that was supposed to be experimental and scary. 

So now they have a special rule just like the other factions, and their MACs don’t get a new classification of their own. They get a little bonus move and rotation at the start of their move to maintain some of that ultra-mobile feel, but each module destroyed causes extra damage, as all their parts are so intricately entwined with each other. Organisms are just less modular than machines, I guess. 


They’re less unique in a purely mechanical sense, but they still play differently to every other faction. 

I go back and forth on how I feel about weird niche subsystems in games. I understand the appeal, but I think I’d rather strive for achieving a unique feeling without bypassing the fun parts of the core game. ----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 13 November 2024

Juicy Details

Nova wrote about the concept of Hyperdiegesis, teaching me a new word in the process. I chimed in on discord, so I get a nice mention in there too.

I guess it's the text version of this artwork thing I wrote about before. An intriguing little detail that makes you wonder about an unexplored element of the setting.

I love them in films and books, where I can decide to breeze past it or let myself imagine what lies beyond the mist.

In RPGs I find them great sources of inspiration as a GM, but I probably wouldn't use them at the table as-written. If my version of Obi Wan is going to mention the Clone Wars off-hand then I'd probably have at least a rough idea of what the Clone Wars were.

The Clone Wars are a good one to chew on, because I think it's a detail that has a medium amount of juice.

A juicy little detail should immediately impart something to the reader, even if there's no further explanation in the text.

By that measure, "You served my father in the Clone Wars" is okay. Clone is an interesting word, and it conjured as least a few possibilities to mind. Let's explore some alternatives.

"You served by father in the Second Zalthkar War" is bad. Really bad. The word "war" is broad, and kind of boring for such a horrific concept. Zalthkar certainly isn't helping out either.

"The Seventh Zalthkar War" is still bad but better. At least we can start to imagine that Zalthkar is a war-torn place, or perhaps the name of an ongoing enemy.

"The Zalthkar Revolution" gives us a bit more juice. At least now we have a stronger notion of what Obi Wan was up to.

"The Zalthkar Massacre" would give us something to chew on. Which side was Obi Wan on here?

But I don't think "The Clone Massacre" sounds right. Perhaps "Clone" is a juicy enough word that it needs the relative dryness of "War" to really shine through.

There's a reason why this is all especially interesting to me right now.

Do you ever think about nerve stapling?



As I've shouted before, Sid Meier's Alpha Centauri is a masterclass in delivering a game setting. The nerve staple is a delicious little juicy fruit that exemplifies this.

You see the icon above as a button on the control panel for each of your colonies. Using it supresses unrest, though it also counts as an atrocity, which can have diplomatic ramifications.

The game never explained to me what the nerve staple was. Even though the icon is evocative, the name alone does so much of the heavy lifting. You don't need the game to explain what happens when you hit the "nerve staple" button and your colony's unrest decreases. The juice flows fast.

I'm trying to tap into that energy for the setting of MAC Attack, with one example being a pretty obvious nod to the nerve staple.

Each faction gets a little quote underneath the portrait of their leader. Like this guy:



But then further down the same page you also get a quote from one of the other factions, offering an alternative look.


I suspect I'll never forget the nerve staple.

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 6 November 2024

Into the MAC

They warn you about the danger of being shredded by gunfire. Being incinerated in a reactor meltdown. The brave pilots who burn up in drop without seeing a moment of battle.

They don’t warn you about the cockpit.

Twelve hour patrols in a cage of fogged-up glass and rattling alloy. Sweat soaked seat, padding crushed to paper, squeaky faux-leather. A kick to the arse with every step. 

Always hot or cold. Never warm.

Sucking on a tube of soot-stained water, an aftertaste between metal and rubber. RationPaste kept too cold in the locker, all ice crystals and tomato paste with a caramel chew. 

Brakes once tuned to supreme sensitivity, now slammed on or off. Left arm twitchy, right arm lagging. warning lights that just won’t quit. 

If you’re tall your knees are in for a bad time. If you’re short you might not reach the ejector. 

The FlakVest pinches. The helmet is small but heavy, an ache in the temples and the neck. 

The air tastes like radio static. The radio sounds like a sputtering engine. The engine doesn’t sound like anything, it’s all enclosed, but it shakes the whole MAC at just the right frequency for a toothache.

Most of the buttons don’t do anything, but some of them overheat the reactor. The silent running switch looks just like the headlights. The armour panel release is just below the impact brace. 

The whole thing is insulated, so you don’t get fried when you’re hit with a JoltCannon, but don’t touch the display panels. They can give a little shock of their own. 

The atomiser keeps the whole thing sterile. If you can’t stand a vinegar haze in your eyes you can disable it down in the manual switchbox. Pilots say this is the most important part of your cockpit, so most engineers hardweld it shut. You’ll be the most popular jockey in camp if you’ve got a cutter that can get through it without shorting the whole interface. 

Every pilot complains about the waste system, but you’ll hear nothing from me. If we keep moaning they’ll only change it, and right now at least it goes in the right direction. 

Anyway, good luck out there, you’ll love it. 

What's all this about?


----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 30 October 2024

A Mythic Calendar

I’ve ragged on games before for wasting my time with bespoke calendars. Traveller’s names for weekdays are running jokes in my group. It’s the height of worldbuilding indulgence that never actually matters at the table, right?


Okay but... just let me do it this one time.


It can matter, of course, but only if you make it matter. So I’ve tried to keep things simple and focused on things that might actually affect the game, such as times when important events occur, or how certain days of the week affect peoples’ behaviour. 


This is more detail than I’m actually including in Mythic Bastionland itself, so take it or leave it for your game.


Let’s start at the top. 


Seasons

Seasons do not obey a rigid calendar, their whims known only to the Seers.


These are already covered in the book and focus on the very broad strokes of Spring, Harvest, Winter.


From a purely gameplay perspective the main thing here is that Winter sucks for travel, and if you’re invested in a particular Holding then you’ll care about how well the Harvest turns out. 


Months

Each season is broken into three months of variable length, typically around 40 days. These might be hurried through or strung out as the season progresses. As always, the Seers understand this. 


The three months fit nicely onto the existing details of each Season as written in the book. Here they’re expanded a little and named, keeping the focus on why a player Knight would actually care which month it is. 


Spring
  • Sprouts - First shoots of green are coming through. The Feast of the Sun is all excess and revelry, so lots of room for messy drama to occur in and out of court. Bloody contests are encouraged, believing it strengthens the land for the year ahead.
  • Petals - Blossoms paint the Realm in every colour. Sceptremass brings all the local rulers together to renew their vows of loyalty at the Seat of Power. Big events could occur at this gathering, or at an individual Holding while the ruler is away.
  • Leaves - The peak of ripening growth, rising up to the longest day. The Tax begins, collecting coins from the wealthy inhabitants of the Realm, Knights often sent along as escort.
Harvest
  • Bales - The land turns gold and the first hay is cut. The Feast of the Stars is the best day for weddings, knighthoods, and hosts the most important tournaments of the year.
  • Bushels - As the breeze cools, amber grains and ripe fruits are reaped in vast quantities. Eldermass is a secret gathering of Seers, which Knights are unlikely to be directly involved with, but are often summoned by Seers afterward to work their agendas.
  • Barrels - A chill runs through the air as the leaves fall. Meat, beer, and bread is loaded into storage for the winter. The Tithe begins, a portion of all foodstuffs taken into the ruler’s store, often putting a strain on the people of the Realm. Knights are called on to manage this.
Winter
  • Pyres - First frost is fought back with the roaring fires of the Moon Feast, a solemn festival often combined with a census of the Realm’s inhabitants.
  • Hearths - The Realm lies quiet in its death shroud, the people huddled inside at their fires. Kindlemass is a lone reason for some to venture toward their neighbours to offer or partake of hospitality. Generous rulers see this as an opportunity to bring the people together, while others see it as an excuse to receive lavish gifts.
  • Candles - Rivers stir, snow turns to damp earth, and the cold air reveals a hint of freshness. The Levy begins, collecting a share of raw materials and crafted goods from across the Realm, taking them back to the Holdings and Seat of Power. Travel is still difficult at this time, so Knights are expected to offer their service.


Days

A Week is nine days. Think of it as three sets of three days.


The first day in each set is a normal working day.

The second day in each set is considered lucky for a particular activity, but generally treated as another working day. 

The third day is traditionally a break from daily work for some other purpose. Most honour this in some form. 


Stoneday - Named for the hills and mountains of the Realm.

Woodsday - A lucky day for hunting, fishing, foraging, or finding lost things. 

Armsday - Those who can fight must train, others support them. 

Riverday - Named for the waters of the Realm.

Silverday - A lucky day for trade and travel.

Kinsday - All should visit their kin, especially those in need.

Skyday - Named for the heavens above the Realm.

Rainsday - Considered a lucky day if it rains. 

Stillday - A day of fasting, peace, and contemplation.


Months can change on any day, and successive days of that type are named “the first, the second” etc. 


So a chronicler might describe a particular date as “the third Armsday of Bushels” which would be roughly three weeks into the month of Bushels, at the first month of Harvest. 

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Thursday, 24 October 2024

The Age of the MAC

I’m back from three weeks in Japan, and as such there’s no proper blogpost this week. I complained about jetlag after GenCon but sheesh… this is another level.

However, I’m happy I can finally share the new-look MAC Attack playtest featuring fantastic art from the amazing Amanda Lee Franck.

I’m holding back the Faction and Variant sections for now, but the doc has everything you need to try the game out. I can tease one of the factions, though, so you can see how they’re looking.

What’s the plan with this game? Let’s see how early 2025 looks when we get there.

Wednesday, 16 October 2024

Game Design is Chains and Axes

I've been using my favourite tool again.


And it feels good.

The Knights are safe. This time it's the MACs who have been suffering under the hatchet.

I make fun of myself for always writing in sets of threes, so naturally MAC Attack originally had three weapon ranges, three types and three subtypes that could be applied on top of them.

Later on in development I wanted to experiment with some advanced types and subtypes, with the intent being that players would add them into their arsenal after familiarising themselves with the core three of each.

Some came naturally. Others were a little forced, but I think that can sometimes be a good thing.

Forcing yourself to come up with that third thing can lead you to places you wouldn't have naturally found. Extra types were easy, but extra subtypes were harder to balance, as they needed to present both an advantage and disadvantage, all while being viable to combine with each of the six main weapon types and respecting my goal of tactical counterplay.

They changed a lot with each revision, sometimes reworked, sometimes reinvented. While the core types largely stayed the same, the cauldron of advanced variants bubbled away like primordial soup, evolving through the pressures of playtesting.

A thought kept returning to me. Is this too much? Sure, it's fun to say "there are a billion weapon combinations in this game" but after a point it's all bluster. I should look at these and pick the best three of each, chopping them down to the best of the best, avoiding the weirdness of having half of them gated behind an advanced rules section.

So now I'm going to shock you.

I've taken those six types and subtypes and trimmed them down to...

Four of each.

I know. A disgusting number. Why not three?

Because it doesn't need to be three.

I've put myself through the wringer by writing them in sets of three, and now I'm reaping the rewards. This set of weapon types and subtypes feels well tested (albeit not finalised) and each of them has fought for their place at the table.

Restriction breeds creativity, sure, but once the creativity has happened it's okay to turn your axe on the chains that you've made for yourself.

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 9 October 2024

Worse Places to Be

Last week I did this for the positive Landmarks, so let’s look at the negatives. Now, Ruins aren’t strictly negative, but they aren’t as outright beneficial as the others. 

Hazard

BATS. Whichever way you move they’re facing you, like 2D sprites in an old FPS. When you aren’t looking at them you feel them scratching and biting at the back of your neck. When you turn around they’re back in their hung position. 

Curse

Things that throw you off course. Thick woods seems obvious here but let’s go further. Tiny shadow figures jump between the branches, gesturing for you to follow. They only take you deeper into the woods, distances not making sense. If you ignore their guidance they mock and taunt you, but if you follow they’ll just keep you going in circles. 

Ruin

This one actually ties into the Myth, being an overt hint at a Myth currently not in play. A stone mound conceals a huge cauldron sealed shut, apparently in some huge forge. Faint arguing inside can be heard inside. 

Do the Coven break free if the Knights somehow break the seal? Of course! It’s not in the rules for how Ruins work, but Primacy of Action must be honoured. 

----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 2 October 2024

Landmarks in the Artwork

Part of the reason I put so much artwork into Electric and Mythic Bastionland is to act as a repository of ideas when you just need a quick detail.

Landmarks in Mythic Bastionland often call for you to to make something up. You’ll know if it’s a dwelling, sanctum, monument, hazard, curse, or ruin. You might have a prompt from the entries on the bottom of each page. Or maybe you forgot to do that, or the prompt doesn’t seem all that inspiring anymore.

Flick to a random Myth that you aren’t currently using in the Realm and grab some cool imagery, then run from there.

Let’s do it for each of the positive Landmark types.




Dwelling

The specific Myth doesn’t even matter for most of these, so I won’t bother naming them all. Remember we’re just looking for inspiration in the artwork here.

Take the spinning wheel. Wait, is it a spinning wheel? It doesn’t matter, it sparked the idea, so it’s real.

A weaver living out in the woods, their house practically being swallowed up by the encroaching roots and branches. A deer skull hangs above their door.

Now if I was being fancy I could claim that this is all a rich thematic tapestry, and if the group encounter this actual Myth later in the game they’ll feel a sense of mythic consistency in the world.

Hey, it could be true.
 


Sanctum

A Sanctum usually takes one of the Seers detailed alongside each Knight, but here let’s say it’s the Tawny Seer, a colossal owl-like being. They roost atop an isolated tower, sleeping for most of the day. 

Near the tower the stars are visible at day, and the night sky is filled with pillars of light. The Seer can interpret their positions to offer guidance.
 


Monument

A fortunate pull here, but remember that a monument allows recovery Spirit, so should offer some sort of inspiration.

Veiled mourners scatter petals among a Knight’s tomb surrounded by desolate bog. Flowers peek out of the murk almost immediately, and the sky seems to lighten.
----------------------------------------------------------------------------
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.

Friday, 27 September 2024

UFO 50 and Nostalgia of Structure

A bonus blogpost this week, because it's really nothing to do with tabletop games at all. Instead I'm going to rave about UFO 50

UFO 50 is a collection of 50 games. 

The framing device is that this is a collection of lost 8-bit era games from a single company. They span dozens of genres and, from my experience so far, the quality is good to excellent, leaning toward the latter. 


Frankly, at the price it’s currently at on Steam, I’d encourage everybody to buy it. We're talking less than 50p per game, and there are some that I'd easily pay £5 for.



It got me thinking about nostalgia of structure rather than form.


Yes, it has charming pixel art and chiptunes, even little era details like Kick Club’s fast food collectables. But for me the whole package feels like a more specific memory.


My young brain was told that sports are good and fast food is good. 


It's the early 90s Christmas when my family got an Amiga 600. It came with one legit game, Captain Planet, but shortly after we’d finished unwrapping our presents my uncle appeared and dropped a carrier bag filled with copied game discs. None of them had manuals, and some of the names scrawled onto the floppies were unreadable. It was a wilderness of games.


Waldorf's Journey feels very Amiga-coded to me


The quality was... variable. For every gem like The Chaos Engine or Cannon Fodder there was a dud like Body Blows or Live and Let Die. There were also a bunch of wildcards in there. Games I’d be fascinated by, and return to every now and then, often trying to decode the game behind their opaque exterior. Stuff like proto-Farcry Hunter and the atmospheric but confusing Syndicate. I was limited by my age and lack of instruction manuals, but I kept going back. After all, I had the games, why wouldn’t I play them? This time I might work out how to play properly. There were a bunch of games where I never got past the first level, but I’d go back and play that first level over and over. 


Daunting but not as complicated as it looks.


This is stark contrast to some years later when I got a SNES. It came with three games (Super Mario All Stars, Kart, and World) and because of their high price I only ever bought one more (A Link to the Past). I played those games to death, right through to their credits. They were super accessible, fantastic quality, and unified by their Nintendo polish.


But I kinda missed that weird bag full of copied floppies. I’d always go back to the Amiga. 


UFO 50 feels like the best of both worlds. It’s an overwhelming heap of 50 disparate games, but the quality is consistently high. They feel at once arcane but accessible. 


This one is a dungeon crawler with Super Punch Out combat


It’s also a notably different feeling to scrolling through my huge Steam library of underplayed games.


If I play Velgress or Overbold or Pingolf for 15 minutes then I’m experiencing the real game for 15 minutes. A lot of games in my steam library would barely be scraping the surface of the tutorial, or at least have me caged in a starting area. Some might even curse me with unskippable cutscenes. Even roguelites, lauded for their casual appeal, often gate their best bits behind successive playthroughs.


I'm going back in now. On my first play of Mini & Max I thought it was an okay platformer with a little twist, but last time I stumbled onto a few things that really shake it up.


UFO 50 has captured my heart. Go and check it out. 

Wednesday, 25 September 2024

Getting into Pilot Mode

One of the goals of MAC Attack is to put the players in pilot view

This is where they focus in on the active unit, look at its modules, track its heat, speed, and facing, and learn to exploit the same factors in the opposing MACs. Of course you’re looking at the battlefield from a top-down view, but a big appeal of the mech genre is the nitty-gritty feel of piloting a particular machine.

This one needs to keep moving to avoid getting hit. This one runs hot if you fire all its lasers. This one needs to wait patiently for a sitting duck target. This one handles like shit over rough ground. This one absolutely must not let itself get hit in the rear. 

The initiative deck feeds into this. You're never asked “which of your units should you activate first?” 

No! You just pull a card and whoosh, you zoom in on that unit and you're the pilot now. What do you do?


The way I use counterplay in the game also feeds into this, and requires breaking it down into two types.

Strategic vs Tactical Counterplay

(Forgive me that Strategic and Tactical might not be the most accurate terms here, but they are the most memorable, which is more important)

Strategic Counterplay happens before the game starts. Like when you show up with a few anti-tank guns and I show up with an an infantry horde that renders them a bad pick. You bring a melee-focused faction and I take an army-wide ability that makes my units harder to hit in melee. That was a good pick for me. You can think of this as an abstraction of all the logistics, intelligence, and large scale manoeuvring that happens outside of the scope of the battle.

Tactical Counterplay happens at the table during the game. You have lots of archers so I avoid a direct charge, advancing through the woods. You’ve bought a superheavy tank that I’m not well equipped to fight at long range, so my mortars drop smoke in front of it, forcing it to stay put or advance into a more vulnerable position. 

For MAC Attack, and perhaps in most cases, I want Tactical Counterplay. Again, this focuses on “What would a good pilot do” more than “Which of these army lists wins?” 

This is a slight revisit of a topic discussed previously, but I’ve had more time to mull it over.

I've been fine tuning the module list to work toward this goal.

An example of where I’d gone wrong is a now-deleted weapon type that I tested out. The gist of it was that the weapon did more damage to bigger MACs, but was useless against Infantry and Vehicles.

Now this was wide open to strategic counterplay. If your force is all Light MACs and Auxiliaries then this weapon is junk. Worse, though, if you bring a bunch of Heavy MACs, because you like big bots, then I’m coming in with a huge advantage. There isn’t really a tactical answer to it other than “Keep away from that giant threat”. 

I already had a weapon type that executed this idea in a more tactically interesting way. Piercing weapons let you roll additional attacks for each hit you cause, meaning it’s very effective against easy targets, and less effective against difficult targets. Big MACs tend to move more slowly, because they consume more heat to rush or jump, so by nature these weapons already tend to favour attacks against heavy MACs. 

But the important thing. If you bring a force of heavy MACs and I have a load of piercing weapons, you can respond to this by, at the very least, not standing still and giving me easy targets. You might even rush or make more use of cover, anything that makes my shots more difficult. You can make tactical decisions to counter my counter. 

Active vs Engaged

We’re going down another tangent here, but this still connects to my goals around Pilot View

The Active Player is the one taking their turn right now. 

The Engaged Player is the one currently engaging with the rules.

These aren’t always the same.

I don’t want module effects that need to be remembered by a player when they’re not currently engaged.

So Plates are fine, because their passive effect occurs when the non-active player is engaged, specifically when the active (here, attacking) player says “Okay I hit modules 3, 4, and 6” and the non-active player (here, the target) looks at their MAC sheet to see what’s actually been hit. In that moment the non-active player is engaged, so we can expect them to notice that their Plate has been hit, triggering its effect.

Cloaks are not fine, because their effect (harder to hit at a certain range bracket) occurs when that player is unengaged, specifically when their opponent is adding up motion dice and modifiers to calculate the Target Number of the attack. In this moment the non-active player is unengaged in a mechanical sense. Even if they’re still paying attention to what their opponent is doing they aren’t necessarily looking at the specific modules of the MAC being attacked.

For this reason I’m chopping and changing a lot of the hardware modules to allow for Tactical Counterplay and for effects that occur when that unit’s player is Engaged. 

The current version of Cloak (pending testing) allows the unit to set its Motion die to 6 when it doesn’t Move, making itself harder to hit at the cost of limiting its own attacks. This is a nasty pairing with Guided weapons (which ignore your own Motion when you attack) but there are some pretty clear tactical counterplay options available (keep moving, drop Markers on the unit, forcing them to move or become an easy target, or bait them into moving with a juicy target of your own).

As always, this is a case of preference, not purity. I reserve the right to break my own rules, but keeping them in mind is bringing MAC Attack closer to where I want it to be. 

 ----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 18 September 2024

Again and Again and Again

First I want to talk about some videogames.

ADOM does this cool thing where the overworld is (mostly) set in stone, but all of the dungeon levels below are randomly generated. So you're improvising a lot in the dungeon, but you learn the layout and secrets of the world above.


Teardown does this cool thing where you need to, say, break into a safe and then get away, but you get unlimited time to wander around the map preparing your run, including breaking down walls and stuff. The timer only starts when you set off the alarm, typically by grabbing the thing you're stealing. If you manage that you can try again with secondary objectives to chase after. Missions also revisit maps, so you get to know them pretty well.


Outer Wilds does this cool thing where you're living out the same 22 minute time loop over and over, each time exploring the solar system and learning a bit more about each planet. It's a great feeling heading over to a planet after you've learned a few of its secrets to see how far you can get this time before the sun explodes.


Hitman does this cool thing where it has a comparatively small number of densely packed levels, and it's pretty easy to complete the mission (typically kill a couple of targets) but you're incentivised to replay each map over and over, killing the targets in new ways and exploring every corner of the map. Sometimes I just follow people around to see what they're doing.


Shenzhen I/O (and most other Zachtronics games) does this cool thing where completing each puzzle is usually straightforward, but then you're rated on various factors like cost, speed, space efficiency, so the real game is in going back to tackle the problem over and over, chasing the cheapest, fastest, or most efficient solution (typically not all three).


These are all tapping into that feeling of doing something you've already done before, but doing it a bit differently.

I don't often get that feeling when I run and play TTRPGs.

I tend to prepare dungeons with the assumption that the players will stumble through them once and then move on. Even with larger (dare I say mega-)dungeons I probably nudge players into new areas for each delve.

In my current Traveller campaign we've been playing for 9 months, jetting around The Beyond sector, a vast hexmap of space, and we haven't returned to a planet even once after leaving (though some of that may be down to the mess my players tend to leave behind them).

I feel like I'm missing out on the joy of doing something again, but doing it a bit differently.

I have an idea how I might explore that. Let's see how it pans out.

 ----------------------------------------------------------------------------

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.