Running Mecha in the BattleTech universe

Chris Perrin’s role-playing game Mecha does a great job of allowing stories about pilots of giant humanoid warmachines to be strongly driven by character, instead of number crunching. Though mecha anime acts as the source inspiration for Mecha, I want to use the same rule set to bring more character driven play to the universe of BattleTech, particularly during the Fourth Succession War.

Thoughts on doing this are still in the experimental stage, but have progressed far enough to share and, importantly, get feedback. If you have ever played Mecha or BattleTech (or, better yet, both), let me know what you think either in a comment here, or on this Story Games thread.

You can read the progress of this project in the following Google doc: Succession

Escape… named a winner in One Page Dungeon 2011 contest

Escape From the Lost Laboratories was named one of the fifteen winners of the One Page Dungeon Contest 2011. No idea what the prize will be, yet, but it’s an honor to be named.

The contest page offers a PDF containing all the winners, but also take a look at some of the other 70+ entries. I loved the idea behind Mystery of Godzina House, for example.

In honor of this event, I will be setting up DivNull Lark aimed at giving the Lost Laboratories a bit more more flesh, and some love to open source systems. Stay tuned.

Vegas, Baby!

Cover for Vegas, Baby!Vegas, Baby! is a playset for the Fiasco roleplaying game that tries to emulate “Vegas trips gone horribly wrong”, such as in films like Very Bad Things or The Hangover. This is not the Vegas-based playset that was evidently sold only with the game at Gencon 2010. As I was not in attendance at that convention, and that playset has not yet been released publicly, I’ve never seen it. (From a playtest report of it, it looks to have a different focus than this one.) (Update: The Gencon version is now available as part of the Fiasco Companion. It is eerily similar in some ways, totally different in others. It leans a bit more toward Rat Pack and Ocean’s Eleven style Vegas, which I intentionally leaned away from.)

This playset has not had much testing, so if you play it, let me know how it goes and how you actually used it. Chances are I will revise it at some point, based on feedback.

Thanks to Jason Morningstar for sending me his standard playset InDesign template. Normally, I would share the source documents for something like this, but the template and the fonts are not mine to share, so I can’t. You can, however, consider the contents of this playset to be free to hack, mutilate, mangle and destroy.

The PDF can be downloaded here: lw01_vegas_baby.pdf

One page dungeon contest entry, 2011

Escape From the Lost Laboratories (pdf link) is my entry into the One Page Dungeon Contest 2011. It is, perhaps, a bit more free form in its room descriptions than some one-page dungeons. Since the rules specify that the dungeon needs to be system agnostic, I tried to give just enough detail that readers would think “Ooo… I bet this is how you’d represent that in [insert game of choice]“, but not so much that two different people would do it the same way.

When reading through it, it should be pretty obvious that the experience your players have will be highly dependent on their access to teleportation magic. The title assumes they don’t have any, so that their only choice at escape is to work through the dungeon. If, however, they can teleport on their own, the focus of the whole adventure changes pretty drastically, shifting to more about exploration and investigation of what the place is and how the players might use it for themselves. Some parties might get sucked into the network, take a quick peek, teleport out, and never think about the place again. Others might do serious exploring and be more interested in finding out about its builders, and so on. (If tamed, it would make a pretty great “home base”, for example.)

I am open to feedback on this dungeon, so post it if you have any. Though I have already submitted this entry, the contest allows resubmission with updated versions, so I have until the end of March. Also, feel free to post how you’d flesh out the rooms for a specific system. If anyone is really clamoring for it, maybe I’ll build a Pathfinder version once the contest is over, with MapTool maps and such.

At a more “meta” level, this dungeon makes explicit the notion that all dungeon maps are really just directed graphs. The graph is plain to see in my entry:

One of the reasons dungeons remain popular is that their directed graphs not only represent the geography of the dungeon, but also the flow of the narrative. The dungeon is a tool to control the pacing and sequence of the story and place payouts such that reaching them requires certain challenges. You can see some explicit examples of this in a thread on this topic at Story Games. This thread has a number of opinions on what traits these graphs need to make dungeons “fun”. I also provide side by side comparisons of the maps of some classic dungeons (Tomb of Horrors, Keep on the Borderlands, White Plume Mountain) with their directed graph representations. For example, here is the graph of White Plume Mountain, which clearly shows its “three silo” design:

White Plume Mountain directed graph White Plume Mountain map

As a quick example of how graph analysis can be used, take a look at room 2. The graph makes in painfully obvious that the adventurers will be moving in and out of that room multiple times. So, it would be good to make that room memorable somehow or, perhaps, contain some kind of trap that needs to be dealt with each time through the room. The revised version of White Plume delivers here (see PDF at link above), with a challenge that is similar general each time through, but still different enough in the specifics that it doesn’t get annoying.

One thing I don’t spell out in that thread is exactly how I built these graphs. The key is a program called dot, which is part of the GraphViz package. Once you get that installed, you need to make a .dot file to represent the dungeon. This is just a text file that follows a specific format. These can get complicated, but for turning dungeons into graphs, we only use a really small portion of the format. It starts with a shell definition that defines the file as a directed graph, and contains a single graph attribute for spacing out the nodes:

digraph G {
	ranksep="0.4 equally";
}

Let’s use a smaller example from one of last year’s One Page Dungeon contest winners: map three from Antti Hulkkonen’s “Den of Villainy!” (reproduced to the right through the magic of the Creative Commons license). At each room on a the map, enter one line for each connection the room has. For example, room 1 on the map leads to rooms 2 and 9. So, one line is "1" -> "2" and the other is "1" -> "9". Do that for each room. Then save the file and open it with graphviz (or open a command line and run dot on it). That’s the basics of it. You can also add some embellishments to each line, like using a different color for secret doors and so on. The result might look like this:

digraph G {
	ranksep="0.4 equally";

	"8" -> "3" [dir="both"];
	"1" -> "2" [dir="both"];
	"1" -> "9" [dir="both", color="blue", style="dashed"];
	"2" -> "3" [dir="both"];
	"2" -> "4" [dir="both"];
	"3" -> "5" [dir="both"];
	"3" -> "6" [dir="both"];
	"4" -> "5" [dir="both"];
	"5" -> "13" [dir="both", color="blue", style="dashed"];
	"6" -> "7" [dir="both", color="blue", style="dashed"];
	"9" -> "10" [dir="both"];
	"9" -> "12" [dir="both"];
	"10" -> "11" [dir="both"];
	"11" -> "12" [dir="both"];
	"11" -> "13" [dir="both", color="blue", style="dashed"];
	
	/* Mark the entrance rooms */
	"1" [shape=Mdiamond];
	"8" [shape=Mdiamond];
}

The graphviz package will handle the layout of the nodes automatically. Sometimes it does a better job of this than others (and there are tricks you can use to make the output better), but as these graphs are just to visualize the dungeon, they don’t need to be perfect. In this case, the result looks like this:

The flow of the dungeon becomes more clear in this graph, with the one whole branch only accessible through secret doors, a main interconnected section, and two key secret rooms (which, significantly, are furthest away from the entry ponts). All very rational.

LDraw files for Mechaton inspired by hardsuits

Minifig for scaleSimilar to my last LDraw/Mechaton post, here are some more files. These all come from the “hardsuit community”, a group of Lego enthusiasts who build minifig-in-powered-armor-looking figures. Since these “hardsuits” are built to minifig scale (to the right is a minifig shown at the same scale as the images below), they work pretty well for Mechaton, with a few alterations.

The hardsuit community (apparently) has evolved a number of “standard” body types, where the core of the model uses a particular idea, which is then embellished. I selected a number of these standard cores, but only present one example of each. I believe that I give credit below to the originator of any given standard core, but it can be hard to track this down, so I may have got it wrong. Let me know if you know better.

As before, I had to guess at some of these models, going by pictures posted to the net. In most cases, I changed the head entirely, as hardsuits typically use minifig heads, which Mechaton models usually avoid. I also sometimes added extra stuff or changed a bit here and there. I’m sure I also guessed wrong in a few places. So, if these drift from the standard, that is why.

The LDraw files use the latest part collection, but may contain unofficial parts. (Also, you may need to right-click on the .ldr files and “Save Link As…”.)

Blacktron by pasukaru76 Blacktron
by pasukaru76
Source: Flickr
LDraw file: pasukaru76-blacktron.ldr
Double Edge by xezav Double Edge
by xezav
Source: Flickr
LDraw file: xezav-doubleedge.ldr
Hardersuit by Alvaro Gunawan Hardersuit
by Alvaro Gunawan
Source: Flickr
LDraw file: alvarogunawan-hardersuit.ldr
Reclean, based on design by PolarBear!! Reclean (based on “Cleanbot”)
by PolarBear!!
Source: Flickr
LDraw file: polarbear-reclean.ldr
Retriever by xezav Retriever
by xezav
Source: Flickr
LDraw file: xezav-retriever.ldr
Übermann by Geoff Herndon Übermann
by Geoff Herndon
Source: Flickr
LDraw file: geoffherndon-ubermann.ldr
W. Mk1 by W. Mark W. Mk1
by W. Mark
Source: MocPages
LDraw file: wmark-wmk1.ldr
ZSF-AHTP by Mr. Villa ZSF-AHTP
by Mr. Villa
Source: Flickr
LDraw file: mrvilla-ZSF-AHTP-4.ldr

To view these files, you’ll need some kind of .ldr viewer, such as Bricksmith or others.

Lastly, a repeat of my earlier plea: when you come up with the next great frame, please give the world an LDraw file for it, so we can marvel at your genius from any angle we like.

Lark #03 awarded

Picking just one of the proposals in the third Lark proved to be more challenging than expected. After deliberation (and some unanticipated delays), DivNull is pleased to award the $1,000 gift to Sage LaTorra for the game “tentatively called Powers for Good, … based on world-saving team superhero comics”.

Congratulations and best of luck to Mr. LaTorra. We can’t wait to see the result.

LDraw files for popular Mechaton models

As you might have noticed from my other Mechaton posts, I’m still pretty new to building giant fighty robots out of Lego. Part of learning more about this includes looking at some of the popular Mechaton frames others have made and figuring out how they work.

I haven’t found this easy, as often all you have to go on are some low resolution photos that never seem to include the angle you need. To spare would-be frame builders some of the irritation I went through, I created some LDraw files detailing step-by-step instructions on how to make some of these frames. (You may need to right-click on the .ldr files and “Save Link As…”.)

Classic by D. Vincent Baker The “Classic”
by D. Vincent Baker
Source: Mechaton rules
LDraw file: vincentbaker-classic.ldr
Chucker by D. Vincent Baker Chucker
by D. Vincent Baker
Source: ptimanya designs
LDraw file: vincentbaker-chucker.ldr
5gen by D. Vincent Baker 5gen
by D. Vincent Baker
Source: ptimanya designs
LDraw file: vincentbaker-5gen.ldr
AIn-11 by Joshua A. C. Newman AIn-11
by Joshua A. C. Newman
Source: the glyphpress
LDraw file: joshuanewman-AIn-11.ldr
Radial bot by David Laurence Radial
by David Laurence
Source: Brickshelf
LDraw file: davidlaurence-radial.ldr
Conscript by Soren Conscript
by Soren
Source: Flickr
LDraw file: soren-conscript.ldr
MgN-302 by Malcolm Craig MgN-302
by Malcolm Craig
Source: Mechatonic
LDraw file: malcolmcraig-MgN-302.ldr
Mini-frame by Squieu Mini-frame
by Squieu
Source: Brickshelf
LDraw file: squieu-mini-frame.ldr

To view these files, you’ll need some kind of .ldr viewer. I use Bricksmith, but there are others. Note that a number of viewers can also generate part lists from a model automatically.

There may be part mistakes, as I pretty much just guessed on a lot of things. If you find an error, please drop a comment about it below. It would help if you used the LDraw part numbers to identify both what part is wrong and with what it should be replaced.

Lastly, a plea to all you frame builders out there: when you come up with the next great frame, please give the world an LDraw file for it, so we can marvel at your genius from any angle we like. Heck, post a link to it in a comment below. I’d love to see it.

Mechaton: Shorty chassis

My two previous mechs for Mechaton stood a little too tall. The Shorty chassis aimed for a smaller and more solid design. The result works fairly well. The basic body works like so:

Shorty Chassis

One key connection in the torso (where the 4733 stud fits into the center hole of the 4032 plate above it) holds much more strongly than you might guess. Stressing the model (dropping it five feet onto a hard surface, for example) usually knocks an arm off, but very rarely comes apart at that torso join.

Fitting attachments requires a little variation in some key places, replacing a piece with one more conducive to holding the attachment. There are only a few places where this can be done, but you can get a lot of flexibility out of those areas. In this exploded drawing of the Shorty, any of the pink pieces can replace the red one. Likewise, the yellow piece can be replaced by the light yellow and blue bits.

Shorty exploded

Here are some samples showing some of these replacements (as well as some other part swapping). Each is pictured with a plate containing an indication of how many of each type of dice the mech would use in a Mechaton game. If you’ve seen the game, this should be relatively straightforward. For the red dice, shorter ranges are closer to you, and the optional rules are used in some cases. Transparent pips are d6′s, solid pips are d8′s.

JumperArctic riflemanArtilleryShoulder cannonDesert brawlerArboreal hopper

The LDraw file is here. To build the basic shorty, you’ll need these parts:

Part Color Quantity Description
This parts list generated by LDView. Part images provided by Peeron.
View on Peeron.com 2429 72:
Dark Bluish Gray
 
2 Hinge Plate 1 x 4 Base
View on Peeron.com 2430 72:
Dark Bluish Gray
 
2 Hinge Plate 1 x 4 Top
View on Peeron.com 2540 71:
Light Bluish Gray
 
2 Plate 1 x 2 with Handle
View on Peeron.com 2555 72:
Dark Bluish Gray
 
2 Tile 1 x 1 with Clip
View on Peeron.com 3022 72:
Dark Bluish Gray
 
1 Plate 2 x 2
View on Peeron.com 3023 72:
Dark Bluish Gray
 
2 Plate 1 x 2
View on Peeron.com 3024 72:
Dark Bluish Gray
 
1 Plate 1 x 1
View on Peeron.com 4032 72:
Dark Bluish Gray
 
1 Plate 2 x 2 Round
View on Peeron.com 4070 71:
Light Bluish Gray
 
1 Brick 1 x 1 with Headlight
View on Peeron.com 4081b 72:
Dark Bluish Gray
 
2 Plate 1 x 1 with Clip Light Type 2
View on Peeron.com 4590 72:
Dark Bluish Gray
 
2 Plate 1 x 4 Offset
View on Peeron.com 4697b 71:
Light Bluish Gray
 
1 Technic Pneumatic T-Piece – Type 2
View on Peeron.com 4733 71:
Light Bluish Gray
 
1 Brick 1 x 1 with Studs on Four Sides
View on Peeron.com 6019 71:
Light Bluish Gray
 
2 Plate 1 x 1 with Clip Horizontal
View on Peeron.com 6141 43:
Trans Light Blue
 
1 Plate 1 x 1 Round
View on Peeron.com 6141 71:
Light Bluish Gray
 
1 Plate 1 x 1 Round

A DivNull Lark (#03): Indie gaming gift, late 2010

A year ago, the first DivNull lark helped bring Blowback to market. It’s October, so let’s do it again…

The next DivNull lark will match the first: a gift of $1000 to help bring an independently published story game to release within a year. That is, pitch me your idea for how you would use $1000 to either make a new game or improve an existing one that hasn’t been released, and I’ll donate $1000 to the idea I like best to help make it happen.

Conditions:

  • Only pitches made as responses to this post, publicly, will be considered.
  • No pitch made after 15 October 2010 will be considered.
  • The donation will be made on or before 31 October 2010.
  • If your pitch is selected, you have until the last minute of 31 October 2011 to make good on the idea. At that point, the world will know if you are person of your word, or a failure.
  • This donation in no way affects any rights you have to your work. Nor does the donation create any liabilities from your work for the donator. Succeed or fail, you’re on your own.
  • Payment will be made via PayPal, in United States currency. No exceptions.

The winner will be decided solely based on my learned deliberation capricious whim; however, I do take advice. If you see an entry you really like, feel free to lobby for it in a response below.

All responses to this blog are vetted manually before appearing. Historically, I am a bit slow at doing this. I will try to be more prompt for the next few weeks, but if your comment doesn’t show up right away, don’t panic.

Update: This contest is now closed to new submissions. I will, however, leave the comments open for people to give advice on the entries they like.

Exodus

ExodusI tried to give Game Chef a go this year. Unfortunately, my efforts are not among the final entries, as I didn’t finish in time. Part of this was being a bit too ambitious with what I wanted to do in the one-week timeframe. The other, more serious, part of it is that I’m not really sure the game I was building would have worked. I can make it work eventually, but what’s in my head right now might not. There is a little smoke there, but not much fire.

Still, the whole point of Game Chef is not to win, or even enter, really. It is to go through the effort of actually building a game. So, in that spirit, I thought I’d release what I have so far. I’m unlikely to take it much further unless interest seems there. I’m releasing what I have under a “do pretty much anything you want with it”, so feel free to hack it, reuse it, whatever.

The task was to build a game in one week with a theme of “Journey”, using three of the ingredients “edge”, “skin”, “desert” or “city”. You can see what I tried to do with these here:

If you are interested in the probability at work in Exodus, you can see its distribution on AnyDice.

One thing I wanted to find out making this game (and one reason why the actual game isn’t better) is how to use a single InDesign setup to export both a PDF and an EPUB version of the book, without compromising the layout in either, assuming that is possible. I’m fairly pleased at the result, though I’ve only tried the EPUB version on an iPad and the Mac version of Calibre. I haven’t tried using other readers (if you do, please comment below). I will probably have more to say about the technical bits of this in another post (if you have questions you’d like answered on such a topic, please ask them below).

If you have suggestions for Exodus, please leave them below. And, check out the real Game Chef entries. Since the winner will be the game that gets played the most often over the next few weeks, try playing one that sounds interesting, and let people know about it. I may try to run Danger Mountain! and/or The Chaos Lords and the Desert of Death, myself.