Dice Pools

We decided to not implement the idea of dice pools into Corrosion for the simple reason that it’s a complex mechanic to maintain. Combat Pool, Magic Pool, Karma Pool, Hacking Pool, Control Pool…I’m not looking forward to implementing that. At first it seemed like that wasn’t much of a problem; the lack of dice pools just means that the progression through the game gets controlled a little bit since it means fewer dice to roll and thus less successes on your test. A case could be made to implement the Spell Pool, as it’s dice that usually get split between the Sorcery test and the Drain Resistance test. You could assign them fifty-fifty, or with whatever division you’d like to apply. Combat Pool becomes harder, since it’s situational. People will generally keep some dice back in order to assist dodge rolls or Damage Resistance tests when needed. Corrosion needs to be quick and you don’t want to have to decide how many dice to assign to one test and to the other between one round and the next.

So we chucked them, thinking that the lack of situational modifiers like visibility, movement and range would balance each other out.

Action Points

Yesterday, right before my brother fell asleep mid-conversation (okay, that might not be entirely true), we discussed how many actions a player can take and what mechanism governs how much you can do. We have to limit a player’s actions, if only to keep the pressure on our webserver to a minimum and slightly distribute the amount of play users put in.

At first, we thought we could govern that by using the stun monitor as an indication of a character’s fatigue. So instead of the possibility of taking damage on a player’s stun monitor, all damage would be physical and the stun monitor could be used to keep track of amounts of actions left. Over time, say every 15 minutes or so, you’d get an automatic 1 box of stun wiped off the stun monitor. Unfortunately, that would break from the SR3 rules we’re looking to implement, and it would mean a limitation on gameplay – no more stun-dealing weapons and spells, for instance, no target number penalties based on stun damage received, etc.

However, we came to the conclusion that another stat was needed – action points. If all damage was physical, there’d be no reason to not cast spells above your magic rating, since drain was going to be physical damage anyway. You could cap it by not allowing any spells with a force higher than your magic rating, but that would damage some of the versatility of a mage or shaman. Weapons or spells that dealt stun damage would by and large have a far more dangerous reputation than the ones that deal physical damage, since the amount of actions you have are the most valuable commodity in the game. This would mean that during PvP people will start using stun weapons just to fuck with each other and I am not too keen to have to start dealing with grievers. It’s one thing if you lose some life (essentially some nuyen since you can always get patched up) rather than losing your ability to generate some money and experience.

That and more made is re-evaluate our decision to use the stun monitor as an indication of action points. Now we’re still looking into how many action points someone gets. Currently set to 10, perhaps we’ll have to turn it up to twenty if it turns out to be too little. Also, we still need to firmly determine what will and what won’t cost an action point.

[sRx] Progress

I’m feeling good; I’ve got a project to work on again – a private one, not a professional one – and it’s got me excited, which, in turn, has lifted my spirits considerably. It’s even made my back-ache manageable and given me some energy while I’m unable to train. All together good developments I should say.

After a few weeks of really rapid development and many brainstorm sessions with Robin, we’ve come upon the part where most of the thinking has been done and most of the grind needs to be taken care of. Adding content, mostly, while looking ahead to the next challenges. There’s still so much to be done, so much to be made, torn down, restructured and evaluated. We’ve got a few contacts populating the Seattle sprawl who will sell you a few goods, offer you jobs, get you in contact with others or are able to help you improve your character. We’re drawing our inspiration mostly from our own Sunday evening game but I’m not entirely sure how long we can keep that up since our campaign has a flavour that can’t be captured in a browser game.

We’ll likely have to be very careful with how much money a runner can earn, what the prices of items and training is going to be to balance incoming and outgoing cred. I’d like to think that with the right tweaks we could prevent inflation and the destruction of the economy. This becomes especially important when characters start trading weapons, drugs, items and accessories between themselves.

I do admit that I have some suspicions that we might run into legal issues with Catalyst Game Labs if the game becomes popular. I have no intentions of making any money off of this game so it should be alright – especially if you consider there’s been a few Shadowrun MUDs running for a while and I don’t think it’s all that different. Hopefully they’ll see it as a positive tool to promote Shadowrun.

We really have to keep ourselves from getting too excited about this thing, especially when it comes down to over stretching ourselves on our goals. We need to remain conservative, finish what we start before moving on to the next item. With our excitement to tackle everything at once we run the risk of not finishing anything. Luckily, we’ve got some smart people interested in beta-testing for us and I’m sure they’ll point out any flaws and security holes sooner or later. :)

Irony

An acquaintance of an acquaintance I know through work had been trying to have a child for a very long time, but sadly it never worked out for him and his wife. So he decided to adopt. During the adoption procedure a miracle happened and his wife became pregnant. They decided to adopt the child anyway, feeling up to raising two children together. The child was born and healthy, but they had to leave it in the care of their parents as they had to pick up their adopted child from its homeland; Haiti. Can you feel the conclusion coming? Yes, they both died on Hiati as the earthquake hit. So not only did they not manage to adopt an orphan and become the kid’s parents, their own child is now an orphan as well. How bloody, bloody ironic and sad.