Synapse: Review Part 3 (final)

Conversational Resolution: there’s a mapped out way to figure out how to essentially manipulate NPCs by appealing to their self-interests. Those self-interests are the same as the Motivations that we see when creating a PC – so they are the same semantic terms, but with the NPCs individual values. As a PC you aren’t meant to know what the NPC motivation values are. There’s a process to do it through conversation with rolling dice. I guess it’d be a good mix of role-play and roll-play.

So the method, I read, is to start with a skill. I’ll use the Ratling, whom I’ve named Kirigi. So the situation is a market trader in the deep Byzantine-like streets of the city of Imjin (from Khara Thel). Kirigi is engaging the trader in a Haggling situation for a hand-lantern that Kirigi needs to do work in a cave. Kirigi wants to appeal to the merchant’s Blame Avoidance by stating that some of the goods are like the stolen stuff that the watch are on the look out for. The GM would check the disposition towards the character at the start. I find it a page further on past the method. So we’ll say it’s Indifferent (no mods). Unfortunately the write up is out of order. It puts the disposition part after the method of how to perform the “conversational resolution”. It’d be better if each component was discussed and the method put last – as a finale or summary.

Back to the process. I wonder what else is in weird order so read the whole lot instead of doing as I go. So I read the whole lot and think that it’s clumsily written but the ideas are very good.

Kirigi tries the skill roll. Appeal to the Merchant’s ‘Blame Avoidance’. Secretly the disposition is one. The merchant is negative to Kirigi, and all Ratlings. Also done secretly is the motivation values: Acquisition is the Merchant’s highest at 7 and Blame Avoidance is at 4, leaving 3. The Merchant has 4 resistance dice. Since Kirigi is ‘Attractive’ the NPCs resistance dice are reduced by 1. Leaving 3. The GM puts 4 dice on the table, Kirigi’s player reminds the GM of the Attractive trait and the reduction of the dice, leaving 3 dice on the table at the start of the Haggling process. This is to give an idea of the first few seconds and the receptiveness of the Merchant to that tangent of conversation. It’s a great abstraction I think.

Kirigi decides to push on thinking he has the goods to take on this slightly hostile merchant. Kirigi is Trained in Haggling, for +2 dice, the attribute is Empathy for 4 dice, and he has the Persuasion talent for +1 dice. Total dice is 7. The three dice fall for the Merchant, and each is 3, no successes. Kirigi rolls his 7 and only gets one success. Kirigi gets the price of the hand-lantern down but the GM secretly determines that the merchant now has a rivalry against Kirigi which further increases the resistance dice by 1 point.

I think that’s a pretty good mechanic. It will require the GM to keep lots of notes about NPCs that will recur in the game. Tracking their dispositions to the PC (and possible each separate PC).

Stress

This section is pretty good. As soon as combat starts you incur stress. Stress forces a Stability roll. So if Kirigi incurred 2 points of stress from Mental Anxiety he has to make a Stability roll and get two successes (2 points of stress). Extra successes will reduce the stress incurred. If Kirigi had Willpower talent he would add something. Not sure what. Probably an extra dice since that’s what the Talents do for skill.

Coping

A list of mechanics to cope with stress. I really like the idea. You have to Relax or Cope. Relaxation is permanent reduction of Stress. Coping is when Stress is higher than the Stability of the character. With a Willpower roll. Successes reduce stress by a point but not below your Stability. I read on and find that coping actually moves the stress point to something called Residual Stress. I guess this is compartmentalised stress – or emotional stuff that the character has swept under their rug of consciousness. You can’t get rid of these Residual stress points until after you remove normal stress. I’m unnecessarily reminded of Maslow. Lots of stress will take at least one die off any amount you roll.

Trust Points

The flavour and fluff on these brings up the distrust that is common when something negative happens to a player. Trust Points can be used as an award for going along with the GM’s story events. Ie. let your PC be arrested and you get a trust point. The player decides whether or not to do this, retains their freedom of choice, but knows that the GM is putting them in a tough situation for a story reason. In return the player can use the Trust Point to get an automatic success with every dice rolled – after the fact. So it’s possible that the Trust Point can get the PC out of the situation if it can be brought to one dice roll for determination.

Summation

Synapse has a lot of very good premises – in particular Culture, Life Experience and Motivations –  but needs extensive playtesting and revision for Attributes, Skills and Combat.

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Synapse: Review Part 3 (final)

Synapse: Combat Review

To find out how combat works you have to actually roll your way through one, or more preferably, a few. In testing homebrews this is what I’ve done, alone, and with others – which is always better.

Kirigi the Ratling Spy & Assassin is going to fight an average NPC. Context and surprise will be ignored. It’ll be a stand up fight without terrain considerations. Kirigi will be wearing quilt arrmour or equivalent and be armed with a shortsword & his natural weapons. The NPC will have heavy leather armour and be armed with a club and buckler.

I already know that Kirigi will act first unless the enemy has Synapse of 7. With Multitasking Kirigi can do something in addition to making an attack. I’m not sure what these extra things are so I refer to the PDF. It says “two different actions” in a synapse phase. That’s a bit loose a description so I’ll go with the high-end, double actions.

NPC declares, “Club Kirigi in the head”

Kirigi declares, “Shortsword attack at shield arm, claw attack at club arm”

Kirigi makes his attacks. Synapse phase 6 is started. NPC can react to being attacked with a Block or a Dodge. Having a buckler the NPC blocks. As a conscript town guard the NPC is Amateur with a club. The combat section isn’t very clear on how to handle this. I have to assume it’s a skill test. Melee Weapon, Spatial/Balance. Spatial is only 3. He is Trained in Melee weapon for +2 dice – so rolls 5 dice, but -1 dice from aiming for the arm. A rather poor roll and only 1 success. It states that the GM determines the difficulty – I think that’s a bit rubbish. The target’s awareness and actions should determine the difficulty.

The guard NPC rolls to Block. It’s a Synapse/reaction roll. 3 dice with +2 for the buckler (doubled vs. edged weapons) and +1 for Amateur. 6 dice, roll and (wow) no successes. I really expected some that time.

All weapons inflict Strength damage unless otherwise stated. I check the Equipment section for shortsword. It does 2 slashing or penetration. I figure this is a slashing attack. I look for armour and find Leather is the lowest so I up the guards armour to Banded. Slashing protection is 2.

I really think this would be better done like in my Simple 2d6 system (and others) where the Melee exchange is an opposed contest. The most successes strikes the lesser. If they don’t block or dodge then they will be smashed because there’s no roll to counter the successes of the attacker. Back to how it actually works.

Kirigi has hit the armour which saved the guard’s arm. Kirigi has his claw attack against the other arm. Kirigi is not trained in unarmed. He rolls Spatial/Balance, 3 dice, and scores 3 successes. The NPC guard can’t do anything against this because the action is gone. Kirigi claws the guard’s arm for Strength damage + 1 slashing (claws), 4 and -2 from the armour, leaves 2, which is halved to 1 but the limb is disabled. The guard only has its buckler. Next synapse phase Kirigi can attack twice more to which the guard can do nothing. I think it’s safe to say the guard is toast.

This combat system is very Attribute/Talent heavy. If you have a good Synapse you could make mincemeat of a professional with a lower Synapse – simply by the number of attempted attacks that could succeed before they get a chance to respond. A professional duellist would have to have a high Synapse and a high Spatial. Tank type characters cannot exist in this system.

Synpase’s combat system needs an overhaul for a few reasons:

1. Clarity. The method of making attacks, defending against attacks, when and how this all works needs more clarity. How the talents tie into the combat system should be repeated here with their function. This all needs to be in the combat section. How to make melee attacks. How defense works. How shooting works. What extra successes do (or not do).

2. Synapse phases, and thus number of actions, seems incredibly important. Untrained but very Synpase heavy characters will probably demolish the trained professional with relatively lower Synpase. I might as well test the assumption. Kirigi vs. Otto das Messer. Otto das Messer, aka. Otto the knife, is a professional messer fighter. The messer is a very large straight single edged sword. Otto is Professional in Melee Weapon: Messer, has Spatial 3 and Synapse 3. He is not fighting with a shield. Kirigi with Synapse 6 goes first and attacks twice. Same as with the guard – attack the off hand with the shortsword and weapon hand with a claw (untrained). Otto is almost forced to block. We roll: Kirigi’s attack, 7 dice, -1 for aim, 6 dice. two successes. Blocking has nothing to do with his Melee Weapon: Messer (Professional) so he rolls whatever his Block skill is. Let’s say it’s professional, too. So 7 dice to block that first attack. Two success – I guess that blocks. Next attack, same Synapse Phase, and this time Otto das Messer cannot block (because he just did). One success (I actually rolled three sixes but rolled again for a less extreme result). 3 +1 slashing damage and Otto almost loses an arm. He also cannot fight effectively. Synapse phase 5 and it all happens again with Otto unable to do anything because he has only one combat action. This will repeat in Synapse Phase 4 and if Otto is still alive he can attack in Syapse Phase  3. I guess it says that to become a professional in combat you require a high Synapse. Which makes skill not very useful. Even if Otto’s Spatial was 8, with a Synapse of only 3 he’ll be destroyed in short order by any untrained enemy.

I’m stopping there with Synapse’s combat system. I know Greg (author) read my first review and am curious if I’m interpreting it incorrectly or missing bits of text. As it stands with the PDF I have, the combat system is far too weighted to favour the Synapse attribute – so much so it makes combat skill not very relevant.

Synapse: Combat Review

Synapse: Character Generation Review

Browsing around on a new RPG kick I come across “Synapse”. The pitch is cool. Mind matters more than combat skills. I download the beta PDF and start reading. 12 pages of fluff and flavour later I’m starting a character generation.

So I split a crap piece of A4 in half with a ragged black line and get to it.

Step 1. Brain Chemistry.

Oh-oh. Am I going to get stung and roll up a paranoid-schizophrenic?

It says I need at least one d6. I grab four. Back to brain chemistry.

I get 7 attributes, five talents, and a lack of talent. OK – that sounds like something that does not suspend my disbelief. At Attributes I see Synapse, Cognition, Spatial, Empathy, Stability, Focus and Heroism. Hmm… this looks interesting – quite a few terms I’ve toyed with in my own homebrew system. Validation through others is nice.

Normal humans have a value of 3 in each. 8 is the absolute pinnacle. Nice. There’s a list of Synapse Skills and a Talent against each one. Only three talents that I can see. OK – there’s these purple boxes that tell me what to do. 3 points in each Attribute and spend 8 more points as I see fit. I choose:

Synapse 6, Cognition 3, Spatial 3, Empathy 4, Stability 3, Focus 6 and Heroism 3.

Based on the attribute descriptions I think of a character who is fast, a good communicator, and can process a few things at once – so can probably handle lots of innuendo. That’s how I interpret boosting Synapse, Empathy and Focus.

I’m wondering what I need these dice for but continue.

Synapse aids me in things like Bluff, Block, Dodge, Hide and Probe. It also handles Smuggling. I’m starting to see Malcolm Reynolds from Firefly/Serenity. I’d probably need Stability instead of Focus to make someone like him.

I get to the Spatial page and all the combat skills are there. That’s okay. I flirt with the idea of making Dixon Crow – my stand by veteran mercenary scout character that I test systems with. I’ll do that later as a second post.

Empathy has Torture listed as a skill. I guess psychopaths have understanding of Empathy in this system, enough that it functions like the real thing – that actually makes sense. I’m still on board with Synapse so far.

A quick read of Heroism and it only helps if you have above average value in that Attribute. I guess average people suck at being heroic. That fits with the world as I know it.

Now I get to talents. Each attribute has three. Now I have to choose five. There are restrictions on how many I can take. I can’t take a Talent on any Attribute with a value of 1-3. Then it progresses up from that point.

I take:

Deception & Reaction – for Synapse

Persuasion – for Empathy

Precision & Multitasking – for Focus

I find Deception can mimic other skills but for nefarious purposes. Reaction is pretty  much initiative.

I see one called Trajectory for Spatial and think I really want to make Dixon Crow.

Not taking Persuasion is a real crippler – no social skills. Ouch! Synapse will make munchkins and combat monsters very unhappy; so much so they’d probably run screaming back to DnD 4e.

Precision seems to control concentration and keeping steady – it says making long range shots with a weapon will require this.

Multitasking – Apparently can take two different actions in a single synapse phase. That sounds interesting – will find out more later.

Now I have to take a lack of talent: Sacrifice. The Ratling is incapable of Sacrifice type stuff.

As I scan through the Heroism talents I see there’s a thing called Morality Type – nice. I’m very much on board.

Step 2. Biology

Alright – this feels like the scientific method of character creation for RPGs. Already I can see it will put a lot of people off. It’s quite technical and requires a high degree of semantic understanding, but I feel like I’m making a person!

Body: I see that we all start the same here. 3 points. This may change based on other choices. OK. That’s good. I read more and realise that it’s 3 points for each body characteristic. How many are there? my lazy-gamer synapses react.

Strength: I find that when wounded I can lose Strength, and if I lose Strength I lose Focus. Death Spiral combat systems are easy to get wrong. I ponder briefly and move on.

Endurance and Resilience are set to 3. They make semantic sense.

I get to Race: and 17 more characteristics. I feel the heavy dark cloud of stat-bloat but push on. As is par for the course humans get nothing – which ends up with a poke in the eye from a sharp dirty stick in actual play in other game systems. Wonder if it’s the same here. I can see the edge of the deck that I’m on board. There’s some fluff about what race is biologically and we avoid that most heinous of crimes in modern western culture.

There is also a few other races. I see High Elf and then realise it is a template. I decide to make this character a Ratling, or man-rat, type race. I need to allocate points to the 17 different things.

Size, Locomotion, Intraspecies, Blood, Gender, Lifespan, Diet, Sleep Cycle, Skin, Grip, Feet, Language, Vision, Augments, Lungs, Heightened, Intelligence. At the end there’s a Culture Rollover. I read up on the process. Appendix B has more templates – I skip to it. They mention cat people but they’re not in the Appendix. I figure that a Ratling is a bit like a Hobgoblin.

  • Size, -3, ratlings are only 4-5ft tall
  • Locomotion, 0, bipedal (I wan them to be able to go to all fours to run fast but there’s no option)
  • Intraspecies, 0 cosmetic
  • Blood, warm blooded
  • Gender, -3 Gonadal (the differences aren’t very obvious; because of this the character has -2 connections, I guess it really is a human dominated world, whatever the world is at this stage)
  • Lifespan, -4 Short (Ratlings don’t live very long, 20 points on Motivation but can’t use Boosts, Stress level is never below 1 and other things)
  • Diet, 0, Omnivore (Ratlings eat everything that’s organic)
  • Sleep Cycle, 2, Metaurnal (lots of naps day and night)
  • Skin, 1, Fur
  • Grip, 2, clawed hand with thumb
  • Feet, 4, clawed paws
  • Language, 0 Expressive
  • Vision, 5, Low-light
  • Augments, 1, tail, balance only – no attacks
  • Lungs, 0, Oxygen
  • Heightened, 2, Hearing (+2 listen)
  • Intelligence, -2, Berserk (Ratlings are still animalistic in heightened fear states)

Culture Rollover is 4.

OK – so I’ve got a template for Ratlings. Thankfully you only have to do this once.

Step 3. Culture

I find out there’s 25 more cultural characteristics. The first thing I see is Medieval Franks. I don’t really want to make my own culture at this point so I look for more templates. I figure Ratlings are kind of parasitic in their culture, living within or under other human cultures. Given the obscurity of some of the cultures I’m surprised there’s no listing for Romany/Gypsies. The book references that there is Elven and Dwarven culture templates but they’re not actually there. I go with the Byzantine Empire. To do this bit I have to flip back and forward a lot so I take a grab of the culture template and sit it in another window. Fewer culture templates with their net results would be a better choice for any finished work.

It’s tedious. I have to look everything up. The template needs the results in it. I very nearly give up at this point.

I substitute Enclave into the build. I also set Religious Attendance as Optional. Violence point cost for Defensive is listed incorrectly as 7 points. It should be 4 points. I re-total the package with the substitutions and it’s 84 points – which is perfect for Medieval + 4 points for the Culture Rollover from the racial template! Some inconsistencies in terminology make me remember it’s a beta. I make it through. So far I’m thinking this is a good toolkit to create characters for long term campaigns.

Step 4. Life Experience.

Another packaged process. You can spend 15 points on what you’d like or buy  a package. I choose “Spy” and realise I need another sheet of paper. I contemplate some extra Life Experiences, negative and positive at balanced point cost, but decide against it since this character won’t be played.

Step 5. Personality

Motivations: an oft forgotten part of a RPG character. This should be interesting. So far I have a lot of pluses against various motivations from the culture and life experience. I read the section and it tells me I have 15 points to spend on top of those points already accumulated. It also tells me that everything has a base value of one, so that’s in addition to all the other points. I end up with:

Abasement 1
Achievement 4
Acquisition 5
Affiliation 3
Aggression 4
Autonomy 3
Blame Avoidance 1
Construction 1
Deference 3
Dominance 2
Exhibition 2
Exposition 3
Nurturance 2
Order 3
Play 2
Recognition 4
Rejection 4
Retention 5
Revenge 4
Sensuality 2
Succorance 3
Understanding 2

Morality: I read over this and there are categories but not a lot of discussion about how to apply them. I avoid it instead. Later on it suggests types of moral decision making. I think this a better. For the Ratling I make it based on Self-Interest for most things. For other Ratlings he thinks in terms of Rights.

Next is a discussion about Motivation Boosts. A character can overcome their motivations by taking on a stress point and rolling for a chance of success. Interesting mechanic.

Step 6. Connections

You get 5 times Empathy as points for Connections. The example lists other party members, some of which have a “rank” of Family. There are types of connections: Rivals, Enemies and Debts. Great ideas and will help the character be part of something – instead of being spawned into the world with whatever background happened to have been made. I write that I’m skipping this three times then decide to do it anyway.

20 points for Connections. There’s some mod’s from the char-gen so far (-2 from Gonadal gender, +2 from Attractive from Spy template) but they balance out at +0.

I’ll say there’s three other party members. They cost one point each. The rules state that each party member must reciprocate the Connection to you. Agreement must be reached before this is done.

A rebel connection, as a lover. Lots of exciting rendezvous. Transporter, friend; Merchant, friend; Criminal, friend; Transporter (Illicit), favour; Military, friend; Mechanic, favour.

Step 7. Skills

Now I’m in more familiar RPG char-gen territory. Skill points is 3 x Cognition + 10. Hmm… that needs some brackets. A bit more reading (3 x Cognition) + 10. For our Ratling, 19 points, bog standard. However, his culture and life experience gives him a net of +4 skill points. So 23 points. I get into it.

Already have a bunch of skills from the char-gen process so far. I better find out if all those repeats at rank of Amateur stack up or not. They don’t. Some of them give +1, though, so I have to take it that they are at Trained where they also have Amateur. I received Combat skill of my choice but it didn’t say at what level. Since I have Combat training as a Spy and there are so few points I have to assume I have it at Trained.

Appraisal, Amateur –

Beast; Claws, Trained (Ratling tail gives +1 balance, which seems to apply)
Dodge, Amateur – Reaction (Ratling should be good at this)
Barter, Trained – persuasion
Etiquette, Amateur – knowledge
Haggling, Trained – persuasion
Negotiation, Amateur – persuasion
Socialization, Amateur – persuasion
Probe, Amateur – deception
Solider, Amateur – Knowledge/Strength
Meditation, Amateur -willpower
Research, Amateur – deduction

Now to spend those points. I quickly realise that I can’t spend all my points. The leftovers will be used in play for making Connections.

Assassination, Amateur (4 points) – precision
Body Language, Amat (4 points) – awareness
Cartography, Amat (4 points) cover skill – precision
Shadowing, Amat (4 points) – deception
Traps, Amat (4 points) – precision

Step 8. Possessions

Wealth – with -1 to 5d6, I find out I lose a whole dice. Roll 4d6 and get 1300 florins as my starting cash. The Ratling didn’t get any property so I skim that section.

Step 9. Mechanics

Strictly speaking I’ve finished making the Ratling. I’m having fun with this and drinking an Old Mout scrumpy so I continue into the mechanics section.

Basic mechanic is dice pool vs. TN, another skill roll (opposed roll) or combination. On further reading a TN is number of required successes and  you get a success with a 5 or 6. I’m reminded of Shadowrun 4th Edition. The number of dice becomes important so I read on, not very well, then realise that  you use the Attribute for the skill. If you have the Talent you get an extra die. You also get extra dice based on the skill level.

Bartering, trained, persuasion. Ratling gets +3 dice, and Attribute value is 4, so roll 7 dice. Wow. I do a few tests. 3 successes, 2 successes, 3 successes. Cool. That’s straight-forward enough. There’s some fluff about how to roll dice in secret.

Conversational Resolution: this sounds good. I realise I’m back on-board, can’t see the edge of this ships deck so I’m firmly in place. Damn! When can I play this Ratling spy who’s also an assassin and works under the cover of being a cartographer of distant lands and dangerous places. Back go Conversational Resolution. The first paragraph sets the premise that the dice rolling is only when you want to control the outcome of the conversation in some specific way. You appeal to a motivation in the NPC. I can see that you need to Socialization with them first. Then Probe to find out their motivations. Then setup an appeal to the Motivation you think you detect in return for what you want. The complications come when you have to deliver (or decide not to deliver if your character is like that). Nice!

I find out what these conversation resistance dice are and am glad that I took spy package. It means the NPC get -1 resistance die against my attractive Ratling spy. He must be well formed, like the gallant mouse in Prince Caspian.

On that note I reach Combat and decide that it merits a separate post – this one is gargantuan.

Synapse: Character Generation Review

Black Dawn RPG

Many years ago I started writing an RPG game system and setting I called Black Dawn. It was a mash of Shadowrun and Battlelords, combining future-tech, dystopia, and space travel. The system plays pretty smooth if you can add numbers quickly in your head but the character creation process is clunky. I’m making a PDF available for any and all to download and toy with. There’s a heap of gear, cyberdecks, vehicles, powered-armour, spaceships, custom power armour, custom vehicles, and custom spaceships.

Black Dawn RPG

I will be revising the whole thing over the coming months.

Black Dawn RPG

Battlelords RPG Material

Battlelords of the 23rd Century. When I first saw that title I thought it was a spoof of RPGs. I opened up the book and had a flick through. The line art by Mike Osadiwc was awesome and really captured my imagination. I bought the book with a view to gifting it to a budding artist friend of mine. On the train and once I was home I read the book cover to cover and thought, “This is actually a viable and potentially exciting game”. The escalation of gear power would suit my group at the time and the idea of performing combat missions was what they generally liked – and so did I. The rest is happy history.

Since that time I’ve developed and written quite a few ideas for the game. My largest effort is the Draco Illustrated Galaxy Guide. Modelled after ODS/SSDC (the publishers of Battlelords) own “No Mans Land” space atlas I have over 80 pages of worlds and plot-hooks.

Draco Illustrated Galaxy Guide

One of the key features of Battlelords is gear: loads and loads and loads of it. Particularly weapons and armour. I’m a gear-fan-boy so I added more. You can rarely have too many options.

Draco Illustrated Weapons

Draco Armour

And finally a character sheet.

Battlelords Character Sheet v0.1

All the files, save the character sheet, are available on the Yahoo Battlelords group in the Draco folder. So sign up and play with them.

If you like my writing and want to read some fiction in the vein of medieval fantasy adventure look at my free book draft “Bounty for the Taking“.

Battlelords RPG Material

Game design notes – gear

Handling Gear in Games (FPS/RPG)

Managing gear in games is an apparently simple thing but so many games do it in different ways with different agendas it creates some confusion as to what people think a human can actually carry about and still move. In the case of the first person shooter RPG type games I put forward these ideas:

Use the simple Diablo 2 type gear layout. It works, makes sense and is visually expained on screen. Sections are: back, chest, thighs and belt. You can add ‘containers’ to each of these locations that expand space but only for certain items. Eg. on the belt you could add a bum-satchel, hip holster and another hip-magazine bag. On the chest a pistol holster and some more magazine-bags. On the back there’s room for one ‘long’ weapon (eg. RPG, assault rifle, sniper rifle, shotgun) and a bag/backpack of gear. Another option that many games should have is the ability to ‘quick-drop’ your backpack so that you can come back for it later. This function could also be adapted to carry an ‘arm-load’ of gear – which could also be dropped and retrieved at a later date. In current game design complexity this is almost nothing. The awesome logicians that code AI could do this in a day, I believe.

An Arm-Load of Gear

An arm-load of gear would work as a pseudo-container. It is a collection of items that fit into the ‘arm-load’. If the game tracks what a character can carry by each item’s weight then the pseudo-container of the arm-load will have its own weight. That’s the limit of the arm-load. The items are also ‘rendered’ as a collection. This can be a conglomerate of the first three items put into the arm-load. The collection doesn’t break apart spectacularly when dropped. It stays somewhat cohesive.

The ‘arm-load’ in gameplay: Imagine Fallout 3, FarCry 2, or any other FPS RPG. You’ve vanquished a group of enemies and are looting the remains. You want to move all the good gear away from the combat site to get it later or perhaps to put it in your nearby waiting vehicle. So you pickup all the assault rifles, one at a time, adding it to your armload until you can carry no more. You waddle back to your vehicle and dump them in the back (itself a large container) and then go back for the others you couldn’t carry. You’re on your way back to the vehicle, another armload of G3 rifles, and a roaming pack of mercenaries wander into the scene and open fire. You dump your armload and it lands in a heap on the ground then you sprint off for cover to start firing and fighting back. A tough battle later and you wander back to the armload of rifles on the ground, hit the ‘pick-up’ key, and your ready to take them all back to the vehicle.

The Backpack

To illustrate the backpack idea imagine this. You’ve loaded up for a mission. A backpack with picklocks, medical gear, ammunition and some demolition packs is strapped to your character. You have abandoned your vehicle and headed down the jungle trail towards the old plantation where the target site is shown on your map. Suddenly the flash and chatter of automatic weapons breaks the natural noise and you’re under fire. The backpack with your gear is suddenly a burden – you need to move fast, so whilst moving, you hit the ‘drop backpack key’ and the character is animated pulling the pack off its back and dropping it. Now you can move fast and the battle is on.

Looting the Fallen

As a mechanism for controlling player-wealth some games don’t let you pick up the gear of fallen enemies. The gear just disappears. Very very bad game design. If it was good enough for the NPC to use then it’s good enough for the PC to use. The designer needs to control things in other ways. If a merchant is over-stocked with an item then they probably don’t want any more. What retailer who can’t sell item-X would want more item-X? Smarter merchants are required. This tool could even be used to make the game more immersive. STALKER Shadow of Chernobyl comes to mind.

Example:

You’ve returned to “Trader” at the newbie village.
“Ah. You’re back.”
You click on the trader and open the mercantile dialog. When you try to sell him another dozen PPK pistols you get a message on screen “Trader does not want to buy this.” And you get a voice track played.
“I don’t want that. Can’t you see how many I have already?” or
“I don’t want those. They’re worthless to me.”

So that can be part of the immersive experience of a good FPS RPG.

It could also be designed that merchants deal with other merchants or wholesalers at discrete times. A truck could be seen at the merchant’s location and an NPC with guards is there whilst a transaction of goods takes place from the truck to the merchant. This could be done with a scripted encounter. The truck can then drive off the map at an appropriate place. For some merchants it could even be a helicopter or other aircraft.

Weapon and armour degradation

Fallout 3 did this very well. Weapon and armour could degrade and lose its effectiveness. In weapons the damage inflicted was reduced and reloading would take longer as the character had to give it a knock or re-insert the magazine and recharge the breech. In armour the damage-reduction was lessened. Using other items of the same type you could repair any other item of the same type – assumedly by cannabilising parts & materials – and the donor item would disappear. It’d be nice to have an option in the game control menu that made these repairs take a bit more time. Fallout 3 repairs were instant. FarCry 2 repair of vehicles was about five seconds.

A progress meter would work well. The condition improving whilst you let the process continue. If you heard a noise you could manually stop the process to have a look around. If a wandering NPC started attacking you the process would automatically stop if you were damaged at all.

Consistency between NPC and PC

It is vital that the wandering non-player-characters/enemies be created with a load-out of gear that they work with. They should NEVER have unlimited ammo or anything else. All of their gear should be available for taking if they are defeated. No disappearing weapons. That destroys internal consistency. If I see an NPC attacking me with a P90 SMG then I expect it to be available if I defeat that NPC. I also expect that if the NPC keeps firing at my cover that they’d run out of ammo because they have the same limitations on carrying gear that I do and therefore cannot have unlimited ammo.

Emplaced weapons should be removable. Their ammo sources also should be removable.

Gear Management Options

It would also be a great option to have menu-driven choices about gear management details. Personally I’d like to have each magazine’s number of rounds tracked. I’d also like it if I had to spend time reloading magazines (not manually, just click a button to start the process, this option could be configured in the menu to be instant, take a few seconds or take a realistic time per round). Then I’d have to manage my magazines. Auto-pickup should be an on-off option. So here’s a list:

Auto-pickup (on/off)
Ammunition management (auto/one-click instant/one-click progress meter)
Repairs (instant/progress meter)
Traders (easy/smart/scripted)
Arm-load (on/off)
Gear (auto/grid/grid + containers)

So: there’s some ideas. 🙂

Enjoy

Game design notes – gear