I’ve mentioned previously that one of the ways I hope to speed up character creation and keep it simple for younger players was through providing templates.
As part of these templates there would be associated equipment, weapons and armour. Now this has additional aspects to it with regard to the available equipment depending on a character’s available money; and this brought me back to thinking about the type of monetisation I wanted in Vanguard.
Up until now I’ve been working on the assumption of an abstract or refined means of calculating a character’s available finances (similar to how things work in FateStorm). This has benefits and flaws to it however.
The benefits are that it takes away a need for a player to write down every piece of equipment a character owns. It also makes it easier to deal with money as you’re usually only dealing with a single digit number -so for very young players this is a plus. And with a refined system like this the focus on money is diminished. (8 credit doesn’t sound anywhere near as impressive as 1,250,000 pieces of gold)
The flaws are that very young players may not be able to grasp the abstract concept of a value relating to a range of prices equal to or less than their credit rating; and as this value does not diminish with purchases under their rating it doesn’t reflect real world economics. The loss of focus on gaining wealth (or rather hoarding wealth) is all well and good unless you’d like the players to actually want to gain wealth, as part of the story. There is a big difference between having your abstract credit rating go from 3 to 1 and watching your credit balance slowly diminish from 14,700 to 17 and knowing you’re about to starve or not have enough money to buy fuel for your starship. In games where money is an important part of the story an abstract credit system cannot deliver the same impact that an exact credit system, where even minor fluctuations may have a big impact on a game.
As a young player I remember enjoying watching my accumulated wealth rise as I would slowly amass small fortunes, with an abstract system that thrill is diminished greatly.
Not to be underestimated are the little mausers as the two examples in the mauser species description should show.
First is the CEO of Bolas-Rise industries Ms Angelica Rothsforque. And second is political activist and vuitar rocker Nesium.
They may be small and not packing much of a punch, but what they lack in physical weight they make up for in people power.
Jerry Ozbun and his band of brave varmint space farers have just completed Code Red on Nimbus-6 and you can read all about it here.
Thanks to Jerry and his crew
That time of day again for an update on progress.
So last nights game went well if you haven’t caught up with the G+ community update you can find it here
Today was spent working on layout and Mauser illustrations, specifically Ms Angelica Rothsforque, CEO of Bolas-Rise industries and a common sight at red carpet events.
This weekend I’ve got lots of family things on so probably not too many updates but I’ll try to get Ms Rothsforque finished so I can let you all bask in the glory of one of the confederations wealthiest citizens.
So another busy day working on the hoppolite art, which I finished but can’t say I’m totally happy with it so I think it will probably get redone.
In the meantime doing more layout for character creation.
Had a great email from Jerry Ozbun who is playtesting and running the Code Red module with a g+ hangout group as well as an upcoming convention. He had a few great ideas to streamline the movement and attack modifiers – so thanks Jerry!
Now back to work
Just a quick update,
Completed the species descriptions today and working on the accompanying art which is going well.
Looking forward to game testing and see how all these new species special talents go down.
Will try to post some art tomorrow.
Wow, well I feel like I’ve been cramming for an exam, but I’m pretty happy with the results so let’s see what you think.
This is a proto-layout for Vanguard, showing the badgerian species description from character creation chapter.
Put the finishing touches on the geographical overview map for Ashen today and started on a cultural/species division version, will probably put together another showing major cities and starports.
In other news I also began messing about with ship building rules – but that’s way down the track for now.
As promised the blueprints and techsheet for the cutterleaf – and a special treat… just for here (at least for now)
The last picture is an image of the fighter ace Emilia Oakheart with her LF-GH8 callsign ‘Nutcracker’
I’ll be posting it to the other groups later in the week, but for now it’s just here.
Continued work on layout and writing up of introduction chapter for the book.
The main interceptor used by the confederation is the nutwerk designed leafcutter LF-GH8. A one person short range intercept fighter it is deployed throughout confederation space.
Blueprints and tech sheet to follow…