Righty, time for a new blog. This one will be solely for rules and discussion/tearing apart of them. I'll probably look at a design one in the near future as well to discuss how the game should look especially once the prototype stuff really gets underway (and much thanks to Mojo for doing) sterling work with all the proof of concept stuff and the early prototypes). My first blog here though is Mojo's Background and beginning lore for the world. I take no credit for this, it's 100% his and a fantastic read.
In the mid-nineteenth century, a school of visionaries foresaw that political stresses in Europe, economic stresses in America, imperialist stresses in Africa, and cultural stresses in Asia would ultimately lead to an all encompassing global conflict. To guard against this threat to human civilization, a league of prominent industrialist, scientists, philosophers, and architects gathered together to construct Arkopolis Nuevo Refugio in the Mesa del Norte region of Mexico. The "Arkopolis Concept" was to create a sealed, isolated, and self-supporting community of 10,000 citizens -- sort of a modern-day Noah's Ark. Inevitably, anyone associated with the project was mocked as an "Arko". Nuevo Refugio was, nevertheless, a success, thanks in no small measure to the fear and horror spawned by the brutality of the American civil war. This first arkopolis was completed and fully populated by 1868.
In the years that followed, many more arkopolises were begun all over the world and many different design styles evolved. Some towered over the plains like man-made mountains while others burrowed deep into the earth for safety. There were failures, of course; structural stability was hard to achieve in something as large as an arkopolis, and cultural prejudices led to some completed projects that were never fully populated, most most arkopolises were successful. Typically, a political, cultural, or religious sect would sponsor an exclusive arkopolis to promote their own self interests such as Prophet, the Mormon's arkopolis in Utah; Bushido, the fundamentalist Japanese arkopolis on Kyushu Island, and Petrograd, the Tsarist arkopolis in western Russia. However, some generalized arkopolises sprung up as well. These santuary cities had the lofty goals of establishing diversified utopian centers to promote the welfare of all. Nuevo Refugio, of course, was the first arkopolis in this mold, but other examples included Platopia in the north of Greece; Olduvai in eastern Africa, and Blue Ridge in the Appalachian mountains of eastern America.
When the Great War finally engulfed the Earth in 1914 there were nearly one hundred fully functional arkopolises across the planet, protecting a scant one-half of one-percent of the world's population. The conventional war of guns and explosives and hand-to-hand combat was still going strong in 1918 when the plague bombs were dropped and death-by-violence was replaced with death-by-disease. No one who survived knew which faction had started the plague war, but by 1920 the one million souls locked up in their air-tight arkopolises were all that remained of the human race.
Decades passed and the arkopolises kept their airlocks sealed tight for fear of lingering contagion, but time took its toll on their insular communities. Machines began to fail, resources ran low, and elders who jealously guarded their knowledge died without passing on their skills and knowhow. Rationing was instituted, creative patches were cobbled together, and alternative power sources were utilized, but as the twentieth century neared an end, most arkopolises were forced to choose between death by starvation and asphyxiation or the chance at life by ending their isolation from the outside world. In nearly every instance, life won out.
The greatest surprise came when the Arkos actually chosen to open the airlock doors didn't drop dead of plague. However, after living enclosed for six or seven generations, agoraphobia left many of them paralyzed with fear of a world without walls. A few brave souls in each arkopolis stepped forward to go out into the long-forsworn world but they met horrible deaths in the jaws, pinchers, and talons of plague-altered beasts grown huge and no longer afraid of mankind.
To guard against these wild terrors and to make long distance exploration possible, the Arkopolis Engines were created. These massive steam-powered machines, crewed by intrepid adventurers and well-armed troops, trekked into the world seeking caches of knowledge, salvageable machinery, and new sources of raw materials. Some Engines rose high into the air on stilt-like legs while others rolled on massive wheels or fearsome tracks like monstrous ground-hugging caterpillars. The Arkopolis Engines were amazing research and exploration platforms, but they were also formidable war machines, so whenever multiple Engines laid claim to the same wrecked city in hopes of finding valuable salvage, aggressive competition and hostile actions were the rule rather than the exception.
Feel free to comment on background, but any design ideas/game ideas, please continue in the Engines, Steam Points Blog, so this one stays fresh for rules.
Thanks all
Comments
Wow! Very well written!
Hey Mojo! Kudos on a GREAT background story!
Too much stress
Well, I didn't know stress was such an issue in the XIX century. Thank goodness they got industrialist, scientists, philosophers, and architects gathered to address the problem. We only got psycologists in the XX century and haven't made great advancements so far...
;)
Nice storyline. Keep thinking!
Doers Not Talkers
I guess they were "Doers" back in the 19th century not just "Talkers". They didn't muck around with being all politically correct and wishy washy. They saw something that needed doing and they did it, by golly!
:-)
Selecting your Engine
(This post is caused by the discussion in the prototype design thread)
How do I select my Engine for the game?
Do I have to choose between the ones available for my faction, or is it a free-for-all on all Engines?
The first option means that the factions need to be balanced Engine-wise to avoid locking the last chooser into the faction with the least useful set of Engines, while the latter spoils the idea of faction-specific philosophy for Engine types.
Yep! Check my post in the prototype section, Ewain!
I brought this up there in a bit more detail.
Motor sizes etc
Based on my comment here http://www.bgdf.com/node/3520#comment-12948, and subsequent comments on the same thread about size frigate etc, it has got me thinking on it all a bit.
If I may propose the following as a construction method of a Steam Mech (if I may call them that, I just like the name ... forgive me). The player dash board represents the their Steam Mech (SM). So what is required for a SM to exist, a chassis and Engines essentially. There was some talk about to many sizes (Frigate, destroyer, etc), why not consider 4-5 chassis and and 4-5 different engines, that would create a fair degree of flexability in the game. Given this I would propose that a chassis has two ratings
If you use capacity as requirements for building a SM, then each SM be could become vastly more different, and combinations varied.
Hard points and Capacity should be interchangeable. Even if you only consider 4 engines, 4 chassis, and 4 movement mechanisims that gives you 64 different SM variants.
Keeping Things Simple
Relexx, using all of those variables would certainly make for a technically accurate range of Engines, but I think it complicates things a bit too much.
When it gets to actual production, the game might have a single type of walker figure in six different colors, so breaking the stats up based on physical appearance of the Engines would lock us into needed a different molded figurine for each Engine. That would be fairly expensive.
If we differential the engines by the productivity of their boilers and the number of hard points on the player mat, we still get a fair variety of engine capabilities but do not lock ourselves into a physical design that may be too costly.
Don;t get me wrong...I'd love nothing better than to take all of Melody's Engine designs and make them the actual playing pieces for the game, but I suspect that would be cost prohibitive.
Not at all. I was thinking
Not at all. I was thinking more as I was typing. What I really wanted to get across was chassis v engine, and the thought that a chassis took X steam just to function.
capability vs cost
When it gets to actual production, the game might have a single type of walker figure in six different colors, so breaking the stats up based on physical appearance of the Engines would lock us into needed a different molded figurine for each Engine. That would be fairly expensive.
If we differential the engines by the productivity of their boilers and the number of hard points on the player mat, we still get a fair variety of engine capabilities but do not lock ourselves into a physical design that may be too costly.
Don;t get me wrong...I'd love nothing better than to take all of Melody's Engine designs and make them the actual playing pieces for the game, but I suspect that would be cost prohibitive.
Yeah, I understand the process is quite expensive for moulding, which is a shame as it would be great to have all factions with a different engine but the cost would be too much for six single individual figures per game.
While Relexx has a great point regarding chassis builds ultimately cost is going to be biggest influencing factor for production. Different builds and hard points is enough to create a big enough difference in each engine without having to go back and redesign to reduce cost. It's better to work on that now, than later.
Steam and Speed
Earlier in the brainstorming, we had discussed making different engines move at different steam costs...Excelsior might move from hex to hex at 25 steam while Reliant might move from hex to hex at 20 steam. Using this system I can see where Relexx's idea for differentiating Engines might be a better choice.
However, I think we're leaning more toward terrain-based movements costs now...moving into a Factory hex costs 20 steam while plowing through a downtown hex takes 40 steam. This makes movement requirements the same for all players and places more importance on steam management. If you need to get to the Reservoir hex you have to decide if you want to take the shortest route through the downtown buildings at a cost of 1 turn and 40 steam, or go around via two rubble hexes at a cost of only 10 steam each but requires 2 turns.
This seems to give players more meaningful decisions and I think that would make for a better play experience.
Steam and speed 2
I agree. With the terrain-based movement players can have a range of ways to get somewhere, depending on how urgent they want something.
What we can do is play with steam capacities to really make things different and players need to weigh up the cost of moving once for lots of steam or twice for 1/2 the amount.
I can see players who don't manage their steam points efficiently running out of steam before completing all four actions in the day.
Can't we have both
In regards to movement, you could still have both. Either have the terrain move cost, where the chassis move cost must be greater than, or you have to add additional steam (a), or the terrain costs additional steam regardless of the chassis (B)
e.g.
Chassis X Move cost is 30 Steam
Chassis Y Move cost is 40 Steam
In (a) Chassis X and Chassis Y could move into the Factory hex (move cost 20) at no extra cost to steam, however if they are to move downton Chassis X would require 10 extra Steam, and Chassis Y no extra.
In (b) a Factory Terrain migh be +10 Steam, and Down Town +20, there fore moving in them would cost 40 and 50 for Chassis X and 50 and 60 for Chassis Y
I regards to end production costs I agree, unless you had some plastic molds that could snap or slot together. A simple one would be the movement being one component and chassis plugging into the top, you could then easily have a flag pin to mark the players steam mech.
The chassis could just be a card just like the engine, so it just takes up a slot on the players mat also.
Movement
Play testing will need to be done to obtain the best movement method. We can easily test the set movement per hex method and the variable movement by chassis method. The variable method you describe above, where the terrain modifies the chassis' standard movement allowance is interesting but I think it may be introducing math into the game where it is not necessarily needed.
As to the snap-together player tokens, yes, that is a good way to construct the tokens. A single mold could be designed with a chassis with holes and six legs and two tank treads and four wheels, that connect to the chassis to form three different Engine figures. That might work without getting TOO expensive.
Water and the lack of it
In another Blog I brought up the issue of running out of vital water, something that wasn't considered I guess.
I've been thinking on this and have yet to come up with a solution. Mojo mentioned that perhaps we have a closed system, where players really only need to pay wood and coal as the steam is re-condensed and returned back to a holding cistern. The only time you would need to use water, is if you Hull got down into the red. Every time you generated steam, you would then need to use some water to replace the lost liquid. This would work well and is easy, it isn't going to be an issue in the early, game unless you decide to get into a scrap with another Engine.
My idea was to spend part of a day cycle drilling/seeking out enough water to refill and hopefully get you to the nearest reservoir and gather more, which I'm not overly sure on.
I've done a little looksie about how steam engines worked, and came up with an idea that might work, and not overly punish you for running out of water. Perhaps we still need water (it's the reason that steam engines work) as a resource and when you run out, you can still generate power from the last dregs of water/condensation etc, but only 1/2 the amount of pressure and damage your Hull - maybe 5 points each time you stoke the boiler.
example: If you burned 2 coal + 3 wood + water you'd generate 80 points of steam pressure. If you had no water, you'd generate only 40 points of pressure + plus damage your engine slightly.
Good To The Last Drop
Casamyr...Ya, that sounds good for the first draft of the rules and we'll see how it works in play testing. So, players will need to use a water and one or more combustibles each time they want to build up their steam points? So, they'd have to start with a certain amount of water and then we could make water one of the random resources that come up in a "mixed resources" hex, do they might get lucky and find a cistern to tap before they make it to the reservoir.
BTW, on the new terrain hex style, I'm going to change the "Reservoir" to a "Wellhead". I could not find a good lake image that I liked.
Hopefully no drought
Yeah. I was thinking that players will start with at least 2 of the combustible resources as they load up on the dwindling supplies. It may be more mind you, but we'll only work out through playing it.
No probs about the name - they not locked in stone...yet. :-)
I'd say the v0.1 of the rules are roughly 50-60% complete, and shouldn't take too long to finish it off. I'm really working on a lot of the fiddly rules at the moment.
Combat
Been thinking about this as well, or how it could work player vs player. The current idea is very simple and I don't have a problem with, but I was trying to work out how to make catch all for critters as well.
This is my idea: Maybe combat is based on modifers. Critters don't have a valueas such, but a difficultly from +0 to -3. This modifer is then applied to your combat skill. An Armsman, might have a combat of 6 so average creatures, he won't even need to roll for, a Glow Panther might be at -1 to the roll. So long as the Armsman doesn't roll a 6 he's fine. Your Professor though has Combat skill of 2, so most things are going to be a real threat.
Player to player combat could go like this. Your Combat value has a modifier maybe 6/-2; 4/-1; 2/-, etc (I'm thinking 6 = -2; 3-5 =-1; 1-2=0) so 6 is your base skill, the modifier is the modifier to your opponents roll. So a Scavenger with a combat value of 4/-1 comes across an Armsman with a combat of 6/-2. The Scavenger then needs to roll a 2 (4-2) or less to hit the highly trained armsman, while the armsman needs to only roll 5(6-1) or less to hit the Scavenger.
What are people's thoughts on this?
I hear someone objecting to
I hear someone objecting to math ;)
You could always just create a lookup table to avoid this, like Mordhiem (Attacker Down, Defender Across)
Combat Resolution Table
I was too tired last night to post my usual objection to math, but I'm glad that Relexx has me pegged. :-)
Yes, a CRT is one way to go...and, if it's kept simple, it might be acceptable. My only objection to a CRT is that it makes the game feel more like a war game than a board game, but perhaps that's not an important distinction.
We've previously decided to set a "5" max on Combat and Targeting skills to allow for the "possibility" of a miss even for the highest skilled crew members...I do not know if that would affect the CRT layout or not or if limiting those skills is even required if we use CRTs.
Clever Mojo Games wrote: Yes,
Yes, a CRT is one way to go...and, if it's kept simple, it might be acceptable. My only objection to a CRT is that it makes the game feel more like a war game than a board game, but perhaps that's not an important distinction.
I'd be the same about a CRT as well. I wouldn't want this pegged as a war game as it's not. I cribbed this idea from Arkham Horrors very simple combat system. If you beat the monster you win, if you don't you take wounds (that's pretty brief as there's mre to it than that). Most people should be able to take 2 away from a number under 6 without the use of a table to get a result. This is jsut an idea to try and get combat to be a set thing across the game and player
We've previously decided to set a "5" max on Combat and Targeting skills to allow for the "possibility" of a miss even for the highest skilled crew members...I do not know if that would affect the CRT layout or not or if limiting those skills is even required if we use CRTs.
I know we decided to set a 5 limit on combat scores, but I was thinking about it on my way home from work and wondered f it needed to be that way. The earlier idea was a set thing, that gave highly skilled characters a 1:6 possibility of missing. This doesn't take into account the skill of the character they are facing. People with combat experience will know what to while under attack and maybe this needs to be reflected in the combat system. Critters could be from -2 to +2 - some are just easier to hit for instance.
Engine vs Engine combat is slightly different
change of mechanic
Why not set the mechanic to be different (somewhat)
Set a default target value (say 5) on a d6. subtract the defenders skill from the attackers, the result is the number dice to roll to achieve the target value, if the resultant number of dice is 0 then the target is 6 on 1 dice.
That CRT
Couldn't you eliminate the CRT if you used some specialty dice?
That seems like a much more modern solution.
Or use cards the way Rune Wars does.
(The cards are variable in a certain range but there are 4 outcomes on each card and you simply look for the outcome listed by your modifier, PVE just draw one card, PVP each player draw a card. This has the added effect of reducing your variance by eliminating cards as they are drawn. )