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    • CommentAuthorMike Holmes
    • CommentTimeJun 5th 2007 edited
     # 1
    As I mentioned in this thread - http://www.story-games.com/forums/comments.php?DiscussionID=3228

    Other Worlds

    Mark Humphreys, Scott Mathis and Mike Holmes, after working on the Questworlds project (until it's subsequent reassignment to the
    eminent Robin Laws), have teamed together to create a new role-playing game called Other Worlds.

    Other Worlds is very much based on the lessons we learned as a result of that earlier project. As such, it will undoubtedly have some similarities to the base Heroquest system. But it will also be significantly different, reflecting our vision of the sort of game that we always hoped HQ would support (but which it didn't always provide, at least without some modification, and a lot of technique in play). Not a simple imitation of Heroquest, then, but a departure in a specific direction.

    Other Worlds will be released as a core rulebook of around 100,000 words. Most of that material will be advice; advice on playing the game, advice on running the game, and advice on adapting the game to any genre or setting you see fit. We will also be including 'genre snapshots' for a wide variety of different genres - Fantasy, Science Fiction, Wild West, Pirates, Horror, Superheroes - to enable you to start playing more or less straight away. The game will be released with some sort of open license, and will be followed up almost immediately with a few more detailed books on how to play with the rules in specific genres, and even specific settings meant for play with the rules. Others will, of course, be able to create their own products based off the core rules as they wish as long as they abide by the details of the specific license.

    When will Other Worlds be released? Given that we already have a very strong direction, we're hoping it won't take too long for us to take what we already have, and fashion the text to what we want it to be. We aren't making any promises, but it shouldn't take too long for us to get to an advanced state. That said, we're committed to thoroughly playtesting the game (both internally and independently), and it won't see the light of day until such time as that has happened - however long that takes. Our priority is to get this done right as opposed to getting it done quickly.

    Finally, we'd like to say a big thank you to everyone who contacted us with messages of support and encouragement. While we are disappointed that we won't be able to continue working on the Questworlds project, we are looking forward to creating our own game for publication. We have spent the last few months re-examining our design goals and making sure that we have something new and interesting to bring to the table. The response from all those who have seen our playtest manuscript has been an unqualified 'yes'. From that perspective, we thank Moon Design Publishing for pushing us on to create the game that we really wanted to make. This is a real labor of love for us and we hope it shows.

    We'd be pleased to answer any questions you have about the project in this space.
    •  
      CommentAuthorHexabolic
    • CommentTimeJun 5th 2007
     # 2
    Hi Mike,

    Congratulations on the new project. I'd be interested in hearing something about the mechanical direction you're thinking of taking, but in any case, I'll be watching for this. Thanks.

    Best,

    Blake
  1.  # 3
    Hi, Mike. This sounds cool. I am totally unaware of this until your announcement, and I've only skimmed. So, sorry if I'm missing something obvious, but ...

    Is this new project of yours the HeroQuest engine, or something totally new? Like, some kind of license or whatever?

    Either way, sounds awesome. HQ is one of my favorite systems around, so this can't be a bad thing, even if only "informed" by all the HQ love!
    • CommentAuthorMike Holmes
    • CommentTimeJun 6th 2007 edited
     # 4
    We have no license or anything, so this had better be something "totally new." In our writing of QW, we had really taken some of the HQ design in some very specific directions. So it was already probably "new" enough to count as it's own game at that point. Now that we're not constrained by the idea of the project having to be "Generic Hero Quest" we've taken it off even further. So it's definitely it's own game.

    Oh, you'll recognize some of the structures and their functions in play, and some of the mechanics will be vaguely familiar from HQ play. But there'll be substantive differences, and it'll all fit together into the puzzle that we want it to be. Not just a generic version of an old set of rules.


    As a "for instance," I think we've settled on a single resolution system that covers every type of conflict you might want to have - no more multiple resolution systems to handle different situations (steals back a bit from TSOY, actually, but goes a step farther and steals from DitV, too). That might include ways to handle all of the mechanical variations that you tended to find in HQ (things like variable augmenting, heroforming, HQ Challenge rules, etc).

    Unsurprisingly, perhaps, the resolution system will be firmly set as conflict resolution, with methods to support that.

    It's also likely that the dice mechanics will be pretty different from HQ - we're toying with several working models there right now. The goal being to keep HQ's strenghts in such things as scale, but allowing for faster and more nuanced results (to say nothing of them having to fit our various other changes).

    The way that the character is structured will be a little different than the HQ keyword/ability model, in that the relationships between these things will be clearly defined and unambiguous. All while allowing you to create structures you feel you need to support whatever genre in which you find yourself playing. Allowing you to nail characters down to the genre with ease and power.

    The currency becomes clearly metagame, no longer tied down to any notions of learning effort or such. Character ability development will be very dynamic - capable of fine grained tuning, but allowing for more radical changes in the character.

    Does that give an idea?

    I'll have a playtest version of this with me at GenCon (one way or another), so if anyone wants to try it out there, let me know! We'll also probably be looking for independent playtesters pretty soon.

    Thanks for the Interest, gents!
    Mike
  2.  # 5
    I gives a great idea, Mike. This sounds extremely promising. I'd love to give it a whirl at the big con, perhaps even take a stab at a playtest (though I'd need to make sure my infrequent group is willing & able).
  3.  # 6
    Especially as the person who pulled Mike, Mark, and Scott into working together, I am thrilled to see them moving forward with Other Worlds. Absolutely thrilled. I've had the pleasure of seeing them in action (both writing and collaborating), and I very much look forward to seeing this.

    Bravo!
  4.  # 7
    Yep, we owe a debt of gratitude to Brian as the original project co-ordinator for bringing us all onboard. Thanks Brian! I hope that you enjoy the results.

    Mike
  5.  # 8
    Glad you were able to find something new out of the experience. I really hope I get a chance to try this out at Gen Con.
  6.  # 9
    Rock. Me. You. Lake Geneva Con. Playtest.
    •  
      CommentAuthorMarhault
    • CommentTimeJun 11th 2007
     # 10
    It's always Gencon with you people. Any chance of a sneak peek at Origins, Mike?
  7.  # 11
    I'm not Mike, but I'm betting if he's got it ready for playtest this Saturday, by default it will be ready for playtest at Origins. I'll be down for playtesting there also. Will you be there for the whole thing Marhault? We could throw some dice, regardless of playtesting.
    • CommentAuthorMike Holmes
    • CommentTimeJun 12th 2007 edited
     # 12
    Heh, it's like Clyde can read my mind.

    Yes, Clyde, if you want to play this Saturday, let's do that.

    And then, yeah, Jamey, I'll have it at Origins (I look forward to seeing you there). Looking at presentation for GenCon as well. We'll definitely have something there.

    There'll be enough playtesting to go around, I assure you all. :-)

    Thanks,
    Mike
    •  
      CommentAuthorMarhault
    • CommentTimeJun 13th 2007
     # 13
    Awesome.

    Clyde, yeah, I should be there for most of the Con. I may have to work part (or all) of the days Thursday and Friday (I'm a Columbus local), but I'm sure we can find a chance to meet up.

    Mike, I'll have my dice with me this time, if I don't lose them throwing them at Clyde...
  8.  # 14
    I hope they are those soft dice. Oh so warm and fuzzy....

    Great Mike. I've already got Len on board so that's at least two of us for Saturday.
    • CommentAuthorMike Holmes
    • CommentTimeJun 13th 2007 edited
     # 15
    Excellent Clyde! Anyone else in the southern Wisconsin/northern Illinois area interested? http://www.trolllord.com/newsite/events/lggc.html

    Mike
  9.  # 16
    I stuck an actual play on the Forge Playtest forums.
  10.  # 17
    Sounds fantastic!

    -Rob D.
    • CommentAuthorTim Gray
    • CommentTimeJun 24th 2007
     # 18
    Is there a web link for learning more about this/tracking progress?
  11.  # 19
    Sorry not to have gotten back to you, Tim, that was rude. Somehow missed the update to the thread.

    For now, we'll use space like this to track progress. If at any point we get more organized with a web-site or somesuch, we'll post here and elswhere to let you know.

    Thanks,
    Mike
  12.  # 20
    Posted By: Mike HolmesThe way that the character is structured will be a little different than the HQ keyword/ability model, in that the relationships between these things will be clearly defined and unambiguous.


    Hi Mike,

    Could you talk more about this?

    CK
    • CommentAuthorjbuchert
    • CommentTimeJul 26th 2007
     # 21
    Looking forward to this stuff with interest!

    Joachim Buchert
  13.  # 22
    Thanks Joachim!

    Chris, good question. In HQ, there is a serious question as to what keywords are, precisely. Are they simply packages of abilities that a player gets to start play? Are they broad abilities? Do they provide abilities at their rating? By what criteria?

    What we do is to say that a template (the term we're using nowadays) is very specifically a set of abilities that some set of people in the setting could be said to have... even if that set of people might currently be limited to one.

    That sounds contradictory, on the surface, but consider: let's say that I have a "Trademark" (a special template that is player defined, as opposed to being categorized as, say, an occupation) that represents my character having a unique ray-gun. Nobody else in the words has the powers of that template. Until, of course, they pick up the ray-gun.

    For another example, say you have a character who has learned a very specific assassin's way, and learned it from the world's only living practitioner - who then dies. Leaving the character the sole owner of this template. Well, it's still a template, because, if taught to somebody else, it's still the same set of abilities.

    As soon as the player says, that an ability he wants to add was learned as a side-effect of the template... now that has to go into the character's "Other abilities" (we've been considering that a special template of it's own for a while now, since that's mechanically sound).

    Got to run now. But later I'll explain how abilities get into templates - both at chargen, and later.

    Mike
    •  
      CommentAuthorNewt
    • CommentTimeSep 6th 2007
     # 23
    Best or luck with this one Mike :)

    You and the rest of the Otherworlds team deserve bucket loads of success :D
    • CommentAuthorFlynn
    • CommentTimeJan 8th 2008
     # 24
    Mike, Mark, and Scott -

    Any update on the status of Other Worlds? Is progress still being made on it? Do you have a tentative idea of when it might be released? Any previews of the rules you can share? Thanks.
    • CommentAuthorMike Holmes
    • CommentTimeJan 8th 2008 edited
     # 25
    Hi Flynn,

    Thanks for the interest. The current status of things is that I've been a little sidelined taking care of some health issues of late, but Mark has plugged on tirelessly. I've now gotten back on track with him, and I can say that we're getting close to releasing the playtest version. Really close. Many people have indicated interest in doing playtests, and we've made a list of them to whom we'll be sending copies. But if there are others who are interested, please do let us know. Here or by whatever venue you like.

    Thanks,
    Mike

    P.S. Thanks, Newt, for the vote of confidence!
  14.  # 26
    Hi, How is the work going?
    I'm very interessed in this project.

    Angelo
  15.  # 27
    Frankly it's stalled. And this is my fault entirely. Due to changes in my life to which I have not sufficiently adjusted yet.

    That's not an excuse, it's an analysis. I should be working harder to get it back on track.

    To be clear, Mark is doing a yeoman's job, and the game really is probably playtestable right now. We just need to assemble that playtest edition and get it out. I'll try to do my part to get it back on track.

    Sorry for the delay, and thanks very much for your interest.

    Mike
  16.  # 28
    Hi Mike, is nice to have a status update... Even one like this one. (BTW I much prefer this onest answer to a fake one!)

    And for the interess in OW, I just think that starting from the HQ engine ad with your forgite (is a word?) ideas (thet I subscribe wholehertly) the result *MUST* be awesome!!! and can't wait Other Worlds

    Angelo
  17.  # 29
    Thanks. The support helps immensely. :-)

    Mike
    • CommentAuthorGaerik
    • CommentTimeMar 7th 2008
     # 30
    Mike,

    I support you. You are da man!


    Go finish this... now.


    You're still here?


    Nooooooooooooooooooooooooow.


    ~Andrew
    •  
      CommentAuthorAlex F
    • CommentTimeMar 7th 2008
     # 31
    Also excited about this. Just sayin.
  18.  # 32
    Weekend is coming up. I should have some free time. I'm going to get back on track. That's a promise.

    Mike
    •  
      CommentAuthorHexabolic
    • CommentTimeMar 7th 2008
     # 33
    Add my happy stick to the support bonfire. I'd love to see Otherworlds.
  19.  # 34
    Count me in. I'd love to see it finally published.
    • CommentAuthorGaerik
    • CommentTimeMar 9th 2008
     # 35
    Posted By: Mike HolmesWeekend is coming up. I should have some free time. I'm going to get back on track. That's a promise.

    Mike


    You have two young children. What is this "free time" you speak of?

    ~Andrew
  20.  # 36
    It wasn't much, Andrew, true. But, actually due more to Mark's prompting, things are moving again.

    Playtest drafts coming very soon.

    Mike
    • CommentAuthorthor
    • CommentTimeMar 10th 2008
     # 37
    Excited!!!
  21.  # 38
    Great to hear Mike! Thanks for the update.
    •  
      CommentAuthorDenys
    • CommentTimeMar 11th 2008
     # 39
    Terrific!

    I'm about to run Exalted with HQ...debating now whether to hold off and use Other Worlds.

    (and, yes, Alvin -- I'd be using ur very fine HQ-Exalted write-up)
  22.  # 40
    Mike,

    How the fuck did you not tell me about this?

    Needless to say, I will be watching you with fucking laser eyes.
  23.  # 41
    BTW, where can one buy HeroQuest?
  24.  # 42
    It's OoP, so I guess the answer is "no where" or "various places" depending on if you want a new or used copy, or get lucky.

    Noble Knight games I've found to be a good place to find hard to find games, and they have a couple of used copies. Here's the cheaper one (near mint).

    But unless you are also a big fan of Glorantha, or don't want to wait an unknown number of months, I would wait until the Revised setting-less HeroQuest book comes out.

    Posted By: DenysI'm about to run Exalted with HQ...debating now whether to hold off and use Other Worlds.

    (and, yes, Alvin -- I'd be using ur very fine HQ-Exalted write-up)


    Sweet! Maybe I should clean it up and spread the love some more. But I'm also really tempted to just wait until OW and Revised HQ both come out to see if I want to stick with HQ.
  25.  # 43
    Note that the PDF you can get from the link below gives you plenty of insight into how HQ works, sans most of the Glorantha.

    http://www.glorantha.com/support/GameAids.pdf

    Yeah, it's missing a lot of the advice and context, of course, but you might be able to piece it together from what's in there.


    Brand... I uh.... um...

    <Mike suddenly darts out of the room and out from under the laservision eyes>
  26.  # 44
    How do we know OW and revised HQ wouldn't be essentially the same book? Heh.
    • CommentAuthorMike Holmes
    • CommentTimeMar 11th 2008 edited
     # 45
    Because Mark and I are not Robin Laws. Other than that, at this point, you don't really.

    But you will soon...

    Mike
  27.  # 46
    Just a question that struck me now for the fabulous developers...

    There will be "update rule" or an "update path" for HQ game/campaign?

    For example I'm running a HQ game setting in Dark Sun with custom made keywords and 4 keywords for character instead of the normal 3 (I've added the race KW).

    In Other Worlds book there will be rules/sugestion for Other Worlding this campaign?


    Angelo
    •  
      CommentAuthordroog
    • CommentTimeMar 16th 2008
     # 47
    Mike, given that I already have HQ, and I'm fairly confident I can make it do anything I want it to do (with advice, some of which you have written), is there anything in either OW or the revised HQ that's worth my money?
    • CommentAuthorMoreno R.
    • CommentTimeMar 16th 2008
     # 48
    Adding to Angelo's question... how much will be compatible Other Worlds with the existing HQ/HW material?

    For example, if I wanted to play in Glorantha, using the published material, it will be a matter of simply "translating" the stats from a system to another, or it will be a more difficult task?
    • CommentAuthorsoviet
    • CommentTimeMar 16th 2008
     # 49
    Angelo, Moreno: There won't be any kind of update path or conversion summary, no. Other Worlds and HeroQuest are entirely separate games. Still, it's fair to say that it won't be too difficult to translate characters from one system to the other, because they are both based on similar principles (i.e. characters as long lists of descriptors).

    Droog: If you've already drifted HQ in a narrativist direction then you will find the Other Worlds system gives you a lot more mechanical support for that playstyle. You will also find a huge stack of advice and suggestions about how to make it more fun and about how to adapt the system to different genres (including several quick-start genre conversion packages).

    Neither myself or Mike can speak for the revised HeroQuest because we have nothing to do with it whatsoever.

    Mark Humphreys
  28.  # 50
    Let me put it this way... I've played with HQ for years now, and I love it. But I'm switching to OW for my own play. Because the way we've designed it, I can play it without any modifications. I do modify HQ somewhat when I play, because some of the rules simply militate against the style of play that I prefer.

    If you read my second post above, you may get some idea as to how we've done this. But to give another example, a subtle change that we've made (and one that will surprise nobody), is that we've done away with "bonuses" for equipment that are not situationally based. So there's no more incentive to "game" the game by getting the biggest sword, and heaviest armor, etc. There's still incentive, but it's more organically in-game, in that the bonuses are local to the contest at hand. Or penalties. So if you're swimming in heavy armor, the modifier is going to be appropriate for the contest at hand. Just as it will be when your armor outclasses another combatants. So your character will want such stuff if he would want it.. is he going to be a swimmer, or a warrior? Or even, we use this sort of sword, because it's what our culture can produce, and we think that it's best. It's only when you say that the scimitar is objectively better mechanically than the longsword that players have their knights weild scimitars...

    I'm hoping that the combination of rules that Mark and I have come up with will appeal to players like he and I who have minor gripes about how HQ runs as written. Some of it is simply clarification. In HQ, if you cast a spell to leap over a tree, does the tree resist with "Tall?" Or does the player get to use the default 16? The HQ text simply doesn't give you a direct answer, or even a principle from which to judge. We give clear rules, or clear indications on what method of judgment is indicated for a particular decision. So that the whole thing meshes together well. Hopefully, the way we've written it, the question "How do a melee combatant, and a ranged weapon user interact?" will have an obvious answer.

    Will Other Worlds do anything that I can't currently do with HQ? Nope, not really. Will it do some things better and more easily? Yes, definitely. It's a better tool for the same job. If Mark and I have done what I hope we've done.

    Playtesting will tell. :-)

    Mike
  29.  # 51
    Everytime I read the Heroquest book I feel like the game is somehow lying to me about how it works. So I am really excited about Other Worlds, as Mike's essays have really helped me get through some head-scratching moments with Heroquest.
  30.  # 52
    Hey, I don't want to bash the HQ text... it's given me a lot of fun. It's just as possible that I've been "lying" all along about what it's good for...

    In that case, consider Other Worlds restitution for those lies, by working with Mark to come up with a text that really does say what I want it to say.

    :-)

    Mike
  31.  # 53
    Well, I think that I'll find at home in OW!!!
    The way I play HQ was so heavily influenced by the forgite post of Mike over the HQ board that I think that is must have playes QW lite :-P

    Ah, I've 2 more questions:
    1) OW will be released as a printed book? or as pdf? or as the previous 2 togheder?
    2) The dice used will be the "classical" HQ d20? Or something other?

    Angelo
  32.  # 54
    Hi Angelo,

    Sorry to take so long getting back to you.

    Other World will be released as a book for certain, possibly as a PDF, and if as a PDF, the book will probably include the PDF for those who want it. Actually if I can get somebody to make a good HTML version, I'd like to distribute it that way as well.

    The playtest rules are using percentile dice... though I've also done some preliminary testing with pools of D20s, and other systems as well. Can't say for sure what the final form will use until we've got playtest info back. Note that we don't adhere to any die conventions out of comfort, or novelty, but seek to find the one that works best for what we're trying to accomplish with the system overall. Including things like speed and ease of use, but also all the other myriad goals that the system has.

    Mike
  33.  # 55
    Posted By: Alvin FrewerIt's OoP, so I guess the answer is "no where" or "various places" depending on if you want a new or used copy, or get lucky.


    Umm, as far as I know, you can still get a PDF of the HeroQuest rules from DriveThruRPG.
    •  
      CommentAuthorHexabolic
    • CommentTimeApr 3rd 2008
     # 56
    Mike, FWIW, the stillborn Exile game from WW had an interesting percentile mechanic wherein the tens digit equalled "successes" and the units digit just helped you hit your target number, which fell somewhere between 1 and 100, obviously.
  34.  # 57
    Hmmm.... Interesting.... You could do it the other way, too... hmmmm

    Anyhow, as an update, the writing of the playtest draft is complete, and we're just doing some small editing stuff to get it ready.

    Soon, folks, soon! :-)

    Mike
  35.  # 58
    "Excellent," I say with my fingers steepled.
    •  
      CommentAuthorNewt
    • CommentTimeApr 10th 2008 edited
     # 59
    Posted By: Mike Holmes
    The playtest rules are using percentile dice...


    That's interesting. As a long time BRP head I find new players instantly like percentile dice and they have a certain comforting familiarity. Looking forward to the playtest :)
  36.  # 60
    Hey Mike,

    So do I bring my pink d20's Saturday, or a bunch of d10's?
    • CommentAuthorMike Holmes
    • CommentTimeApr 11th 2008 edited
     # 61
    Oooh... good question. Better go with both to be sure...

    :-)

    Mike

    P.S. My blue d20s will be there to counter!
    •  
      CommentAuthorMarhault
    • CommentTimeApr 11th 2008 edited
     # 62
    Posted By: Clyde L. RhoerHey Mike,

    So do I bring my pink d20's Saturday, or a bunch of d10's?


    Posted By: Mike HolmesP.S. My blue d20s will be there to counter!


    I'm grinning right now. I have good memories of those dice.
  37.  # 63
    I got Mike to use my pink d20's. Success.
  38.  # 64
    Tell us more! :-)
  39.  # 65
    One thing I want to make crystal clear, I have a penchant for playing Other Worlds in a specific way at cons, that being the "tabula rasa" method. I do this for one because I really like it, and what is produced. I also do it, however, because it means that I don't have to carry around a scenario, and can play the game at the drop of a hat.

    But I don't want to give people the idea that this is the default way to play Other Worlds. We don't really present a default in the text, allowing people to play with whatever level of pre-creation that they're comfortable with. The option to play starting with nothing is just that, an option. Even if you do start with nothing, you can do a lot of character generation prior to starting the first scene, and not be thrown in the deep water immediately as I do most times in play at the cons.

    That said, the game to which Clyde refers was a short one in which several species of "fish-men" (for lack of a better term to group them) were at war with each other. My old co-conspirator Ralph Mazza created a race of "shark-men" that were completely subject to the whims of their appetites, who had apparently eaten the queen and children of the king of another race. Tony (I forget his last name), created and ran that side, as a spy for their people about to make a retributive attack agains the shark people. He watched as Ralph's character, a War Oracle named someting like Bloodmonger Jawrek Tok, made predicitons about the battle, and dictated a battle plan to another PC. That PC belonged to a race of spikey fish-men who served as warriors for the shark-men, who formed an upper-class priesthood for the overall culture who, it turns out, was ruled by a killer whale (apparently a regular one, not any more intelligent than those in the real world). Another PC was a spymaster for the War Oracle.

    As the battle erupts, I had a huge volcano beast erupt from under the sands, and start boiling the members of both sides. An emmissary from each side tried to parley with the PCs, to see if they would break off the engagement, perhaps to join up to deal with the new threat. To no avail, both sides decide to stay at each other's throats.

    And after the PCs personally struggling to kill each other, both cultures are pretty much devastated, everyone dead...

    Aren't you glad we're mammals?

    Mike
  40.  # 66
    I must say that I am very impressed by your summary, Mike. Looks like a great system for unusual settings, and I am glad it supports different levels of previous creation. How do you proceed in order to create this kind of settings on the fly?

    Also, you seem to imply that the players did not only play their respective characters, but also the sides they belonged to during the conflict. Is that true? Are there any kind of specific mechanisms for this?
    • CommentAuthorreaction
    • CommentTimeApr 14th 2008
     # 67

    I'm the player of the Jellyfish/Squid spymaster from the game, and I personally had a lot of fun. Like I mentioned later on Sunday, I'd love to get in on the playtest, if that gets worked out.

    • CommentAuthorMike Holmes
    • CommentTimeApr 14th 2008 edited
     # 68
    Ah yes, one of the many Matts from the convention, I appreciated Matt Strickling's play quite a bit. Especially the part about him being so loyal to the sharks that he couldn't possibly think about saving his own skin. You see, he was both physically and metaphorically spineless...

    Thanks Matt!

    Alfredo, how do we create settings on the fly? By creating characters, and requiring that character creation to include the character's culture, occupation, species, etc. The players made it all up, 100%. Hell, as I noted to somebody after play, all I added to play was an altar, and the big lava monster.

    I find now when I play other games, especially fantasy games, that the dissociation of characters from their culture is just bizzarre. Oh, we might be seeing elements of their culture in their acts, but we rarely ever know. In Other Worlds it's always quite clear whether or not something the character is doing is characteristic for his culture or just something that he's on about himself.

    Sometimes this is mechanically critical in play.

    There are several potential mechanisms one can use to control things other than one's character. I was using an admittedly kludgey one, and should have use one of the tighter ones I realized after the fact. That is, it would have been best to make the battle a conflict between Tony's character and Ralph's character, and treated the armies as "equipment" (basically a situational modifier). But the rules include more than one way to skin that cat. Including, for instance, taking an army or a culture or something as a "trademark" for that character.

    In this case, the players didn't have direct control of the armies. Their characters had indirect control, however, and so we represented this as a fight between the armies, supported with the abilities of the PCs. Since the armies were equal for the most part, this meant that character abilities made the difference in the size of the dice pools.

    One of my favorite moments was when the shark contingent, lead by Ralph's character, blew their roll to augment, and instead of adding dice, subtracted one die from their army as a whole... this balanced out the advantage that the three players had against the one, and was narrated by Ralph as the shark-men being distracted by the release of many small prey fish which they promptly chased down for dinner, ignoring the rest of the battle. Laughed my ass off.

    Thanks for the good questions!

    Mike
    • CommentAuthorValamir
    • CommentTimeApr 14th 2008
     # 69
    The vile blue sinuous finned people, known by my people as "Food" were played by Tod Olsen, who having watched me create Blood Monger Jawrek Torn (the War Oracle who fortells the outcome of battle by cutting the arms off of starfish and reading the future in how they grow back) promptly made himself my enemy.

    While he did manage to kill the mighty Blood Monger Jawrek at the end, it was not before I ate him.

    I claim victory!

    Ralph
    •  
      CommentAuthorbuzz
    • CommentTimeApr 14th 2008
     # 70
    I'm so ticked I missed out on this.
  41.  # 71
    So, Mike, what dice did you finally use (d20s, then?), and how does the dice rolling mechanism works? How do you augment? How long did the initial brainstorming and character generation process took? I suppose 'trademarks' are the Other Worlds term for 'keywords'. How much detail do you need in order to define a Trademark? Is there any mechanism in place for adding details on the fly?
  42.  # 72
    Sorry Mr Delsing! I thought about running it whenever I saw you, but there was always something else going on. When the game started, I suddenly had too many players, and didn't have the heart to turn any away (and I'm not sure if you were busy or not at the time).

    I owe you one. Origins? GenCon?


    Alfredo, great questions,

    I ended up using the D20 method, I admit, but mostly because I didn't have a copy of the rules on hand, and didn't think that I could run the percentile method accurately. Actually it's a tribute to the simplicity of that system that I almost did use it from my memory of it - I've only played with it once before. As opposed to the many games I've run using my system.

    So, as a playtest, we don't know anything more about the dice system than before. And, frankly, I wanted the game to be a demo, very specifically. That is, it was short-ish... 2 hours? 3? And meant to be a taster, not to get really involved. As such I didn't even formally take feedback. Though, as always, any feedback from the players would be appreciated.

    I don't want to go into too much specifics with the die pool methods, but it's basically like this:
    - D20 Method (won't be in the playtest copy) - roll a pool of d20s equal to one tenth your rating, plus a non-rolled die for any fraction, and high die wins. Multiple dice that exceed your opponents means higher levels of success.

    - Percentile system - Simply add the ratings to a roll of percentile dice, and subtract the opponents rating plus roll. The margin determines the level of victory.


    "Augmenting" is now "supporting" (we changed the term for various reasons). Its very similar to HQ, with one tweak being that the first ability you support with counts at half it's rating. Everything after that is one-tenth. Note that the effect this has, we've found, is to make the one-tenth augments seem to approach superflousness. Meaning that players don't spend a ton of time looking for them, just a few for color. A simply psychological trick.

    There are rules for rolling over victories from previous contests in terms of temporary abilities... this means that there's now only one rule for both gaining abilities (and flaws, etc) and "variable augments." Covers this sort of thing and all of those odd rules like "Heroforming" that you had in HQ. Much more streamlined, and you can still get whatever level of mechanical complexity you like.


    Continued...
  43.  # 73
    ...from above.

    There was zero "initial brainstorming and character generation process." Again, this is not the default style of play, just one I commonly use myself when I don't have stuff prepped. But, to be clear, play began with sheets of paper that were blank except for markings for blank templates to be filled in, and the opening dialog went something like this:

    Mike: Matt, name a biome.
    Matt: A what?
    Mike: an environment, like forest or something.
    Matt: OK, forest.
    Mike: can you add something? Like Conniferous or deciduous?
    Matt: Deciduous. You're lucky, I was going to say underwater.
    Mike: Oooh, I've never done underwater, can we do underwater instead!!!
    [Murmurs of enthusiasm from around the table]
    Matt: sure.
    Mike: Cool... Tony, your character peeks out from inside of a bed of kelp, what does he look like? Three things.
    Tony: he's blue, sinuous, and scaled
    Mike: OK, so he's not human, I take it? You probably want to note that as a trademark for his species. Put any abilities that he has because he's a member of that species under that trademark.

    Etc. The other players are asked to simply describe their characters. At some point somebody has their character actually do something with the environment. In this case I describe Ralph's character as being by a stone altar, being watched by Tony's character. Immediately Ralph figures that his shark-headed character is cutting up a starfish.

    Mike: So does that say something about his occupation?
    Ralph: Yeaaah... he's a... War Oracle.....

    Then the other players decide that their characters are a general, a spy, a spymaster. More traits get added as play goes on, and we find out that Tony's race hates Ralph's... hence why he's spying on Ralph's character. Suddenly the game is all about an imminent battle between their races...

    No prep. Just questions in play that lead players to make stuff up about their characters, which, in turn defines the world. This is key...

    Players, by creating the character they want to play, shape the world of play. They aren't given "Director Stance" authority directly, they are given the authority to make up whatever they want about their character. But in being given full authority to do so as long as it doesn't conflict with what the other players are doing (or with agreed upon setting info in a game that has that), the players are given ownership of much of the setting. A "cone" of authority, if you will, that descends from their work in creating an interesting character.

    This can be done before play, yes, but it can also happen during play at any time. If the player is allowed to add an ability, or otherwise define his character, he's modifying the world as he does so. Note that, to begin with, you have grandios numbers of free abilities you can add to a character (typically from 50 to 80 depending on how wierd you want the setting to be), so you can go a long way in creating things before slowing down as things sorta solidify and "gel" if you will.

    Note that with a more pre-prepared world, you usually still have such lattitude, but may decide to relinquish some of it, and just select from what's presented, and not feel forced to be creative. It's up to the player to decide how much they want to add (in my radical form, I force them to create everything, but, again, that's just one way to play).

    Continued again...
  44.  # 74
    ...from above.


    "Trademarks" are a sort of "Template." To be clear, Templates are what's replacing keywords. In fact, I'm not really comfortable with that term, either, truth be told. We need a term that means:

    A grouping of abilities that represent different important types of facets of the character.

    I think we even tossed around "facets" or something, and didn't like that. Any ideas?

    Trademarks are a specific meta-category of template that is tailored for the character. This is a bit complicated, but basically every Template has the following qualities:
    Meta-category: Is it a standard template, the sort that shows how he is like others, thus defining the world? Or is it something unique to the character (either totally, or he's one of a select group that has it)?
    Definition: Inside of those categories, you have an infinite number of actual selections you can make. They are only constrained by whether or not the category itself shows commonality, or individuality, or the like.

    So, for instance, you will usually have a culture for your character. This is one of those standard linking sorts of keywords. But you're free to make up your culture, or select from any available in the game world. By putting abilities in such a keyword, you define large sections of the world. On the other hand, a Trademark is something that is probably pretty rare, and perhaps even unique to your character. Only he owns the Blade of Pure Truth, for instance. The trademark template here serves to better define this quality of the character.

    Mark's text uses better terms and makes this all a lot more clear with good examples to back it up, etc.

    Mike
  45.  # 75
    This is getting really interesting, Mike. Thanks for your explanation. I like how Other Worlds is shaping up. As for dice rolling, I prefer the percentile method, if only because it looks simpler to me. Also, the 'supporting' trick (adding one-half of the first supporting ability and one-tenth of other abilities) is a nice Jedi mind trick, even though I wonder if players won't find it limiting :-)

    So, you can define the world at large through the characters, who have two kinds of 'templates' - 'Facets' (which can be either cultural or personal features, for lack of a better name) and 'Trademarks' (highly character-specific features). If a method for doing this is clearly explained in the rules, I'd love to give it a try.

    Matt, Ralph - thanks for the in-character world view. Seems like you enjoyed the carnage. Poor starfishes ;-)
    • CommentAuthorMike Holmes
    • CommentTimeApr 15th 2008 edited
     # 76
    Oh, the starfishes grew their arms back, so it wasn't so bad. The ones who really had it bad were the race of sentient sea-worms that were created as messengers, who were usually eaten after delivering their messages. Now that's a pathetic existence.

    The one player's warrior race was explained as not being eaten by the shark race rulers of their culture, not only because of their usefulness as warriors, but also simply because they were poisonous to consume. :-)

    There's a whole chapter on creating templates. This is not a terribly long game text, by the way, but at over 85,000 words, neither is it short. We have tried to be thorough.

    Mike
    •  
      CommentAuthorunlikelylass
    • CommentTimeApr 15th 2008 edited
     # 77
    Posted By: Mike Holmes...from above.


    "Trademarks" are a sort of "Template." To be clear, Templates are what's replacing keywords. In fact, I'm not really comfortable with that term, either, truth be told. We need a term that means:

    A grouping of abilities that represent different important types of facets of the character.

    I think we even tossed around "facets" or something, and didn't like that. Any ideas?


    Fields of Knowledge?
    Areas of Competence?
    Penumbra?
    Talents?
    Qualities?
    •  
      CommentAuthorbuzz
    • CommentTimeApr 15th 2008
     # 78
    Posted By: Mike HolmesSorry Mr Delsing! I thought about running it whenever I saw you, but there was always something else going on. When the game started, I suddenly had too many players, and didn't have the heart to turn any away (and I'm not sure if you were busy or not at the time).

    I owe you one. Origins? GenCon?

    Aw, heck. I was just givin' ya grief. I'll be at GenCon, though, so hopefully the stars will align.
    •  
      CommentAuthorHexabolic
    • CommentTimeApr 15th 2008
     # 79
    Mike, how about Locus for the meta-category term?
  46.  # 80
    Singularity for Trademark

    and not a specific word for the common one because these are common distinction class