Nautilus RPG Site is Live!

I’m running out the door to an evening obligation, but I wanted to drop in to let everyone know that the reason that things have been so quiet on this front is that I’ve been putting up the finishing touches on the Nautilus RPG website!  It’s still a little rough around the edges, but the main page and first blog post is up, and you should definitely check it out to get an idea of what’s going on in Nautilus-land.  Most Nautilus-specific updates will post over there, although I’ll still post game design thoughts and more general game ramblings over here, too, which might dive into Nautilus design experiences.

The site is here: http://www.nautilusrpg.com.  Check it out!  Tell your friends!

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Another Quick Update

So I didn’t take very long to fall of the bandwagon there, did I?  School combined with social obligations swamped me a little bit this last week and kept me away from the blog, although I’m finally getting some traction and free time.  I also didn’t have any flash fiction of a high enough quality to show.

Anyway, quick Nautilus update: we’ve (we = Patrick and me) put together a dev wiki and a release schedule, and we’re aiming to have a fully functioning beta of the rules by the end of the year.  We’ll begin small group testing shortly after that, and then later move onto public testing.  We’re tentatively aiming to have our first general-public game at February’s Strategicon, and hopefully at that point we’ll be close to done refining the rules.

We’re unsure yet what we want to do about publication.  While the optimist in me would love to think a publisher would take a look at our game, I’m not sure a d20-based Sci-fi game is going to be really setting off any alarms unless we get some great word of mouth going on.  Even then, a lot of the big publishers publish primarily only things they develop in-house.  Kickstarter is another tempting option, but we’d need a lot more people knowing and excited about the game than there are now.  Another project for the coming months!

The website for Nautilus has been in stasis due to a lack of web-design time on my part.  It should be up soon, at which point a lot of these announcement-type posts will be created on the blog there.

Other than all that, everything is going well.  I’m working on a new short story that I hope to finish the first draft of soon, and I’ve been writing consistently the past week, give or take, which is a marked improvement after falling off the writing horse for the earlier part of November.  Right now I’m just letting my writing wander in topic, but keeping the length down to prepare myself for NaNoWriMo next month.  It’s going to be intense!  But I am very excited for it.

I also turn 23 tomorrow.  Huh, how did that happen? Barely seems like a year’s gone past yet.

That’s all for now.  Catch you all soon!

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Flash Fiction: The Wolf and the Girl

Hey everyone, here’s another flash fiction based off of Chuck Wendig’s Friday Flash challenge prompts.  This one was The Epic Game of Aspects Redux.  I rolled 19 – Twisted Fairytale, 12 – A Quest for Something, and 13 – The Restless Dead.  I guess this entry can be considered a technical failure, both because it’s 63 words too long and I didn’t realize there was a “quest for someone” category, which means that having the main character quest after an entity is probably incorrect.  But I had a good time writing it and I like the end result, so I hope you enjoy it anyway!  Read on:

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The State of Things (Nautilus, Writing, THIS VERY BLOG)

Hey everyone, a few quick updates:

The Nautilus playtest has been going well, and it looks like a lot of things are going to go back to the drawing board to take them out of “okay” and into “awesome!” territory.  D20 Modern and Future have proven a little more sketchy and incomplete than they originally appeared, which is not a terrible thing, but creates more of a challenge moving forward.  Still, we can definitely make it work.

Speak of “we,” a friend of mine, Patricio Legras, has joined in on the Nautilus project with me.  This should mean more progress and faster updates, and hopefully a more complete product sooner for everyone.

We’ve also started up a website for the project, so we can centralize updates and stay in better touch with everyone.  It’s going to be under construction for the next few days, but once it’s live I’ll post up a link here in a new post.

As far as other things go, a week or so ago I finished writing one of the longest stories I’ve ever written.  It started as a project that was supposed to turn into a short story, and ended up being 120k words long.  It’s about a thief, her guild, and getting in way over their heads as they realize an artifact they were sent to recover was much more than they bargained for.  I’ve set it aside for now, to let it sit for a while, but should be editing it come November or December.

I’m also getting excited for NaNoWriMo coming up in about a month.  I’m not sure what I’m going to be writing yet, but it’s always a blast to participate (and I’m hoping I can turn this year into my eighth win in a row).  In the meantime, I’ll probably finish up another much shorter novel that’s a few scenes away from completion and write a few short stories.  I also have The Tower of Ishmal to edit and then hopefully start submitting to a few magazines.  I need to start building up my pile of rejection letters, after all. 😛

Lastly, I’m going to be updating this blog at least once a week from now on.  Right now it’s low to no traffic, and I’m okay with that, but moving on out of college at the end of this school year and into a career of any sort it would be nice to have a web presence to connect with other creative folk.  Plus there are a lot of things from game design to writing to, I dunno, extreme ornithology that I’d love to have conversations with you all about.

That’s it for now.  Have a good one, everyone.  See you next week if not sooner.

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Flash Fiction: The Human Keeper

Hey everybody, so it’s time for another flash fiction!  I again smacked right into the word limit on Chuck Wendig’s latest challenge, but had a great time.  The original challenge post is here, and I’ve copied the relevant bits below for your convenience:

On a bit of a random kick, so let’s go with that, again.

This time, I give you eight random words:

Saw

Milkshake

Bath

Flowerpot

Wheelchair

Bully

Zoo

Heretic

And you must choose four of these and incorporate them into a piece of flash fiction no more than 1000 words long, posted at your blog or online space by Friday, June 8th, at noon.

I ended up choosing “milkshake,” “zoo,” “heretic,” and “bath.”  Not in that order.  Anyway, without futher ado, here is “The Human Keeper” (below the jump).  I hope you enjoy!

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New d20 Sci-fi Game (Part III): Now With Title!

I realize updates on the d20 sci-fi game have been sort of thin on the ground lately, and I apologize for that.  We’ve finally started running the campaign, and while there’s still rough going in a lot of spots as we define more things (many items/features in d20 future are poorly designed or just not explained well enough), it’s been a lot of fun.

First of all, it’s called Nautilus now.  It’s very nice to finally give the project a name, as much as I was loving just saying “d20 sci-fi game” over and over again.

I mostly wanted to throw this post your guys’ way so I could show you a few new things.  First off, I’m going to post the (woefully incomplete) PDF of the rules here, for your personal (not commercial) use.  You can download it here.

The other big thing is that if you want to watch the campaign and see the game develop (including patch notes, errata from the PDF, and adventure logs), you should head on over to our obsidian portal campaign site/wiki.  It’s been a blast so far, and you can even see some of the world-building I’ve done, updated more-or-less as the players discover it.

That’s all for now, folks!  You should hear again from me soon.

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Flash Fiction: A Walk in the Woods

So, I finally decided to participate in Chuck Wendig‘s weekly flash fiction challenge, something I’ve been meaning to do for a long time but hadn’t quite gotten around to. The story’s first, because the challenge itself is kind of a spoiler.  I’ve put the challenge in a block-quote at the bottom, and linked to the challenge itself there.  I also ended up clocking in at *exactly* 1000 words.  Someday I will learn to be more concise!  Hope you enjoy the story.  I certainly had fun writing it.

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New d20 Sci-fi Game (Part II)

Work on the game continues apace.  Unfortunately, it still doesn’t have a title yet.  Although I sort of wanted to figure that part out once the game is more or less wrapped up and complete.

The main thing that happened today was a read-over of all of the class skills currently included.  I’ve been pulling out class skill from d20 Modern and Future, as well as a few from the Pathfinder SRD.  So far they’ve had mixed results.  While I really like a lot of d20 Modern as it’s presented, some of the class abilities begin to feel weak or improperly balanced when converted to Buy The Numbers.  Certain abilities that were nice bonuses for certain prestige classes become ludicrously expensive, while other powerful abilities become a little too cheap.  However, this is overall kind of rare and a result of just using certain default formulas for how much these abilities cost.  I actually found it useful to calculate the cost for a few of the simple abilities as complex abilities.  This greatly reduces the cost of taking the ability while still feeling balanced within the experience point costs of the system.

A quick run-down of how Buy The Numbers calculates the cost of a class ability:

The general rule of thumb to use when pricing a
simple ability is that the XP Cost to obtain the
ability is equal to 300 XP times the minimum
character level at which the ability can be
obtained under the Core Rules. For instance,
a prestige class might grant an ability at the
4th level of the prestige class; entry to the
prestige class might require the character to
be at least 5th level. Thus, the ability should
be priced as a 9th-level ability, with a cost of
300 XP times 9 or 2700 XP.

Simple abilities are those abilities that do not have a limitation such as uses per day, or being dependent on your character level.  Increasing your base speed by +5 ft would be an example of a class ability, or gaining +2 HP to all Treat Injury checks.

Complex abilities are those abilities that have a limited number of uses per day or are based around your character’s class level.  Sneak attack, which has damage progression based on your character level, or Smite Evil, which has a limited number of uses per day, are both complex abilities.  The costs for these are calculated as such:

Unlike simple special abilities, which require a
“one-time” entry cost, complex special abilities
require at least two XP expenditures to be
made. The first XP expenditure a character
must make is the XP Cost to have access to
the ability; this cost is always listed first below
the ability description. Other costs that may
be required include:
1.) The cost for each daily use of the ability
(“Base XP Cost for Single Daily Use”).
This cost escalates as the character
purchases more uses of the ability each
day; the second entry below the ability
description is the “Base XP Cost for
Single Daily Use.” Purchasing one use of
the ability per day has an XP Cost equal
to the new total number of daily uses
times the Base XP Cost; thus each
successive purchase of a daily use
increases the XP Cost (i.e., if an ability
has a Base XP Cost of 500 XP, it requires
a payment of 500 XP to use the ability
once per day, an additional 1,000 XP to
use the ability twice per day, another
1,500 XP to use the ability three times per
day, and so forth).
2.) Increasing the effective caster/character
level with which the ability is measured.
Some abilities have a Starting Caster
level listed; this level is subsumed in the
cost of purchasing access to the ability
and is the minimum level at which the
ability operates (if no entry appears, and a
level is necessary assume the starting
level is one). If the description of the
ability references “appropriate level,” this
is the level used. A character may
improve the effective level for one ability
only by paying an XP Cost equal to 50
times the new effective level (i.e., raising
the effective level from 1 to 2 requires 100
XP, raising it from 2 to 3 requires another
150 XP, and so forth).
3.) Increases that do not follow a “caster
level” pattern are also possible; the cost
for these is usually noted in the text.
When pricing complex special abilities, the
general rule of thumb is that the cost for
access should be 100 XP times the minimum
level required under the Core Rules to
achieve the ability if the ability is “leveldependent”
and 150 XP times the minimum
level required if it is not. The base cost for
uses per day should be priced at half the cost
for access. Exceptionally useful abilities
(such as sneak attack) may see an increase
in cost but never more than double. As with
simple abilities, prerequisites for complex
abilities should “make sense” as much as
possible, usually being drawn from earlier
abilities on a class list or in exceptional cases,
from other areas (e.g., since being an arcane
spellcaster is part of acquiring a familiar, the
familiar ability requires some ability with
arcane spells).

(Both sets of quotes are from Buy The Numbers, by Spencer “The Sigil” Cooley, which is Open Game Content.)

There were also definitely some differences of opinion based around how much an ability costs versus its utility, but I think those will become more settled and clear once initial XP values are calculated, as the relative cost of each ability will be much more apparent.  The main issue I think is going to be reconciling the costs that look high on paper with the amount of XP characters would have been expected to gain before getting that level in the default system (d20 Modern, Future, Pathfinder, etc.).  I have a feeling a lot of costs will seem more reasonable in that light.  My main worry at the moment is going to be that we end up in a dive to the bottom with XP costs, where suddenly everything is so cheap that there’s nothing interesting for characters to take in their later levels.  But this will require further playtesting and building of characters to ensure it works out.

I realize this may not have made the most sense ever, and I apologize for that.  I wanted to get the thoughts from the playtest down and out there in the world, and I’ll have more concrete examples once the XP value of all the abilities is calculated and another playtest is run or experimental character building is underway.

Next post: Converting wealth DCs to actual credit numbers, hopefully using the Hamburgers and Handguns method.  Woo?

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A Quick Update

Hey all, just wanted to let you know the site has had a minor redesign and a bunch of my projects have been added to the Writing and Games menu items.  My portfolio has also been updated.

Sorry about the lack of progress on the d20 Sci-fi front.  Right after I got home from the holidays, I started experiencing abdominal pain that turned out to be appendicitis.  Everything turned out well, but between recovering from the surgery and the start of the quarter I have been massively swamped.  However, my currently Dresden Files campaign just ended (possibly a post for another time), so I should have some time during this break from GMing to get the d20 Sci-fi back up and running, with a few posts along the way as I discuss key design decisions.  It’ll be a blast.

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New d20 Sci-fi Game (Part I)

Hey all! So my most recent project I’ve been fiddling at is a new game system for my tabletop group. It’s going to be a sci-fi setting, and using a heavily modified version of the d20 rules. This is what I have so far:

  • The core mechanics of the system will be based on d20, using the Buy the Numbers system of character advancement.  I love this system because it frees characters from needing to select a certain class at the start of the game, and gives a lot more flexibility to both players and the GM when designing characters.  I’m also hoping it will stop players from falling into the standard set of roles, although I realize this might be a pipe dream.
  • I think I will also be implementing the aspect system from FATE.  Characters will choose 7 aspects for themselves, like in the Dresden Files RPG system.  I’m not sure exactly how many FATE points to give them yet.  I may only do the compel economy for them, and start each player with one.  Or I could tie it to individual levels.  Each FATE point can be spent for an action die, along the lines of Fantasycraft.  I think this system will be a nice driver for plot and a good way to have characters take solid, in-character actions.  At the same time, I don’t want it to overpower the other mechanics of the game, so there will probably be less focus on Aspects than there is in The Dresden Files RPG, Spirit of the Century, etc.
  • I originally started aiming for hard Sci-fi, but have been running into a few problems.  Like faster-than-light travel and communication, as well as artificial gravity and inertial dampeners not having any feasible explanations.  (Okay, so artificial gravity has a few, but is still hard to justify on what we think of as a spaceship.)  I will still try to keep as much as I can grounded in something resembling actual science, but I’ve decided to allow myself some wiggle room on a lot of the details.  Any sufficiently advanced technology is indistinguishable from magic, right?

That’s the main of what I’ve been working on right now.  As I finish certain aspects of the game, I’ll write up new posts introducing all of the basic ideas.  The goal by the end is to have some sort of source book put together, both for my players and the internet as a whole.  Although given the use of the Buy the Numbers rule system, I’m not sure how the legality of that will work out.  But I will try to find some way to share the end result.

That’s all for now, folks!  Now go have yourselves a happy new year. 🙂

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