Master Mines

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[Decommissioned] Taking a step back

As I mentioned in the comments on the Fuzzy Logic post, I recently did a playtest of D-Com. I wanted to test out the timing (the part where the Core stat degrades over time) and how to resolve conflicts with Core and Fuzzy Logic.  I got some interesting results, but not what I expected.

The game was a playtest, my first playtest. So yeah, it was all off. I didn’t mind that the mechanics needed tweaking. What got me was that I designed a game that I am not good at playing and don’t enjoy. A timed one shot when I realized, “Hey wait, I don’t tell fast-paced stories… uhm, I don’t usually dig one shots either…. wtf?!?  Why the heck am I making a game I wouldn’t really play???”

So, with that in mind, I’ve changed my status on Master Mines in regards to Decommissioned.  I need to rethink.


July 30, 2008 Posted by | D-Com | 9 Comments

[Decommissioned] Fuzzy Logic

I am currently looking at a different way to express Fuzzy Logic. 

REVIEW TIME (since I’ve had a few flavors of this):

For the PCs (currently calling them Drones), there are two stats: Core and Fuzzy Logic.  Core is a fixed number that starts at 100 and drops by 10 every so often (variable by desired game length).  Fuzzy Logic is a stat represented somehow by dice and can be a result on its own or something that could be added to Core to give a final result.  Core and Fuzzy Logic or Core+Fuxxy Logic are compared against a Difficulty Percentage set by the GM (which I’m calling a Drone Manager).  The Difficulty ranges between 1 – 100 and should be the percentage chance of failure.

Therefore, if a Drone PC wants to jump across a chasm, the DM would say, “That’s a 60% chance of failure.”  The player looks at Core (since jumping is what a drone was programmed to do) and if the Core is 60 or better, the drone accomplishes the action.

However, if a Drone PC wants to chat up a pretty girl, the DM would say, “There’s a 40% chance of failure.”  The player looks at Fuzzy Logic (since flirting is not what a drone was programmed to do) and “rolls” Fuzzy Logic and tries to meet or beat a 40.

Fuzzy Logic Now

The current build expresses it as separate dice that are rolled and added together.  When I explained it to someone, they pointed out that it would work like dice in 7th Sea and the quote used was “how fun is it to roll 8 keep 8”?  I realized that in a timed game, this could slow things down.    I am sad that I may not have open-ended rolls (which I love).

One option under consideration

I could express Fuzzy Logic as a single d10 roll and the variable is the multiplier.  This means that Fuzzy Logic (FL) is a single digit, starting at a 1.  So, if you roll 1d10, get an 8 and FL is 2, then the result is 16 (compared against a difficulty ranging from 1-100).  This gives a wild spread, which maps to the randomness of a drone working outside its programming.  However, it also means I may have to throw a multiplication table on the character sheet (which is kind of funny).  What do you think about this?

What are some other options for Fuzzy Logic? 

Here’s what FL should do:

  • be simple and easy to explain; something I can have on the character sheet
  • use a randomizer (preferably 10-sided die/dice) to reflect the unexpected results of moving out of the norm and trying something foreign
  • allow for quick progression (something that can be increased every time the action is failed to simulate a learning computer and encourage doing things outside programming)
  • give a result that can either be a 1-100 number on its own or reach a 1-100 number as it increases
  • give a result that can be added to Core stat (Core starts at 100 and declines by 10 over time) for times when the player describes an action where the PC can use both Core and FL added as the final result to be compared against the difficulty
  • work quickly (it is a timed game)

Miners, please give me succor.

July 3, 2008 Posted by | D-Com | 4 Comments