Archive for September, 2009

Second Draft

September 14, 2009 Leave a comment

The second week went incredibly fast, mostly because my studies actually began. But I found time to playtest the first draft and made some changes:

  • Stress-mechanic which serves as a penalty for failing tasks
  • A minor tweak in the amount of skills
  • An improved character sheet and slightly adjusted layout on the main book

The second draft can be found here and the character sheet 2.0 can be found here.

Any comments are more than welcome.


Ideas for the next version

September 13, 2009 Leave a comment

We did one playtest and the game ran smoothly. Character creation had a few difficulties, but nothing major. I might need to give the characters a few skillpoints more and emphasize the zodiac signs a bit.

The Mission we played was the one I wrote on the first draft. The players had fun planning how they were going to capture the politician and get him out of the hotel. The only problems we had were:

  • If the character has a skill of zero to begin with, would he fail automatically or try it with just one die and a DV of 6?
  • What happens if you don’t succeed?  Originally I had visioned that the skills get penalties (similar to Dust Devils) and when a skill reaches zero, the character needs to abort the Mission.
  • How do contested rolls work? For example, if a character wants to hide and a NPC character wants to find him, how does it work?

So I started thinking about these questions. I think I’ll give the character more skill points, and in an unlikely situation that they need to use a skill they don’t have, they can roll a single die against DV 6.

Another new idea I had was Stress points. After an unsuccessful skill test, the characters Stress raises by one point. For the duration of the Mission, the character suffers a one die penalty in all his skill tests. As soon as the character gains his third Stress point, he must abandon the Mission.

Contested skill tests aren’t such a huge problem, it just needs to be written to the book. If the contest is an Obstacle, then it is used against the Obstacles DV. In any other case, the Overseer determines the difficulty value necessary. A good guideline is that DV 4 is somewhat easy task.

The setting worked fine, but it needs a little bit more details. I might make some adjustments on it, but I’ll focus mainly on getting the mechanics working.

Thought before the Playtest

September 10, 2009 Leave a comment

Tomorrow we’re going to playtest the Knights and see how it’ll work. Few things I might need to focus on:

  • Balance of the Branches
    • each Branch has a different skill specializations and abilities, they need to be balanced
  • Talent-mechanism
    • too many or too little Talents, are they too powerful?
  • Amount of skillpoints
    • are there enough skillpoints, and are they divided well?
  • Missions
    • are the Objectives clear enough and are the Obstacles difficult enough?

I decided to write up a new Mission for the playtest. I’m thinking of having about 5 different Missions for the complete game. Any ideas on those are more than helpful.

First draft complete!

September 7, 2009 Leave a comment

After a long week, the first draft is finally complete. The game is now called “The Knights of the Lily – A Game of Secrecy and Noble Intentions”. Or TKOTL for short 🙂

Here is a link for the game, and here is a link for the character sheet v.1

Comments are more than welcome. I’ll playtest this next week and post a second draft.

The Zodiac – How to make it work?

September 6, 2009 5 comments

With the game mechanics ready, all I need is the Zodiac signs. I have some ideas how to implement them in a game, but I’m not completely sure if they’re all good and necessary.

12 Zodiac signs, 12 skills. My first idea was to associate each sign to a matching skill and grant the player a re-roll for that skill. For example, if the character was Sagittarius, then he’d gain re-roll on athletics, because he doesn’t want to give up on physical tasks. Read more…

Categories: Crying Wolfman, Game Chef

The Game Mechanics and Skills

September 4, 2009 Leave a comment

The game mechanics are almost done. But before I can get working on Character Creation, I need to figure out how to implement the Zodiac in the game system, but I’m not sure how to work it out. I’m thinking of associating each zodiac sign for each skill, allowing a re-roll to that particular skill. Any other ideas? Read more…

Categories: Game Chef

Back on track – First ideas of the game mechanics

September 2, 2009 2 comments

After reading a few comments and taking a break from the brainstorming, I actually managed to gather my thoughts. Now I have a better vision on what Secret Society is all about.

The Secret Society (working name: Order of the Lilies) is a world wide organization that has many talented agents who deal with the problems that the Society faces. Be it assassination, information gathering, subtle manipulation or even shutting down whole computer networks, the Society has a man for the job.

How the game works:

Each game focuses on a certain Mission that the characters must do. The Overseer chooses a Mission (or designs one himself) for the characters, briefs them about what to do, and inform them of the Objectives they must accomplish.  He also picks the Obstacles for the characters to overcome. (Something like a 3-5 from a list or a possibility to make them up)

Example Mission could be “Find the dangerous politician and deal with him” with several Objectives:
– “Find the politician”
– “Stop the politician from doing X” (this can be interpreted as an assassination, coercion or whatever the characters decide to do)
– “Interrogate the politician” (optional)

Obstacles for such a Mission could include:
– A bodyguard
– Hotel security
– A decoy
– The subject is aware that he is being threatened

Each Obstacle has to be cleared for the Mission, but success of the Mission is determined by the success of conquering Obstacles. So if you sneak past the security, kill the bodyguard without making a fuss and then kill the decoy without noticing it, the Mission cannot be completed successfully.  After all, the real deal is still out there.

I might want to figure out some kind of a mechanic for the “Obstacle – Mission” success rate, but for now, I’ll stick to just relying on the GM for that.

The resolution mechanics are on next on my list. I’m thinking of using tokens for those skills that the characters excel at, and by using those tokens they can automatically pass one Obstacle. For other conflicts, I might stick to throwing one d12 against a set value. (A guards skill for example)

After that, I need to finish up the character creation: the horoscopes, three “branches” of the Order and skills. And maybe I’ll throw in something extra.

Categories: Game Chef