For character generation, I'm going to have a "Background" instead of an inherent ability at generation, to represent a lifetime of whatever they did before. Then I'll have big groups of talents to draw from as the game goes on. Should work out fine.
So: any thoughts on other modern weapons I should note here? Other systems you'd like to see for how to do something in the modern world? Other comments generally?
I will also continue to work up monster traits and a background for various plug-and-play approaches for a zombie apocalypse as well as a game of modern horror investigation. Good times.
Since I'm working on the historical hack for the game I took a really deep look at your firearms rules. They're great, I just had some questions for clarification:
1. What are some examples of how you would you classify Light, Heavy, Very Heavy? Pistols, high-caliber rifles, bazookas? 2. For damage - most characters with 5 or so HP would be torn to shreds by two Heavy weapon blasts (and could survive being shot twice or so by a Light weapon.) That seems about right, with most characters taken out by a direct Very Heavy blast unless they're armored or something. Was that basically your thought process? 3. Not a question but a note, I really like the DC stat you added and changing the armor rules to work more like shields. Makes good sense. 4. Also not really a question: Range: I was going to add range elements to each weapon by arena, but I like your table better. I would probably expand it to measure range by arena though: +1DC for 2 arenas away, then another +1DC for each additional arena. What do you think?
1. I would classify weights by caliber rather than the shape of the weapon, and that would go in the more detailed version (this is a draft.) The same caliber could be in a pistol, an SMG, and a hunting rifle, for example. And a heavy caliber could be in a revolver or an assault rifle. In other systems I handle the damage as the base caliber, and the RANGE as the type of weapon. Talking about bazookas and artillery, that's more Very Heavy (I see .50 cal as Heavy.) So with a light SMG, you would increase the damage with bursts or fully automatic fire, for example.
2. I wanted to keep it simple, so I doubled the damage of hand to hand weapons--it's tidy, and it gets to the place I want to go, which is light weapons being somewhat fearsome but not autokill, working up to people getting really nervous about shotguns and sniper rifles, and very heavy weapons mostly aiming at vehicles. I don't want characters to be indifferent to pistols, or automatically killed by assault rifles--so yes, you've keyed into my thought process.
3. Glad you like it. I want to avoid a situation where someone in a flak jacket can giggle when shot, or have the shot ignore the armor altogether (without special effort). The soaking rules help model armor as I understand it.
4. I'd rather have some default understandings for ranges based on user perception than have the traditional math for the actual range of the weapon. Normally I'd feel obligated to work out that kind of information, but here I defer to the OSH sense of flexibility and awesome. If you want to make a shot that seems unlikely with your weapon, feed it some APs. I want to minimize the DM need to refer to charts if I can. Arenas are so diverse in size, shape, and cover provided... I'm not averse to handling range differently, but that's why I settled where I did. Range based on user perception, rather than weapon capability, hence line of sight.
I also changed "face" die to "critical" die so you can gack people somewhere besides the face as appropriate. A little less awesome, perhaps, but more flexible.
Just a quick note as I am still reading this, but I love how you directly tackled Cover and Concealment as two separate things just like we do in the military. Too often we find these smashed together and these are two, very very different things.
Very helpful, thanks. And after thinking about it I agree that user perception is a good basis for range; a crack shot could hit a target at a pretty high range even with a reasonably inaccurate pistol (at least in the awesome cinematic world of OSH).
I'll have some time this weekend to work on my Wild West hack, and I'll probably use a liberal amount of what you've developed (and definitely give you credit - thanks again for your hard work!) I think the main changes when you do a new setting apart from the few mechanical ones we've talked about here are just re-imagining the classes; I like having modifiers to play with for abilities, and there's enough here to do a bit of that plus some more narrative abilities as well.
Thanks for replying as well! Keep up the great work!
You are most welcome, I'm glad it is useful to you.
I agree on reimagining classes, I'll be doing that here shortly for Tentacular Hack, my Lovecraftian mythos hack. It's here. http://fictivefantasies.wordpress.com/old-school-hack-modern-slash/ You can see some of the other stuff I've been working on to make a more modern game. You might enjoy the adjustments to character generation, in particular.
So, this is posted in plenty of time for you all out there to get a zombie-based game going on for Halloween. I would like you to let me know how it goes, if you care to try it out based on my materials. I even updated the zombie page to match the player's guide.
Some of this is very drafty. Other parts are coming together nicely. I think it's playable by Old School Hack standards, loaded with handwavium and awesome.
I have lots of randomizing material. Age, weight, height, relationship at start of the game, physical traits, talents for occupations and hobbies (replacing inherent abilities in this version), and more.
And there is new stuff too. Rules for learning languages and musical instruments, for having belief systems and codes of honor, for having backgrounds affecting your advantages in the game world.
We have rules for sanity (you can be unhinged by what you experience!), a plot-based progression system, 70 open talents, a crisped-up combat system that includes a new way of doing AC and updates weapon lists to include chainsaws(!), guns and ammo, lots of explosives...
We've got ways to handle packs of minions and swarms of critters to speed things up. There's a "how to" section with guidance on breaking barriers, climbing and falling and swimming and inspiring and investigating and piloting and lock-picking...
A standard difficulty chart helps new DMs decide how tough something should be. There is even a rudimentary beginning of a rule set on vehicles and chases--if nothing else, you can use the guidance for setting damage taken in a car crash.
And, to make sure that you have something monster-related to do with all this, I updated the zombie one-page resource.
The next step (along with refining these offerings) is to start kicking out some monsters to prey on our poor unfortunate characters.
Please? Please look at it and give me a sense of a review, and if possible, play reports. I'd appreciate it.
By having characters start as minions at first level, guards at second level, and characters at third level, you really motivate them to get and spend those Awesome Points. Also, you thin the herd; as the clever or tougher ones survive to get more wounds, they tower above their peers. By third level they are five times as tough as they were. Which is a pretty cool (and seemingly accurate) curve in a survival horror game.
Plus, it's fun. Don't forget the fun.
For examples of this, I would think of Ellen Ripley (Alien series), Ash (Evil Dead series), characters from Frighteners, Tremors, Resident Evil, Silent Hill, and Laurie Strode (Halloween).
For examples of people who start off as characters, I'd suggest soldiers (from Aliens movies, Predator movies, etc.), Seven, and X-Files.
A couple weeks ago, a friend of mine suggested the OSH crowd would not be interested in the work I'm doing, because they want to play generic gonzo fantasy, not modern or science fiction. I really hope she's wrong.
Anyway, I had a free afternoon today, and I was inspired, so I have the first draft of a science fiction setting where you can battle pirates, critters from Pitch Black, Predators, and shoggoth (with more monsters on the way.) The basics for playing the equivalent of Colonial Space Marines are there, too. It is coming together, and I have a neat name for it:
"Death Shines on Fornia Moon."
If you look at it, I'd be interested to know what you think.
Hey there, I finally got a chance to revisit what I was working on so I looked this thread up - your rules are outstanding. I'm going to liberally borrow from them for my project (full credit due of course) - my first playtest should be in a weekend or two, so we'll give some feedback after that. My initial thought is that it ought to keep the system's speed and fun while accounting for the differences in firearms combat, at least without any practical playtesting. I want to say: bravo!!