Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

Wednesday, September 21, 2016

Quickstart Transcript - Part 1

Just to recap, A quickstart is a rules tutorial designed to get players playing the game as quickly as possible.  It breaks the components of the game down into small digestible examples of play that help familiarize the players with the game.  My goal is to do this in an entertaining fashion, keeping each step as true to the "full" game as possible (so to say that i don't want to omit parts of play that would otherwise be relevant to each example along the way).

Using the layout that i wrote earlier, i filled in each section with a play walkthrough and an ongoing piece of fiction to compliment the example each step of the way.  Here's part one, it covers some of the fundamental basics of Shards. Italicized text is the fiction, where bold text is the rules instruction.


--- Part 1 Start ---

You wake up, as if being born from a memory consciousness comes to you. You sit up, nearby a stone kiln which radiates a comforting warmth like a warm breeze of a distant but familiar land.

Place your character's model on the map in contact with the Ether Kiln

You do know why you are here, or who exactly you may be, but your concerns are distant while sitting next to this fire that burns without end. You feel as if you could sit here till the end of existence, and not a thing would matter.

Your hand comes across a weapon nearby. Were you a warrior? The sword feels familiar enough, while staring into the flames, you remember you were seeking something, but not what. Within the flames you see purpose for the briefest of moments, but it flickers and fades away almost as quick as it had appeared.

The flames are comforting, however a realization comes over you, only in remembering can you once again become whole. You must press on.

Manoeuvring
In the shadows in-front of you, you see a being that looks to be clutching a white dove very dearly close to their chest.

Place a Wastrel Model two maneuvers away from the character model.

Reality seems to wither around the being as if looking at the subject of a water stained painting. There is something sad about the being nurturing the bird that sits in such contrast amidst it's grasp. You feel compelled to approach the being, perhaps to offer comfort. You get up and step away from the warmth of the kiln for what seems like the first time.

Using the maneuver card, move your model along its length towards the newly placed model. This is a single maneuver.

Enemies ahead
The being notices your advance. Despite it raising it's head towards you, it's features are unidentifiable, shifting in reality as you approach. It seems momentarily confused at this, then quickly withdraws as if in self defensive.

You reach out towards the creature, unsure as to how you've offended it. Abruptly it howls as much in defiance as agony and in a fit of rage, it crushes the dove it was momentarily holding so carefully. Throwing the animals corpse to the ground it prepares to rush towards you now brandishing deadly claws of darkness.

Additional Manoeuvring
Instinctively your hand goes to the pommel of your blade as it must have so many times before. With quick gait you close the distance between you and this adversary.

Maneuver your model once more so that your model is within 1” of the adversary(the short side of the manoeuvre card). This is your second manoeuvre for the round so you must expend 1 point of stamina to do so.

Each additional Manoeuvre costs a number of points of stamina equal to the number of manoeuvres already preformed that turn.

Your model is now engaged with this enemy, a foul being known as a wastrel. Because you are engaged with this enemy you can now make attacks against it.

Making an Attack Move with a Weapon
With a practiced motion from a long forgotten past you bring the blade down quickly on the creature before it can close in on you with it's hands clawed of darkness.

Now it's time to make an Attack using your Short Sword's “Slash” move!

The Slash move has a Stamina cost of 3, requiring we spend 3 stamina to from our stamina pool, place these in your stamina discard pool.

The Slash Move on it's own is not a very accurate attack on it's own and requires a 7+ to hit on the d8 attack die.  Time to use some more stamina to make it easier to hit.  Before rolling the attack die, you can boost your attack roll by spending additional stamina adding +1 to the result of your attack die roll for each stamina spent. 

 Lets boost with 6 points of stamina, this will guarantee that your attack hits! Roll the attack die, and add 6 to the result! A result of 7 or more means the attack hits and damages the target.

After a nimble dash to the creatures exposed side you sweep your blade up the creature's side, the blade connects, wounding the creature gravely.

Now that you've hit with your slash attack its time to apply damage to the target. The Slash Move deals 5 base damage, and 1x your STR bonus. Your STR bonus is equal to the tens digit of your strength characteristic. Currently your character has a STR bonus of 1 and will deal a total of 6 damage with its slash attack. Place 6 damage next to the wastrel model.

Passing your turn and Conserving Stamina
The creatures wounds expel darkness from a broad gash along it's side. The creature seems to have no intent on giving up and brandishes its claws in fury. Instinctively you raise your blade to guard against the creatures impending attack. Time to go on the defense.

With only 6 points of Stamina left in your stamina pool, it is time to go on the defense. Evading attacks also requires Stamina so its important to save some to defend against incoming attacks. For now we will PASS instead of taking any further actions.

Evading or Blocking an Attack
This creature, so different then the docile being it was moments ago. It's sole purpose, intent on spilling your blood, now lashes out towards you with attacks in quick succession. Finding your footing you prepare to roll out of the way.

This wastrel attack indicates that it must be evaded with a single d6, this die is called an evasion die. First we'll spend our 6 remaining stamina points to evade this attack, we then roll the evasion die and add the how many stamina points we spent to evade. In this case we would add 6 to the result rolled. If the total is greater than the highest value on the evasion die, we've successfully evaded the attack. Because we spent 6 stamina on a d6 evasion test, we flawlessly dodge the attack with no chance of failure!

Stamina Recovery
Doubling over at the momentum of the evaded attack, the wastrel leaves its back exposed, disoriented and unprepared for what you have planned next. You recover your breath in the moment's respite.

Now that the wastrel has acted for the round and there are no other adversaries to activate, a new player turn begins. At the beginning of a new turn, any stats that have been temporarily reduced return to their full amount. This means that we begin this turn with another full 15 points of stamina!

Making a Combo Move with a Weapon and Combo Points
Now is the time to finish this! With the skill imparted from unknown memories you wield your blade with calculated grace.

This time we attack the wastrel we are going to make a Combo. A Combo is a series of moves, preformed in a specific order all for a single stamina cost. This usually results in a reduced stamina cost for the moves being used and additional effects for completing the combo. The Combo we will use is called Slash and Jab, which combines both a Slash and a Jab Move at a cost of 5 Stamina. When using this combo the second move, Jab, does a bonus +2 damage!

Boosting Attacks and Poise
You see an opening and know exactly what to do, this time you will stagger the creature with a first decisive blow and then finish the job once and for all with a swift jab of your blade.

All Adversaries have a Poise value much like character's. If an attack roll ever equals or exceeds the target's Poise value, the target is staggered and all future attacks targeting this adversary automatically hit till the end of the round. The Wastrel has a Poise of 8, so if we roll 8 or higher the wastrel will be staggered.

To Attack we first need to spend the 5 Stamina required to use the Combo Slash and Jab.

The first Move in the Combo is Slash. Once again Slash hits on 7+, but we can stagger our target if we roll 8+. This time lets boost the attack with 7 additional stamina to guarantee that we stagger the target on this first hit!

We roll the attack die (1d8) and add the amount we boosted the attack by. In this case not only will we have hit the Wastrel for another 6 damage, but we've also staggered the target, allowing our next Jab move to auto hit!

Without Rolling to hit with the Jab move we apply it's 5 additional damage to the target as well (1 base plus 1 for STR bonus, 1 for DEX bonus and 2 more damage for the combo special effect). More than enough to defeat the Wastrel who had 15 health points to begin with.

Successfully completing the combo also scores us 1 Combo Point (CP) which we can use later to unlock further skill memories with the weapon.

Collecting Fragments from Slain Enemies
The Body of the creature slumps over to the ground. Defeated, it lets out a sigh of release, as its body bursts into luminous fragments like embers in the wind. The fragments are drawn towards you, reminding you of the comfort of the kiln with the warmth the emanate. Flowing through you, you feel invigorated by the shards which seem to briefly reignite long forgotten memories, ruminating in the ether.


Each defeated foe grants you a number of ether fragments which can be later spent at an ether kiln to level up your character. This defeated Wastrel grants 20 Fragments, which should be noted on the player's character sheet.

--- End of Part 1 ---

That wraps up the first part of the tutorial.  The second part introduces the character to an NPC and teaches some of the more nuanced aspects of playing the game as well as a bit of a primer on the setting.  There's still a bit more that needs to be covered in Part 2 but i'll be posting a rough draft up here soon.

Till Next time
-Tom K.


Sunday, September 18, 2016

Combat Track - Player Resource Download

A print-out of the black and white, premium combat track in action

Today i'll be adding the Combat Track player resource to the downloads section.   There have been a few design changes since the initial layout, mainly the addition of a second track used solely for stamina spent to boost an attack or evasion. The top track is used for placing roll targets numbers, like "To Hit" values and "Poise" values.

There is much more to discuss regarding the combat track, but i'm going to save that topic for later and keep this short and sweet.  Check out the download link below.

Download - Black and White Combat Tracker (Basic PDF)

For the premium version as pictured above in both colour and black and white, check out the Shards Patreon Campaign.  This download is available at all reward levels.

Till Next Time

Thursday, September 15, 2016

Pulling the Pieces Together

After drawing a few more pieces for the Cracked Earth Map, i thought it would be nice to see exactly how they fit together.  This time around I've used more digital editing for the placement of the tiles, instead of manually drawing things out in their final position.  This allows me to maintain the hand drawn aesthetic while having greater flexibility over the end product.

Here's a picture of the test section i've been working on.  The image is a full sized map, so if you want to print it out and play an encounter or two on it, be my guest.

Pulling the pieces together

This is not a final version but a good indication of where things are headed.
Enjoy!

Till Next Time!
-Tom K.

Wednesday, September 14, 2016

The Quick-Start Map Drawing Begins

...and so does it's design.  I've been going section by section trying to both play through how a quickstart tutorial of shards might play and write the actual rulebook text it self.  Its coming along nicely and fingers crossed, i might be able to get it done before Saturday.  I still have a huge amount of work to do, but i will post my progress and excerpts of my writing as I go.

For now i thought i'd show off some of the map elements I've been drawing for the Quickstart area game map.  It's what i'm calling a "Cracked Earth" Map as the very earth in these depictions is falling apart.  Any trees that exist here, are gnarled dead things, and much of the landscape is rock and low to the ground scrub.

Cracked Earth Piece 1 with Dead Tree and Shrub

Here we have the first piece i pulled together tonight.  It took me awhile to develop the technique i wanted to use to draw this.  I started by taking some real life photos of cracked earth from a google search, converted them to black and white and then applied filters to see how they would look as if they were sketched in pencil.  All that was left was to try and replicate what i saw on paper.

I liked how it turned out so i decided to stick with it.

If you want to know the technique i used to draw this, let me know and i'll pull a tutorial together for you.

Cracked Earth Piece 2

The Second Image i drew was more of the same, only with more emphasis on the crumbling of the landscape.  I wanted to depict a similar landscape to the one above, while making it look like the ground was in upheaval.  Massively disturbed land, just like a good number of its inhabitants (See Adversaries Wastrels Expansion in the downloads section).

Cracked Earth Piece 3

The third piece i have to show you tonight, takes elements of the first two and adds an architectural element.  Here, a set of stairs, roughly carved from the landscape, curve down the side of a cliff.  This is an example of the more multi-dimensional art i want to feature more of in my game maps.  Interesting and unique areas to explore and navigate.  Art comes first before the overall level design in this case.

Cracked Earth Piece 4

Above is a bridge section.  I used some of the same techniques I used on the castle wall sections to draw in the wooden planks.  This time the wooden planks are part of a rickety suspension bridge.  Also, it's about this time is when i really start to refine my process of drawing dead trees and roots.


When i have more to post I'll be sure to do so.
Until Next Time,
Tom K.

Tuesday, September 13, 2016

Quick-Start Development - Layout

The first and most important thing i decided, was to create a layout of each of the game's elements.  What i'm trying to do is lay out everything you need to know initially to start playing.  Ideally i'd like it to be quick, so laying out things in a logical progression is very important.  Players should be able to read the rules as they play along without having to stop much along the way to read long convoluted rules.

I believe that actually playing a game is one of the best ways to learn how to play a game.  My objective in making this quick start is to guide new players through that very experience.  An actual physical example of gameplay is in my opinion the best example.  By the end of playing through the quickstart, i want them to be able to jump right into creating their own characters and start playing as quick as possible.

So with all that in mind I created a general layout.

(the following notes are brief and unedited, this is not the quickstarter itself just how i want to organize it and what i want to put in each section)

---- start of layout ----

Introduction
Shards is a game for two to five players that uses Miniatures (or any other suitable representations) and Maps to play out adventures. In this game your players will explore locations, finding exquisite treasures and perilous adversaries all while building a rich a developing game lore along the way.

The Tutorial below only uses one character, but that shouldn't stop you from playing through it as a group. Run through the tutorial together, it's a fun and easy way to learn the game with in play examples before setting out on your own adventures.

What You Will Need
-Print outs of the game resources
-An 8 sided die (1d8) and two 10 sided die (2d10) for each player
-The Game Master (GM) will also need 1d4, 1d6, 1d12 and 1d20
-Tape measures are not necessary, but you may use them if you wish
-Miniatures or suitable representations for the Characters, Adversaries and NPCs
(I suggest either using reaper bones minis or the wealth of paper miniatures available on the internet)
-A gaming surface, either a printed copy of the Shards Maps or Tabletop Terrain of your own devising.

Set-up
Place the map and player resources within easy reach of the players. Players then select their characters taking all necessary item cards and tokens, and place their miniature next to the Ether Kiln

Ether Kilns
Gives some quick background information on the world, covers that your form is made of memories and that you may not know exactly why you are here, but you know that you must fight your way to your destiny

Manoeuvring
Teaches the basics of movement in Shards, the concept of a manoeuvre. The maximum number of manoeuvres in a turn.

Enemies ahead
A quick description of the Enemies in Shards, presents the concept that you must fight to survive.

Additional Manoeuvring
Getting to an enemy before it has time to react. This means that the placement of the first enemy must be within

Making an Attack Move with a Weapon
Covers the concept of making a Move from a weapon card

Passing your turn and Conserving Stamina
Covers the concept that how many actions you can make in a turn is dependent on your stamina, covers stamina recovery (just the idea that you will recover stamina each turn) and stamina management ideas.
You may continue to act during your turn until either you pass or run out of stamina.

Evading or Blocking an Attack
How to evade an attack (using up the rest of the character's stamina) then how to block an enemy attack because no stamina left.

Stamina Recovery
How much stamina is actually recovered, getting ready for another round

Making a Combo Move with a Weapon and Combo Points
Covers the concept of Combo Attacks
Collect Combo Points from Unbroken Combos to upgrade your weapon

Boosting Attacks and Poise
Reducing Enemy Poise by Making Combos Attacks
Boosting attacks and breaking poise to automatically hit with the subsequent attacks.

Collecting Fragments from Slain Enemies
Killing an enemy and collecting their fragments, done automatically

Item Drops, Mementos and Lore Points
How enemies drop items, which items they drop, and what a memento is briefly, mementos explained in further detail later

Combo Points and Weapon Upgrades
Spending Combo Points

Approaching a Group of Enemies
A group of enemies ahead, suggest the character to rush into the centre of them and preform a fully boosted combo.

Being Swarmed and Character Death
A talk on how approaching a situation in different way effects the outcome. The above rushing into the centre of a mob of enemies is designed to kill the Character. Also briefly discuss losing your Fragments.

Respawning at Ether Kilns and Wasting
When a character dies, Read this bit about respawning at ether kilns. What wasting is and how it temporarily reduces your maximum health to a minimum of 10 hit points.

Reducing Wasting by Linking Lore Points
How you can use lore points to reduce wasting and recover back to maximum health.

Trying it Again This Time Considering Threat Ranges
Fighting your way back through the initial enemy, and approaching the group of enemies differently so that you can overcome them.

Recovering Lost Fragments
Recovering your lost fragments from an area.

Imbuing at a New Ether Kiln and Recovery
Activating new checkpoints by “Imbuing” Ether Kilns. How resting at an ether kiln recovers your Health and Stamina.

Leveling Up at an Ether Kiln
How to use your Fragments at an Ether Kiln to Level Up your character, called Memory Level

NPC's and Quests
Meeting an NPC, NPC dialogue and Lore Points associated to meeting an NPC.
Quests Granted by NPC's

Area Boss Fights
Encountering a Boss “Arena” fight, and how to fight bosses. Once you enter a Boss Arena, you cannot leave until either the boss is dead or you die. Good luck! Try different tactics, use different items.

Congratulations on Completing the Tutorial!

A congratulations and a suggestion to try out the full game, building your own characters,

---- end of layout ----

So that's the plan!  I'm going to go over each of these sections in more detail and find out how to make the experience tight so that every time you run through it, it yields the same results.

I have a lot of work ahead of me, but like i mentioned earlier, i want to get out a playable copy of this game as soon as absolutely possible.

Till Next Time
-Tom K.

*A note on the game mechanics updates, I do update the files from time to time, so check the downloads section to make sure you have the most recent versions to stay up to date.