Switch Theme:

Building a D12 Gaming System (7 Sins First Draft Now Up. Pg.2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Its not letting me see your game but I'm very interested to see what you created. They say great minds think a like.

This message was edited 1 time. Last update was at 2013/02/15 04:42:20


 
   
Made in us
Nigel Stillman





Austin, TX

Hmmm...indeed.

This message was edited 2 times. Last update was at 2013/02/15 02:07:25


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Hi all. Compiling all the rules into one rule set is a lot more tricker than I first thought. What I will ain to do is get out a Pre-Beta set of rules that explain how play the skirmish game first then bring out 2 expanded rule sets for playing the Adventure RPG and the Massed Battle Games. Thanks again so far for all the imput I will have a doc out ASAP.

Mr. Sinji
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I look forward to reading it.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I won't have any army rules though with the Pre-Beta version. But there is a Faction I think you will like. They are based on modern military forces with a bit of future weapons mixed in with them. I will release the rules for Septer first as I have given some fluff on them already. Then I'll release The rules for the Remenence which are the modern warfare themed army and a more good guy based faction a well so then I'll have a good guy and villian for everyone to complain about. Lol.

This message was edited 1 time. Last update was at 2013/02/20 07:32:29


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I have almost completed a text document ready to post here on dakka for 7 Sins. The release will give rules to play 3 missions but the final will have 12 missions. It will explain how to operate time of day and environmental effects like rain, snow, fine weather ect.

It will also have rules on playing with either a standard deployment or advanved deployment which will be played on a Surface board and a Sub-Terrian board which explains rules for fighting in sewers or underground tunnel networks or cave systems.

Since I am only releasing rules for the Skirmish game at this stage there won't be a lot of in depth rules for vehicles but with the Massed Battles expansion which I will bring out next. I will include more vehicle based rules and some new missions for Massed Battles. The current rules for vehicles will be a bit shakey but don't fear I will tidy it up at a later stage.

Rules should be out by the end of the week with any luck. Fingers Crossed.
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I look forward to it.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

@augustin - Thanks for the props! It's good to see that you have not only bought at least one of my games, but have also apparently read it! I'd love to hear from you (not here) how you thought it played.

First, as to cost of d12s, EM4, my friends and partners in supporting One Pound Wargames, do a pack of 5 d12s for £1.45. Also the Dice Shop Online does regular overstock sales. I've been buying d12s from them at 9p each!

I originally chose d12s as a thematic choice for a different game, with a clockpunk setting (so the number 12 was important to the background). But in playing that game I came to appreciate the statistical interest of the d12's range.

The d10 has the virtue of being digital. The d6 is ubiquitous. The d20 doubles nicely as a d10 as well as giving a generous range. But the d12 manages to match legibility, clarity and a happy medium of range. It allowed me, in MechaWar and related games, to include critical hits (on a 12) that are likely enough to be fun, but not so likely as to be too frequent.

Thus far, I've had no complaints and, in fact, I sold dozens of d12s at Minicon, so purple obviously aren't scared of them.

R.

   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

That is what I like about the D12 as well. It can be easily be divided into a D2, D3, D4, D6 & D12 which adds a bit of flavor to the game being played. That and it looks so much cooler than a D6 lol.

Seriously though the D12 is great because the odds between each interval is big enough to show the different skill levels between different models while not adding too big of variation like the D20.
   
Made in gb
Longtime Dakkanaut






Cheltenham, UK

It's telling that the incremental modifiers in Infinity (great game, btw) which uses d20s are typically +/-3 or multiples thereof.

Anyway, good luck with your game, Sinji. Interesting background concept (have you read Mary Gentle's novel, "Grunts"?). I'd pass on three pieces of advice: murder your darlings, KISS and playtest-playtest-playtest.

R.

   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Never read Grunts but I'm interested & what is KISS?

I have already murdered many darlings sadly lol
   
Made in gb
Decrepit Dakkanaut






UK

Keep It Simple, Stupid.

It basically just means don't try and complicate stuff for the sake of complicating it.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

My deviantART Profile - Pay No Attention To The Man Behind The Madness

"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation 
   
Made in us
Old Sourpuss






Lakewood, Ohio

 Avatar 720 wrote:
Keep It Simple, Stupid.

It basically just means don't try and complicate stuff for the sake of complicating it.


I'm going to make the most complex game system ever just to spite you Avatar!

But seriously, the more complex the game is, the more you're going to alienate people. If it's easy to learn, but difficult to master, that's the type of complexity that you probably want to shoot for. Can someone spend 30 minutes playing your game (i.e. a demo) and leave with a general idea on how to play it? If the answer is yes, then it's a simple game and you can take it from there.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I think the game itself is quite simple. It can get complex at some points but generaly it is simple. Anything that people struggle to grasp I will either cut it out or simplify it.

Basicly if a person can understand the Skirmish game and play a few games at that level they should be able to expand to the massed battle game or the adventure game.

The adventure game at this point I think I very complex which is why I will leave it last to realease. Basicly imagine any other RPG type game with no dungon master type role and the ability for players to screw each other over just like monopoly.


Automatically Appended Next Post:
Couldn't really elaborate this morning as I was at work but I'll give an overview of basic mechanic.

To do anything in the game you must roll a test there are 3 different kinds of tests they are

The Basic Test: Roll a single D12 & if you roll equal to or below the characteristic you are testing against you pass

The Challange Test: Each player rolls a single D12 & adds the total to the Characteristic being used in the challenge the player that rolls the highest wins.

The Vehicle Damage Test: Roll a Single D12 & add total to the weapons Damage Output for each point rolled over the Vehicles Armour Rating the Vehicle loses at Hit Point.

Certian abilities or special rules can augment these tests they are

Modifiers: A modifier will either be a positive or negative modifier of value X. A positive modifier will add to the models Characteristic being tested by X where as a negative modifier will reduce the Characteristic by X.

Buff/ DeBuff: A Buff will usually have a number + symbols after it in this case roll that many extra D12's and take the best. A DeBuff will have a number of - symbols after it roll this many extra D12 & take the worst result. + & - cancel each other out.

Skilled Models: Skilled models are allowed to re-rolled failed tests of a certian type. For example a Skilled Combatant can re-roll tests to hit in Melee Combat

Hopeless Models: Hopeless Models are the opposite to skilled models and must re-roll successful Tests of the given type.

Anti-Armour: Anti-Armour Weapons roll an aditional D12 & add the total when rolling to cause damage to Vehicles.

Thats about as complex as the mechanic gets where it get complaticated is deployment, missions and remembering what gives negative modifiers to what tests. Activation's and the issuing of Commands to Units/Models is where the game becomes tactical and its best to remember what does what I will make up a quick reference sheet once I've gotten everything sweet.

This message was edited 2 times. Last update was at 2013/03/05 06:40:25


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Looking to have my Pre-Beta Version posted up today sometime. It is incomplete at this stage but should be able to give everyone an idea of the game. Haven't included to many rules for Vehicles yet but its comming soon. Also I will be making some big changes to the way Stress and Suppression work so don't take what you see as final. I will also be stream lining the way weapons work in terms of hitting and each weapon types special rules.

So stay tuned and in a few hours after I finished work, run a spell check and made some minor changes I will have the Pre-Beta version up. Why Pre-Beta? Because its not finished.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Here we go the first unfinished draft I will try and get the rest down soon and then I can start making changes. Please let me know what sucks and whats good and what needs to be changed.

Thanks Sinji
 Filename 7 Sins Rules 06-03-2013.rtf [Disk] Download
 Description Pre-Beta Rules
 File size 189 Kbytes

   
Made in gb
Multispectral Nisse




Luton, UK

Some initial reactions from a very quick scan:

I don't like the formatting. I understand it's a draft, but I'm having a hard time picking out important rules and I'm getting a 'wall of text' vibe from some pages.

The unit profile formatting on page 4 is odd (the stat names are bunched up to the right), this is probably a factor of the .rtf to Word conversion. I would convert your work to .pdf before uploading it.

I don't like the fact that in general tests you have to roll low, but in challenge tests you have to roll high, off the same stat.

Isn't pre-beta more commonly known as alpha?

“Good people are quick to help others in need, without hesitation or requiring proof the need is genuine. The wicked will believe they are fighting for good, but when others are in need they’ll be reluctant to help, withholding compassion until they see proof of that need. And yet Evil is quick to condemn, vilify and attack. For Evil, proof isn’t needed to bring harm, only hatred and a belief in the cause.” 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

I really like the depth of the game so far, but it really does seem impractical on a scale like a battle. Maintaining it that much will not only be very difficult to keep track of, it could pad out games a lot.

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

These rules are only for skirmish at the moment. Basicly the standard Skirmish Force will comprise of

1 Force Commander (Gives out between 2-4 Commands per turn)

0-3 Jr. Commanders (Give out 2 maybe 3 Commands per turn)

0-2 Specialists (Can give self only Commands usually only 1 or 2 per turn)

3-15 Vanguard (These guys run solo in a Skirmish games and take and recieve Commands from the Commanders in the force. In battle games they are Squaded up and led by NCO's that can command their Unit only.)

3-5 Responce and/or Support Units (Same deal as the Vanguard in terms of NCO's etc)

Each of the Jr. Commanders can only give Commands to the Division he is Commanding. If that helps.

With the rules I posted just think Skirmish with either Solo guys lurking aroubd or maybe groups of 2 or 3 for weaker or fluffy units.



Automatically Appended Next Post:
The Massed Battle Rules will cover this though when I've posted them.

Hope this helps to make more sence.

This message was edited 1 time. Last update was at 2013/03/07 10:37:47


 
   
 
Forum Index » Dakka Discussions
Go to: