Showing posts with label teaser. Show all posts
Showing posts with label teaser. Show all posts

Thursday, May 2, 2019

Once Upon a Time in Jianghu Teaser: Burning Mountain Ring




The game features over fifteen different factions that players and Villains can be part of. Each grants the Honorable Hero a Secret Move that they can use.

But more interestingly is how the Grand Master is given access to additional information on how they can use that Faction in their games. When I was working on the book, I wanted to make sure gaming groups were empowered to find ways to make the game and its setting their own.

For instance, for the players, they get this information on the Burning Mountain Ring. 

Only the greatest and the strongest can claim to be part of the Burning Mountain Ring, the one true Martial Brotherhood in Sihai. While not everyone is part of this Society, those who do gain their favor find themselves gaining respect and reputation typically reserved for legendary heroes. It is said that its founder, Ubiquitous Dan, once watched his dear friend Relentless Fus who fought against the natural order of things and sought to conquer even Heaven itself at the peak of the Burning Mountain. 
Ubiquitous Dan was forced to learn all the Secret Arts necessary to challenge his dear friend and bring peace back upon the land. The Burning Mountain Ring now stands as a structured system of Ranking, allowing those who reject the natural order to channel their desire and passion towards improving themselves, rather than destroying the world. They send out invitations to those deemed worthy to join their tournaments and train others in expanding their understanding of the martial arts. Many warriors of the Ring have come face-to-face with agents of the Door and the Cult, earning their ire. The general consensus also sees the Triangle as laughable in their lack of actual strength.
Secret Move: Awareness of Deadly Intent
Cost: Free
Ambushes and murder attempts are like screaming children in a library for members of this faction. When anyone seeks to do commit violence upon a Burning Mountain Ring warrior, their intent is unconsciously sensed as the warrior’s fighting spirit senses a kindred soul. At any point someone seeks to do you violence, you sense it. It does not matter if you were asleep or intoxicated, the very aura of deadly intent is a palpable presence you cannot ignore.

Whereas for the Grand Master, information on the Burning Mountain Ring is given in this manner.
Burning Mountain RingReputation: Chaotic Fighting Ring Type: Directionless Sect Alignment: Heroic Conflicting Factions: The Obsidian Door, Inquisitive Dog Triangle, Invincible Ghost Gang, Cult of the Conqueror Worm
Said to have once been called the Wulin, the Burning Mountain Ring is a fractured echo of what was once an incredible gathering of the world’s greatest warriors. Now, it stands more like a fighting ring where many prove their mettle as they beat on their rivals. Ubiquitous Dan stands at the peak of the mountain blinded by the clouds and distance from the world. He still mourns the loss of Relentless Fus and has left the lower ranking warriors to run the sect. The Invincible Ghost Gang is poised to challenge them and might have what it takes to bring true change to the organization.
Secrets or Story Hooks: The GM can use any of these secrets as true in their game:
  • Relentless Fus still lives. Despite his hubris and punishment, Fus now survives as an amnesiac man living alone at the edge of a city’s limits. When endangered, he instinctively fights with martial skills he has no remembrance learning.
  • Ubiquitous Dan is no more. The Dan that remains is a shadow double, created by the Crying Prince who has infiltrated the sect and conquered it from within. It uses the sect as secret font to recruit his agents.
  • Heroic Secret Move: The Palm of Peace
  • Said to be the penultimate expression of mastery of all the possible secret Martial Arts, the Palm of Peace causes all within an entire region to lose any aggressive or destructive intentions or motivations for an entire day. Performed last by Ubiquitous Dan after he realized Relentless Fus had died, he brought twenty-four hours of peace by simply completing the strike upon the very strands of destiny.
Key NPC: Ubiquitous Dan Heavy set and powerful, most mistake Dan at first glance as some loitering untrained worker who made a wrong turn and slipped into the arena by mistake. But a single punch is usually enough to knock anyone onto their senses in seeing how Dan is one of the few high-Ranking warriors that are still active. He has a soft spot for goats and has been known to stop and make an effort to pet any he sees, once going as far as leaving the honored seat during the opening ceremonies of a festival to greet a kid carried by one of the guests.
Views: Dan once respected the Golden Emperor and his goals to unify the world. The Fighting Ring was meant as a means for aggression and disagreements to find an organized and controlled means of release. He truly believes in honorable combat, choosing to fight with his eyes closed, and using only one hand while balanced on one foot when he was challenged by a weaker opponent.

 Traits: Artisan (Mysteries of Yin and Yang, Formless Arts of the Face), Scholar (Qi Cultivation), Warrior (Lightfoot)
 Weakness: Priest (The Birth of Seals)

 Roleplaying Notes: Laugh openly. Praise others for their physical and martial prowess. Decline any challenges unless the other deserves to be treated a lesson. Waive away complex philosophical arguments and always flex your fingers and arm muscles before you fight.

 As an ally: Express your disdain for violence beyond fights within the Ring. Offer to teach those who are untrained in martial combat. Openly praise those who are fearless in celebrating their attachments to each other.

 As a Villain: Call those who know are powerless to best you, “little goat,” as a double-edged form of endearment. Never threaten. Just state the facts on how you will defeat the other. Then do it if they persist. You would rule Sihai if you wanted to, but for now the

 Traits: Artisan (Mysteries of Yin and Yang, Formless Arts of the Face), Scholar (Qi Cultivation), Warrior (Lightfoot) Weakness: Priest (The Birth of Seals)
Roleplaying Notes: Laugh openly. Praise others for their physical and martial prowess. Decline any challenges unless the other deserves to be treated a lesson. Waive away complex philosophical arguments and always flex your fingers and arm muscles before you fight.
As an ally: Express your disdain for violence beyond fights within the Ring. Offer to teach those who are untrained in martial combat. Openly praise those who are fearless in celebrating their attachments to each other.
As a Villain: Call those who know are powerless to best you, “little goat,” as a double-edged form of endearment. Never threaten. Just state the facts on how you will defeat the other. Then do it if they persist. You would rule Sihai if you wanted to, but for now the Golden Emperor can worry about that. You’ll be there when someone finally defeats him to take it from the victor.


Support the Kickstarter today and help us hit our stretch goals!
https://www.kickstarter.com/projects/381911690/once-upon-a-time-in-jianghu

Wednesday, April 24, 2019

Once Upon a Time in Jianghu Excerpt: Embrace the Moments of Silence

As the game is Powered by the Apocalypse, a common practice is for the game to advise the GM and the players on The Agenda, which guides them on how to explore the game.

For Once Upon a Time in Jianghu, this is the Agenda:


THE AGENDA

Everyone playing the game shares a five-part Agenda:
  • Make the world feel epic and dramatic
  • Play out what virtue and heroism demands
  • Struggle against personal want and duty
  • Define heroism and display it
  • Embrace moments of silence
Let's get a peek on the last one:

Embrace Moments Of Silence
There must be balance in the stories you tell. As a powerful contrast to moments of amazing combat and flashy moves, seek moments of nostalgia and peace. A silent moment walking in the flower fields. A peaceful scene of gazing out of the window to watch the frogs swallow dragonflies. If the players show interest in certain characters or locations, be sure to utilize them more often in later sessions. Pay attention to reflecting the passage of time in the game, as well. Children eventually grow older. Older characters eventually pass away. Let their choices shape the world and change it.

It is “huai jiu” or “nostalgia for the past” which you want to invoke in your games. It is this unbearable yearning that comes from the understanding one possess an unrealized heart.  And this, in a way, is the essence of a true wuxia hero.  On a related note, consider this a reminder also to embrace moments of silence as an opportunity to give other players a chance to have the spotlight. Narrative games can be daunting for some players, who might find the freedom to direct the story a bit intimidating at first. Know when to step back into the background to give those players enough time to adapt to the game and have moments where their characters become prominent of a scene. Help each other out in making sure everyone has a great time playing the game.

Support the Kickstarter for the game today!

Sunday, May 1, 2016

Updates on A Single Moment and other stuff

So one week has passed for A Single Moment.
So far, we've had an admirable number of sales.  I am anxious to find out how people find the game. So far, I've only found a few responses online from people who have given me the kindest words.

Daniele Di Rubbo posted print outs of the Virtue, Key Cards and Characters on Google Plus. It was quite touching to see the image and I asked his permission to post it here as well.

He has even mentioned that there are plans to try running the game with his friend, Davide, at the upcoming IndieCon on the second week of May.  That is for certain going to at least get the game on more people's radar.

Progress slowly continues on Dreamscrapers, the Adventure Time-inspired game, as well as on the other projects I have on my desk.  Neko Yume's indie release is getting delayed as the artist is too busy with other projects.  I'm reworking also some of the other brand-inspired stuff to stand on their own as new game systems.     And there's the freelance work for.. a certain Pirate game. :-D It is truly a only-in-my-dreams situation that has come true and I am still trying to embrace the fact that this is happening.  And while there have been recent shifts in our circle of friends , there have also been the birth of new avenues that may lead to even more awesome things.

Life remains exciting and great!

Thursday, April 21, 2016

Three Days to Go



My two-player role-playing game is going to be available at DriveThruRPG in both PDF and soft-bound print format.  I will admit this early I didn't have the funds to hire an artist, so I kinda had to wing it on my own and work with what I could.

Hope you all still like it!

Wednesday, August 5, 2015

July Gaming Seminar Fragments

Sadly, there were no complete recordings of the talk, nor video recordings of the games, but still it is nice to see how happy people were and how excited we are to host even more in the future!


Awesome video by Fabs!



The slide show can be found here:
https://drive.google.com/open?id=0B41mvRogYK7xRW4zenNua2tCQ28

The full audio of the talk can be found here:
https://drive.google.com/file/d/0B41mvRogYK7xaHRYVktkeFJlcUk/view?usp=sharing

The full audio of the Blood and Honor game session I ran afterwards can be found here:
https://drive.google.com/file/d/0B41mvRogYK7xNWdWNXJHNG42cVU/view?usp=sharing

The Gamers & GMs seminars continues now with open table game sessions and this August, we have huge plans in store for you all.



Friday, February 14, 2014

mem:RE First Playtest

I just had the first actual playtest for mem:RE with my office mates yesterday and I'm feeling pretty psyched on the introspective angle that it presented.  The real-time aspect will always be a different paradigm some might have trouble working with.

The character sheet with the changing stats was fun and I liked how the players realized their memories couldn't be fully trusted.   I need to tweak the system more, however, to make danger and fights even more awesome for more thrilling fights and chases.

The back story of the game though is definitely showing promise.  Thank you to my three office mates who helped me playtest this game.  Thank you for the first stab at this, Mister Michaelson, Mister 6 and Mister E.

I only hope I can find a way to translate all those great ideas into a written form.  It is such a challenge to find a way to translate rules and fluff into a form that someone who has never met you can easily grasp.

But yeah, I'm gonna tackle this beast and have this game out within the year!   Sorry its running a tad late, but this game is dedicated to you, Rocky.  I love you and I want my first game ever to be published to be dedicated to you.

Happy Valentine's Day everyone!

Tuesday, February 4, 2014

In development: mem:RE - 4th glimpse

Real-Time Rules:
Given that mem:RE is intended to be run as a real-time spy thriller, here are the rules that will help support and capitalize on the real-time approach to make the game a new, exciting, fun and memorable experience.

I. Missions Run For 3 Hours
When you start the game session, the players should have at most an hour to prep their agent sheets.  During this hour, allocating their Memory dots and deciding on how to use any Recognition should be tackled as quickly and efficiently as possible.

This however also means that if players take too long, then you should move to the actual Mission Proper immediately and inform them that the clock has started.  If they waste time focusing on other things, fiddling with their devices and the like, then let them.  Just remind them, the clock is ticking.

I recommend having a visible countdown somewhere nearby.  One option is to use online resources such as http://www.timeanddate.com/timer/ or perhaps ios apps such as T-Zero Countdown Timer to have a constantly counting down reference that the players can easily see.

It is imperative to also announce the time remaining whenever dramatically possible.  Simply calmly intoning, "One hour, fifty minutes left..." can jolt the players to take more exciting risks and dangerous options to keep the game fun.

II. Not All Actions Are Instant
Bear in mind that some actions the players may declare SHOULD consume some time.  For example, a player might mention "I'll stay outside the restaurant and keep watch until the target shows up."  If such actions are declared, you should a) Determine how much time before the desired result actually does happen b) Determine how long the player plans to do the action in hopes to achieve it.   c) Tell that player he's engaged in doing it, and will have to wait for that amount of time in the game.

So, for example the player opts to, "Hack the system to break in."
You might determine, "Haacking will take twenty minutes."
If the player says, "Go for it," then he is busy hacking while the player waits for 20 minutes before she can rejoin the game.

This adds a layer of desperation in the game which isn't typically found in others.  Players very quickly sense the importance of a single minute and at times might even opt to "try something that can be accomplished faster" which over-all adds to the desired sense of urgency in the game.

III. Be Sure To Match Senses With Events
When player characters are physically separated in terms of locations, players should feel as if they can perceive or experience events in a way that resonates or implies the presence of the others nearby.  For example, if one Agent tries to kick open the door, when you cut to the next player, be sure to mention the sound of something heavy banging against the door within the vicinity.  When the ambient sounds of traffic can be heard outside, try to incorporate that in the description of what the characters can hear in their area.  Immerse them into the scenes to help them grasp the "real-time-ness" of it all.  I even go as far as changing the lights to reflect different locations, and describing how something brushed past their feet when I know my dog is actually hunkering around the gaming table.

One highly suggested approach is to have a key song or music track to play just before the game starts.  Sort of a signal that the Mission is about to begin.  And once the game is done, perhaps to play a "closing credits" song that clearly defines the Mission is over.

IV. No Breaks
Part of the 3-hour limit of each game session is the fact that you should, to the best you can, avoid any breaks once the mission starts.  If the player needs to use the bathroom, for example, or wants to grab a smoke, then ask him if his character is doing the same.  And if so, then they can go for it while you describe their character doing the same.

I even once asked a player, who insisted his character was going to have a cigarette, to explain to me where he was getting the cigarettes while at the mission.  So he described his character going to the nearby convenience store to buy some.  I told him the length of time he'd smoke was the amount of time to go in, line up, pay, and head out.

But as the action picked up, he threw the cigarette and ran back to join the table.  Which sort of was like him throwing the cigarette and running to join the fight.

V.  Time Runs Out
The moment the game is down to the last fifteen minutes, be sure to play it to the hilt.  The intensity should rise.  The action should be crazy.  Or perhaps the secrets are now being spat out.   But once the timer runs out, you have two choices:

a) You keep going and give the Mission an ending to be proud of.  
This works best if the players have earned it.  If the players are so caught up in the session that none of them are breaking out of character anymore as they struggle to find solutions to accomplish the Mission, then throw away the timer for that final finale scene.

b) You Abort
The Agents suddenly seize up, drop down unconscious, and the game session ends.
If you can, pack up the game stuff and leave.
Or maybe simply collect all character sheets and put the game stuff aside.

And yes, ignore any questions they may ask about the game's story.
That's to be best explored in the next Mission.

Thursday, January 23, 2014

In development: mem:RE - 3rd glimpse

mem:RE - 3rd glimpse
As I mentioned last year, one of the games I'm working on is mem:RE a real-time super spy game where what you can do is as flexible as what you can recall. Here's another glimpse on the coming system for that game.



The mem:RE function
Every Agent, when they need to, can activate a special function called mem:RE which works by pressing their left thumb against the wrist of the right arm. When mem:RE is activated, the Agent can reallocate the dots he had earlier set, allowing every Agent to modify and adjust themselves to better fit a situation.

However, mem:RE is not a foolproof system.
Each time mem:RE is engaged, the player rolls dice equal to the number of dots that have become newly gained stats. Every die that comes out a one is at the risk of being lost. An Agent can lose only as many Ones as he had used mem:RE times in a mission (so the more often the function is used, the bigger the amount of possible lost Memory Dots). Abuse the function too much and you might just fail to recall what you're supposed to do.
Example:
Adam is in a Mission and realizes he does not have the Physique to parkour down the side of the building safely.  He uses MEM:RE and reallocates his dots, giving himself a three on Physique.  He nets two Ones, however, but since this is the first time he MEM:REd in the Mission, only one dot is lost.

Secondly, while dots in Stats can be reallocated each time the Agent MEM:REs, dots alloted to Short Term Memories cannot be replenished when removed.  Short Term Memories can only have dots allocated to them during the initial Formatting phase.

Example:
Adam has Loyalty, Bill at 1 and one dot in every Mission Parameter, when he is forced to MEM:RE.  This being his fourth time to do so, he sadly rolls four Ones, bringing his dots down big time.  Knowing he needs them in Stats to succeed, he decided to risk removing the dots in Mission Parameter, Kill Clause and Loyalty, Bill.  These dots cannot be replenished in later MEM:REs during the Mission.   And now Adam cannot recall the Kill Clause, nor remember who Bill is in relation to him!  But he still remembers enough of the mission to continue.

This can lead to issues of trust and danger which the Agent will have to manage one way or another.

Each time an Agent succeeds in a mission, he is given a point of Recognition.  Additional Recognition points are earned for rolling doubles during a Mission. (Yes, rolling multiple 1s does give Recognition!)  Recognition can be cashed in to purchase "permanent" stats to reflect Long Term Memory.

Lost dots during a Mission are replenished once the Agent is Reformatted with the new correct number of dots for a new Mission.


The game's dice system:
When performing actions, the player need only roll a 4 or higher on a six-sided die.  Each dot in the appropriate Stat allows him to roll a six-sided die.

When a player fails the roll, the GM narrates the outcome, which may or may not have the player still succeed in the action.  Typically, failing to reach 4 or higher means things get worse for the Agent.  Any six-sided die that match allows the GM to add an additional detail to the outcome.

When the player makes the roll, the player can narrate the outcome.  Any six-sided die that match allows the player to add an additional detail to the outcome.

Example:
Adam is sneaking past the enemy guards to gain access to the control room. He has Ghost at 2 but no Access, so while he can get close enough, he will have to figure out a way to get past the locked door.

He rolls two six-sided dice for his Ghost and gets a 1 and a 3.  The GM narrates, "You get to the door, slipping past the sleepy guard, but as you do, you realize there is a second guard inside the control room."

Adam realizes he will have to wing it and tries to lure the guard out.  He taps on the door gently, hoping to lure the second guard out.  The GM deems this Charm and he has Charm at 2.  He rolls 5 and 5.  Adam describes how he taps on the door,  and this catches the guard's attention.  The guard not only moves to check, but actually opens the door enough to stick his head out (this being the detail added by the matching 5).  The GM tells Adam to now roll Physique to knock the guard out before he can call out in alarm.

Equipment:
Certain equipment and tools can give the player a +1 to one of his dice.  Better equipment can grant +1 to more than one die, but clearly this bonus only helps those who are skilled enough to benefit from it.  The best equipment in the world actually grant an extra bonus die.

Injury:
When the player gets injured, he has two options:  the first is to assume the injury is Painful.
A Painful injury raise the target number by 1.  You can have a number of Painful Injuries equal to your Physique.  If the number ever exceeds the Physique, excess Injuries become Damaging instantly.

The second option is to assume the injury is Damaging.
Damaging injuries do not affect the target number, but remove one dot of the player's choice.

Unless otherwise stated, a player can always choose which type of injury he receives.  At times, it may be advantageous to have multiple Painful injuries.  In other instances, it may be better to simply take a Damaging injury instead.  Thankfully, your training allows you to choose between the two.  Once the choice is made and the damage is applied, however, they can no longer be readjusted.

Flat-lined:
If you ever lose your final dot in Physique, you are Flat-lined.
Flat-lined agents are on the verge of dying.  For some, being Flat-lined might mean having far too many physical wounds that the agent can no longer act.  For others, the agent being Flat-lined might be due to brain hemorrhaging or mental degeneration from abusing the mem:RE.

Agents who are Flat-lined and suffer another Damaging injury, or are forced to lose their last Memory dot, are Killed In Action.   Such agents can no longer engage in future Missions.

Friday, January 10, 2014

In development: mem:RE - 2nd glimpse


mem:RE - 2nd glimpse
As I mentioned last year, one of the games I'm working on is mem:RE a real-time super spy game where what you can do is as flexible as what you can recall.  Here's a bigger glimpse on the coming system for that game.

Each player is an Agent.
Each game session is called the Mission.
Very rarely will a Mission last more than a single session.  This is because all missions will run in real time.

The Mission can run from one to three hours.  It runs in real time.  At the end of the time period, if the Agents have not succeeded in the Mission, the Mission is Aborted and they are Reformatted.

Each Agent starts a Mission by gaining access to the Mission Parameters.

Cards are drawn to create the Mission Parameters for the current mission.

Mission Parameters include:  
1) Who or What is the Target.

2) Location is a secondary concern, as all Mission begin in the necessary Location.
A location may, however, have secondary locations.

3) Missions have a Goal, which range from Rescue, to Termination, to Retrieval, to Espionage.

4) Mission may have a Kill Clause, which when triggered automatically Reformat all active Agents.

Once the Parameters are drawn, they are displayed for all Agents to read.   The cards are then TURNED FACE DOWN, and all Agents undergo Formatting.

Agents have the following Stats:
Physique
Used in handling any actions requiring physical exertion.

Charm
Used in handling any situations requiring social graces and intimidation.

Marksmanship
Used in handling any actions where a ranged weapon is in play.

Navigation
Used to handle piloting, driving or manipulating the systems of a vehicle.

Ghost 
Used in handling any actions which are meant to not be noticed.

Access
Used to handle any actions requiring intrusion whether physical or electronic in means.


They also have the following Short Term Memories:
Loyalty, Agent Name (This allows you to give the said player a +1 to one roll during the Mission.  You can do this up the a number of times equal to the Loyalty rating)
Mission Parameter, Target
Mission Parameter, Secondary Concern
Mission Parameter, Goal
Mission Parameter, Kill Clause

At the start of the game, Agents are Formatted. They allocate all dots to their Stats and Short Term Memories as they want.

Having a Memory Dot in an appropriate Stat gives you a die to roll when using the said stat.  You can have up to three dots in a Stat.
Having a Memory Dot in an appropriate Short Term Memory allows you to peek at the respective Mission Parameter card once during the Mission.  You can have up to three dots in a Short Term Memory.

Loyalty will be explained in the future.

As mentioned, this Mission runs in real time. And memory can be a bitch.

mem:RE 
Every Agent, when they need to, can activate a special function called mem:RE which works by pressing their left thumb against the wrist of the right arm.    When mem:RE is activated, the Agent can reallocate the dots he had earlier set, allowing every Agent to modify and adjust themselves to better fit a situation.

However, mem:RE is not a foolproof system.
Each time mem:RE is engaged, the player rolls dice equal to the number of dots that have become newly gained stats.  Every die that comes out a one is at the risk of being lost.  An Agent can lose only as many Ones as he had used mem:RE times in a mission (so the more often the function is used, the bigger the amount of possible lost Memory Dots).  Abuse the function too much and you might just fail to recall what you're supposed to do.

*

Sounds interesting yet?
I hope so.  I am targeting to release this game either via Kickstarter or as my first independent release on Drive Thru RPG this year.  Hope you guys will support it.


Tuesday, December 17, 2013

In development: mem:RE

Another one of my upcoming projects is mem:RE a super spy agent where what you can do is as flexible as what you can recall.

Each player is an Agent.
Each game session is called The Mission.
The Mission can run from one to three hours.  It runs in real time.

 At the end of the time period, if the Agents have not succeeded in the Mission, the Mission is Aborted and they are Reformatted.

Inspirations for the game include:  Josh Whedon's Dollhouse, Jared Sorensen's Lacuna, the Wachowski siblings' Matrix, Peter Chung's Aeon Fluxx, and David Cronenberg's eXistenZ.

For those who find the premise curious, do check out the protoype for the character sheet.


If I'm lucky, or the gods be kind, I might just launch the finished game as a Kickstarter project.
Or perhaps a Drivethru product.

Here's hoping.

Sunday, November 10, 2013

A Single Moment : Work in Progress Teaser

A SINGLE MOMENT : Work in Progress Teaser
by Tobie Abad

The two samurai stared at each other.

Once they were friends. Brothers. But now the time has come for honor to be regained.
For vengeance to be unleashed.
The two samurai narrowed their gaze. Tightened their grip. Adjusted their footing.

There is a single moment to end it all.
That time is now.


*

WHAT IS A SINGLE MOMENT
A Single Moment is a two-player game that is played in a series of scenes (or for longer games, game sessions) called Chapters. Each Chapter represents a flashback where the players explore the events that lead to this single final moment. So imagine the game as a movie that opens with the Samurai finally facing each other, then having a series of flashbacks that explain their relationship and how it lead to this final moment, with the finale being the final fight itself.

To play A Single Moment, you need the following:
1) Two players who are willing to play the role of Samurai warriors who have a duel to settle
2) A character sheet for each player (you have permission to print out personal copies of the sheet at the back)
3) Around six pieces of six-sided dice per player. It helps to have a different color of dice for each player.
4) Three colors of tokens. One color will represent Choice Points. Another color will represent Hatred. The last color represents Edges. For groups that aren't comfy with so many tokens, you can simply track them with marks on the character sheet.

(side text box)
How Many Chapters should A Single Moment be?
For a short game, five chapters is enough.
For longer games, eight chapters is an option.
Bear in mind, a chapter may be a single scene, or a whole game session, depending on how you want to approach it.

THE OPENING SCENE
The game will always open with the Opening Scene.
Unlike most role-playing games, in A Single Moment players do not start by creating a character concept.  Instead they go through the first scene establishing who they are, who they are to each other, and what the setting is.  Starting with the player who last saw a martial arts movie/documentary, that player declares the following and fills in the missing details:

"My name is (insert name).
I am of the (insert name) Clan.
This is my story."

The next player then declares his version of the same declaration.
Once these introductions are made, the two players will alternate declarations of the following items, starting with the first player.  Each player can fill in the detail of a single item at a time.  Players must work together to build a coherent setting.  The declarations are:

The story is set in a (describe the locale).
The story happens (describe when the story occurs).
The story lasts (describe the length of time the whole narrative will eventually take).
The story is a story about (choose one Virtue).

There are seven virtues of Bushido, the unique philosophy which ruled their martial training and day-to-day conduct.  One of these seven virtues will serve as well as the key theme of a game of A Single Moment.

I. Rectitude
A story of dying when the time to die is right.   Of striking when the moment to strike is right.  It is the foundation of all the other virtues.  The unwavering power behind a decision of morality.

II. Courage
The spirit of daring and bearing.  To rise and meet even that which one cannot fathom.

III. Benevolence and Mercy
Understand when to befriend even one's enemy.   

IV. Respect
There is a proper order in all things.  A harmony brought by politeness.

V. Honesty and Sincerity
There is no need for written pledges. One's word is one's bond.

VI. Honor
Live and die by one's honor.  Or commit haragiri (seppuku) to preserve lost honor.  

VII. Loyalty
One's loyalty is more precious than life itself.

With the setting set, whoever made the last declaration for setting then officially opens the Opening Scene by declaring the first fact of the location of the final battle.  As before, players then alternate turns in choosing declarations to make:

The single moment happens (state where).
The single moment happens with (Choose one: None, Many, Select few) to bear witness to it.
The single moment happens at (declare the time of day).

Once all three declarations are made, the next player then closes the Opening Sequence by creating the first Chapter.

CHAPTERS
Every Chapter is created in the following manner.  
1) A player declares the opening lines of a Chapter to set what the scene will be about.  That player is the Active player for the Chapter.  The opening line should always begin this way, "I recall that time when (short summary of focus on Scene)."
If the player opts to, he may choose to make the Chapter focus on one of the Three Key Chapters.  (See Key Chapters below).

2) The players then co-narrate the scene, with the Active Player portraying himself, and the other player taking the role of the Game Master.  The other player will role-play for any other characters who are introduced into the scene.  Either player can introduce characters when they want, however only the player who introduces a specific Key Role is permitted to role-play that role (See Key Roles below)

3) Whenever conflicts arise in the scene, players resolve using dice and spend Choice Points when necessary. (see Choice Points below)  Conflicts include dramatic moments in the scene, or when there are disagreements between the two players on how an event or action should resolve in the Chapter.  The Chapter must support the short summary given above.

4) At the end of the scene, players note down the Edge they have gained, any Scars they have received, and any Hatred they have earned.  The Chapter ends.  (See Edges and Scars below)

5) The next player then becomes the Active player and creates a new Chapter.
If this was the Final Chapter, the game then moves to the finale:  A Single Moment.
[teaser ends here]

So I've been working on A Single Moment and so far it has started to shape into a much more realized game.  Given the first set of feedback, I've tried to polish things better and clear the system more.  I am still undecided if I shall attempt the Kickstarter route with this, or take my first solo dive into Drivethrurpg.

I still need to find a good artist whom I can commission for some art pieces and a good graphic designer who can nicely lay this out into a pdf, mobi, epub document for actual release.

But yes, we are getting very close to me finally releasing a solo stand-alone project for the role-playing game community to enjoy.

I'm pretty excited!



Friday, September 20, 2013

[in development] A Single Moment Playtest

Here's a teaser of a playtest session of A Single Moment.
Thanks to Paolo Cabe who had his friends playtest it.

*

Playtested the original single moment with two friends, Peter Adam Rebadomia and Josh Fausto.

The two have been playing with me for a while on different systems (Dark Heresy, nWoD, Scion, Peter has played classic WoD) and they just happen to lean more on roleplaying over rollplaying. That's why their game worked, I guess.

Peter was a ripoff of Ukyo from samurai showdown. He was an Iaido practitioner who suffered from Tuberculosis.

Josh was some kind of clock work cyborg whose style involved making his blades vibrate.

The story they made was that the two were friends in childhood, with Peter's lover being his long-lost sister all along. However, Josh didn't want to ruin their happiness and kept that secret from them both. Josh, like Peter, were training to become samurai, but Josh wanted to get more power when he heard about a vibrating sword style. He found a female master who had an unsavory reputation, whereas Peter stuck to his 'pure' path. However, Josh's master actually had a crush on Peter - and ordered Josh to kill his lover/sister. When Josh found out her goal, (he had done the deed without question) he despised Peter for stealing her heart. (He had an infatuation with his master).

A turn of events made Peter a ronin, who carried his hatred as he eventually found Josh's master while looking for a new master. The two had their duel as soon as they found each other in the master's castle.

It is revealed that the vibrating sword style actually destroyed the body when used too often, so Josh had become a japanese clockwork (karakuri) cyborg. (He gained 5 scars by channeling hatred) Peter channeled his hatred and miraculously had no scars - which we came to interpret as his 'righteousness' despite all the mishaps in his life.

Luckily everyone in the group was into the game. They had fun describing techniques and swordplay moves. Meanwhile, I would make quips such as thunderclaps and lightning reflecting off the fearsome statues of guardian dieties at a nearby buddhist temple as they made their exchange.

Josh basically set up his own loss, having lesser edge and more scars. (I was glad they didn't complain about the disparity) Josh make a climactic "End it! I have nothing left!", revealing that the only organic part left in his chest is his KOKORO/heart. Peter, meanwhile, responds that "I can't!" - because Josh is the only thing in his life that hasn't yet been taken away from him.

The two men, who were about to die anyway (Peter due to tuberculosis, Josh due to his ruined body) limp off to the sunset to die in peace. I end the duel by saying that the thunderstorm has become a drizzle, while a camera pans to the large bronze buddha statue in the dark temple.

*

Glad you guys had fun with it!
Still tinkering with the system and so far, I haven't shown anyone my second draft rules yet.
But man I'm quite excited and I can't wait to someday release this.

Tuesday, June 25, 2013

Steps Towards Releasing My Own Game

Here's a very quick peek at Girls Elsewhere, the upcoming expansion to Josh Jordan's Heroine.   I was fortunate enough to be part of the book and my contribution Gabi, the Isles of Night.    Gotta admit, this is a very lovely book and the game is pretty awesome too.  The fact the imagery always uses photos is a huge plus in giving the game a distinct feel.






Here's hoping you guys will all be supportive and grab a copy once the book is released.    I should get my full review of the game out soon, but admittedly I want to run it a few times before I write one up (since there are people who are a stickler about that sort of stuff).   Try Heroine today.  This game allows you to relive the wonderful labyrinths and looking glasses that whisper, "Adventure!"

Check out Heroine at Drivethrurpg today.

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