A month ago, I was interviewed for the
D20 Future Show podcast in the UK. Tomorrow, I'll actually be playing
Solar Echoes with the same group, using Skype to coordinate. They'll
record the whole thing, so I'm excited to see how it goes! Everyone
is selecting a pre-made character from the upcoming demo-kit release,
which includes the new character sheet design. These characters are
based on the pre-made characters in the Starter Kit. One of the
players has elected to play a Chiraktis Worker Drone. They're great
with hacking, cybertech, etc, but not great at fighting—that's why
they fly their robotic cyberweapon drones around to fight for them!
Another player selected the chaotic, amoebic Omul, and this
particular character build is focused on being a great lookout, a
stealthy trickster, and more of a ranged fighter. This Omul uses a
glob pistol, a Phoenix blaster, and throwing knives. Its talents
include: Watchful Eye, Sweep Kick, and Swift Hands (Pseudopods?) I
have yet to hear about the other character choices, but I'm really
looking forward to hanging out with the guys at D20 Future Show
online this Saturday. I'll be sure to let you know when the podcast
is edited and online so you can listen to the game!
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, April 28, 2017
Thursday, April 27, 2017
Behind the Scenes (part 4)
When John's computer finally arrived
and he emailed me a greenlight on the project, I sent him what I had
and also indicated that I'd like the overall graphical look of the
page to be somewhat reminiscent of a sci-fi video game menu or
user-interface. I suggested making “metal frames” around the
boxed areas, and then making the interior of the boxes look like
digital viewscreens suspended or positioned by those metal frames. We
bounced ideas back and forth a few times, and John sent me at least
one new update every day. Email became fun again! Seeing John's
latest iteration and design progress was like getting a mystery
package from a friend dropped off at my front door every day. What
John produced felt like a sci-fi layering of desktop windows in a
digital, high-tech landscape. His graphical polish to the character
sheet really brought it to a new level—I admit that I might be
biased, but I've not seen many character sheets this cool in a
table-top RPG before, and I might even say it competes with the
character sheets of some of the big boys on the market, like D&D
and Pathfinder! What do you think?
Wednesday, April 26, 2017
Behind the Scenes (part 3)
Happy Accidents! I had been intending
to place the Union Guard “UG” logo at the upper left of the page
near the “Agent Profile” title, but when I imported the logo, it
was huge and almost covered the entire page. I looked at it, and
thought, “Wait a minute, that's actually pretty cool!” I changed
the opacity of the giant UG logo and it “faded” underneath the
details of the character sheet, appearing in the background, like a
giant Union Guard watermark. People at the con and friends I emailed
my prototype page to really liked the look with the logo. As I
continued to work on the design, I recalled that over the years,
there were a few areas on the sheet that no one ever used, so I
scrubbed those spots entirely. Another problem with the original
sheet was the confusion around how the attribute dice and skills
worked. In my redesign, I pushed everything over to the far, far
left, with the boxes on the left column plus a vertical line
separating them from the skill list. I also grouped Ranged and Melee
Dodge with skills, because even though you can't add ranks to them
like other skills, they are still affected by wound penalties just
like all other skills. Seeing them positioned there was to remind
players: yes, your Dodge is still a skill, so when you are wounded,
you'll be less...dodgy. At JohnCon, the gamers totally got it, and
one gamer also had a great suggestion—she said that the order of
the attributes at the top of the page made her feel like the skills
should be ordered in a manner similar to the progression of
attributes. It made sense, and they weren't in any particular order
originally, so I regrouped the skills into roughly the same order:
skills associated with Strength and Reflexes were grouped first, and
Influence skills were last, to mirror the attribute list at the top
of the page.
Tuesday, April 25, 2017
Behind the Scenes (part 2)
You may already be familiar with Solar
Echoes artist John Fell—he's the guy behind the awesome color
character art that you see at www.SolarEchoes.com.
John's forte is character art, but he has been willing to work with
me on other art projects as well, such as the cool emblems that are
in the UG Handbook and also on the website. I recently asked John to
help me re-design the character sheet, and though he indicated he'd
do his best, he warned me that it might not be something he'll be
very skilled at. There is a difference between a graphic artist
(John) and a graphic designer; graphic designers draw graphical
templates, border art, logos, etc. When we were ready to start, John
sent me news of an unexpected delay—his computer totally crashed
and he had to wait a week for the new one he'd ordered to arrive.
During this time, I decided to get as much done on the character
sheet as I could, so that John could focus on the artistic aspects of
the redesign rather than go back and forth with me on formatting
options. He's only somewhat familiar with the game rules, so I
figured I was probably the best person to work on changing the
format. Over that week of waiting for John's computer, I worked
during every spare moment on reformatting the character sheet...
Monday, April 24, 2017
Behind the Scenes (part 1)
For the last few months, I've been
re-working some of the rules and other details of the Solar Echoes
game. I've changed and improved the dice system, the dialogue
encounter system, added in character race vulnerabilities, and have
been hard at work on a total re-design of the character sheet. All of
the above has already been playtested, thanks to the college students
at Johns Hopkins during their gaming convention, JohnCon, and some of
the testers have confirmed that they are ok with me putting their
names in the credits of the Player's Guide. Over the last two weeks,
I've been focusing most of my time on the character sheet re-design.
More than 5 years ago, when Solar Echoes was first released, our
character sheet was done without any graphical design, and the format
had some flaws. During the conventions I've attended over the past 5
years, I've gathered feedback from players and have begun to assemble
ideas about how to re-organize and visually present the information
on the character sheet. After all, Solar Echoes gamers will be
spending a lot of time with their character, so I wanted the
character sheet to be as easy to use as possible, and to look really
cool at the same time...
Friday, April 21, 2017
JohnCon and Beta-Testing (part 5)
The player wasn't convinced the npc was
telling the truth, though, so he considered trying more intimidation.
However, risking intimidation would have meant total failure if the
npc succeeded at his next discern motive check. The player decided to
approach the situation more delicately and promised the npc leniency
regarding his crimes, if he cooperated and revealed the desired
information. This last approach succeeded, and was just the right
amount to get the npc to cooperate and reveal what he knew. The truth
he admitted to was that he was actually the gang leader, and he
revealed the names of his employers for the smuggling operation. The
leads he provided were valuable pieces of intel the Union Guard
needed. The player had succeeded at this part of the mission!
Thursday, April 20, 2017
JohnCon and Beta-Testing (part 4)
Interrogation in Solar Echoes now has
the feeling I was looking for. Thanks to a beta test at JohnCon using
the new demo mission, I was able to get a sense of how the system
felt and how players responded to it. During an interrogation in the
mission, the player struggled to convince a gang leader to share what
he knew. He made several attempts at bluffing and intimidation, but
the NPC was resilient and didn't believe the threats and lies,
perpetuating his own lies by insisting that he wasn't the gang
leader. The NPC lied and told the player's character that he was just
there to assist, that the gang leader always kept information
compartmentalized and rarely told him much of anything. The player
was losing the upper-hand in the interrogation, and was beginning to
wonder if the NPC's words might be true--maybe he was only a "grunt,"
and the real gang leader was the one that had managed to escape in a
car during the recent battle...
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