Showing posts with label Invisible Eyes. Show all posts
Showing posts with label Invisible Eyes. Show all posts

Thursday, 28 May 2009

Invisible Eyes made Visible

Well, I've teased at this for two posts now, so it's finally time to unveil my new game in its first stage. Far from complete and pretty much untested, here's Invisible Eyes.


My target was to hit a couple of design goals I've been mulling over for a while. 

  • Make Exploration and Travel key elements of the game.
  • Have very little focus on combat and replace rewards for killing with consequences.
  • Use a real-world modern setting that can be "spiced" to the GM's liking through conspiracy theories and supernatural happenings.
  • Encourage teamwork in as many areas of gameplay as possible, while not making a small group unplayable. 


As it stands it seems like I'm hitting all four. Exploration is the name of the game, as is pushed through the sample character, sample groups and gameplay examples. Investigation goes hand in hand with exploration and the Knowledge and Insight mechanic makes this a focus of the game too, somewhat supported by the Connections all characters have (explained later). Travel is enforced through the parkour-inspired movement mechanics and the fact you're going to doing a lot of sneaking-in and  running-away.


There's very little reward for combat. The hostiles you're likely to encounter will be security staff or policemen, if you follow the suggestions in the document. Leaving dead innocents wherever you go is going to make you public enemy number one, not desirable for supposed "invisibles". What's more, combat can be nasty, especially against someone you're outclassed by. It's not a matter of getting killed in one hit, but if a trained security guard catches up with you and he's probably going to pull you to the ground and put on the cuffs. In many ways a breaking and entering charge is scarier than death for a PC. Finally, there's a Shock mechanic that means you don't want to be constantly being shot at unless you have a steady mind and a good psychiatrist.


Teamwork is encouraged most simply through the Helping mechanic, which can literally be a lifesaver. However, a couple of secondary methods enforce it further such as every character having connections. These connections mean that even in a solo game the character will have some friends to call in favours from. In addition, starting characters have a relatively small pool of points to put into Stats and Expertise. This encourages specialisation and means a group are likely to have  a variety of personnel that depend on each other in certain area.


As always, the game is free, but remember this document is little over two days old. Changes will be frequent and there are sure to be lots of mistakes riddled through. It's good enough to get across what I want out of the game, though, so check it out.


Invisible Eyes Tease

I mentioned in my previous post that I've started work on a new project. I recently finished up the opening bite of fluff to set the mood for the game, based on the help of a friendly contributor. 


The voice rang. A siren in this silence, a whisper in my ear.
"If we're to get out of this, we need to get up there".
The floor cracking beneath our pursuers forced our plans into action. Up I go, the wooden beams under one foot, my backup's hand under the other.
We're up.
Finding a path in this mess of a dilapidated structure isn't easy, but I'm searching. My nimble feet barely catch the splintered ledges. Then the heavy steps of my counterpart. His heavy boots crush the tiny barbs. The darkness around us disturbed by scanning flashlights.
We ascend higher.
The structure is weak up here. We are surrounded. A look to each other and in a spiralling duet we jump. Explorers, going where even demons fear to tread.


And I'll only answer one question on the game today, fully explaining things in tomorrow's post. Who are the players?


Example Operations


Invisible Eyes:
This guerrilla journalist group promote themselves as the necessary eyes of the public, exposing secrets and corruption wherever they find it. Whether the general public believe their paranoia-filled newsletters is another matter.

City University Paranormal Society:
Students of a variety of subjects gather to discuss supernatural activity. Their expeditions are most commonly led to the woods and caves outside the city, following the frequent UFO and ghost reports.

The Wet-necks:
Adventurous people of all sorts meet on this online community dedicated to exploring the storm sewers beneath the city, also expanding into other underground networks.

Debunkers:
This popular TV show involves its three presenters heading into areas rumoured to be haunted or contain cryptids to disprove their existence live on air.

Archo-Mythic Investigations:
Retired Cambridge archeology professor Irving Brown has near unparalleled knowledge of historic and mythological artifacts. He and his small team now dedicate their lives to ensuring those that have found their way into the wrong hands end up safely on display in a museum.


Who would you like to be?

Wednesday, 27 May 2009

Another New Project

Another new game has taken over my brain. I'll be posting about it in more detail after I've worked on it a little more, but for now I'll summarise it with four pictures.


It's this sort of place...


Being explored by people that can do this...


With the teamwork of...



And the occasional thing that might interest...


It could be fun! More about it soon.