I Is for Initiative

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Musical Interlude

Today’s post has two topics. Huzzah.

Initiative

The Boogie Knights of the Round Table (BKotRT) uses a standard deck of 52 playing cards to determine initiative, or who gets to act first in any given situation where it’s important to know who acts first and it isn’t otherwise obvious. The system is simple. Deal one card face up to every player and one card to every important foe or group of foes. Cards from highest to lowest run ace, king, queen, et cetera, down to two. In the case of ties, the suits from highest to lowest are clubs (duh), diamonds, spades, and then hearts. So, for example, the king of clubs beats a king of any other suit.

The player with the highest card gets to act first in the round. If the highest card belongs to a foe (or group of foes), the GM gets to act first. Actions are described and resolved as normal. The card belonging to the hero, foe, or group of foes that just acted is then turned face down to show that actions have been completed. The person who just acted, player or GM, then chooses who goes next. This choice can be tactical, whimsical, whatever seems best for the story, et cetera. This process continues until everyone involved in the conflict has acted, at which time the cards are collected into a discard pile and new cards are handed out.

Hero Points

As I mentioned yesterday, yesterday’s post was supposed to be about hero points. Since that ended up a bust, here’s the hero point information. I’m less committed to these rules at the moment, so consider these an even rougher draft than the other posts. In particular, I’m still dithering over how many hero points a her gets and how new hero points are earned.

As for the hero points themselves, I picture them being used for these effects:

1. One hero point adds one die to the hero’s dice pool. The added die has the same rating as the highest die currently in the pool. So, a player rolling 1d8+1d6 could spend a hero point to roll 2d8+1d6.

2. One hero point restores one category of hit points. The number of hit points restored equals one-half the ability score’s maximum value. Thus, a hero with Kung-Fu d6 would recover 3 Kung-Fu hit points.

I have some ideas for other possible effects, but I’ve not made the time to sit down and work out the details, consider the implications, et cetera.

April 10th, 2015  in Product Development No Comments »

H Is for Headaches That Pound

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Musical Interlude

Today’s post is supposed to be about hero points, that third type of point that I forgot about when I said that there were two types of points in The Boogie Knights of the Round Table. Mea culpa maxima. Unfortunately, I have had quite the pounding headache all day long; hence, my choice of a musical interlude. Tomorrow, I shall tackle both hero points and initiative in a sort of two-for-one post.

Until then, don’t stop the music.

April 9th, 2015  in Product Development No Comments »

G Is for Genres

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Musical Interlude

Arthur and Lance traveled the land, challenging different performers to battles of song, dance, and poetry. The disco duo defeated every opponent, but always with grace and good will. In the process, they united several clubs dedicated to various styles of performance. Thus, the Peace of Genres.

This dealt the Man a significant blow. The Man is all about control, and one of the Man’s most effective tools for maintaining that control is dividing people against each other. As a result, the Man encourages classism, racism, religious triumphalism, et cetera. Anything that some people can latch onto in order to rationalize feelings of superiority serves the Man’s purposes.

One of the Man’s early triumphs came about shortly after the birth of jazz and the blues. The Man planted seeds of suspicion among whites, especially in the South. Jazz and the blues weren’t music for respectable people, the Man hinted. It was fine for those people, but those people needed to keep themselves and their music in their place. As the blues evolved into rock, the seeds of suspicion were sown anew. The same happened when hip hop started to move from the streets to the airwaves.

In a seeming contradiction, the Man also lured artists into the mainstream. This way, those inclined to ignore or rebel against the Man’s insinuations could be lulled into thinking that these mainstream artists (frequently referred to as “sell-outs” by those in the know) somehow represented an authentic musical voice. Along with the mainstream came the merchandising, the carefully controlled messages, and further divisions.

Arthur and Lance achieved something important with the Peace of Genres. People still have their musical preferences. Arthur and Lance remain devoted disco darlings. The crowded clubs in the Land of Funk still thrum with groovy bass lines. Cowboys still two-step in honky tonks, and long-haired head bangers thrash in mosh pits.

But gone is much of the hostility. In its place is an appreciation for artistry and a common desire to get down. Tex Rhinestone, manager of the Texas Twister, still thinks disco sucks, but he also knows that “Disco sucks!” are words put into the people’s mouths by the Man.

“United we dance! Divided we fall!”

April 8th, 2015  in Product Development No Comments »

F Is for Feelings and Other Things That Get Hurt

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Musical Interlude

Yesterday, I explained hit points. An earlier post talked about action resolution, which includes combat. It now seems like a good time to talk about damage. For an extended action, such as a fist fight or playing the dozens, a successful attack inflicts 1 point of damage to Kung-Fu, Brains, or Cool, depending on the nature of the attack, plus 1 more point of damage for every full 4 points by which the attacker won the challenge.

A hero might also take damage from failing an unopposed or simple action. Attempting to leap from one rooftop to the next, which would be an unopposed action, could result in an injury. So could attempting to catch that knife lobbed at you by that seven-foot-tall Chinese sorcerer, a feat that could be resolved as a simple action. In these cases, treat the opposing number, be it a Difficulty Number (DN) or dice total, as the attacker. Then, figure damage as normal.

As mentioned above, damage doesn’t always mean actual damage. A Trash Talking Gang Leader can beat a hero down with his fists, which will result in bruises and broken bones (a loss of Kung-Fu hit points), or he can beat a hero down with threats and insults while his gang stands around laughing, which will result in a bruised ego and a broken will (a loss of Cool hit points). In the former case, a trip the ER is in order; in the latter, a hug and a pep talk might suffice.

In addition to having three sets of hit points (Kung-Fu, Brains, and Cool), each ability score has four wound levels: Hurt, Wounded, Messed Up, and Out of It. The following table shows the wound levels and number of hit points each wound level encompasses. The first three wound levels impose a penalty to any action. The penalty is shown in parentheses in the table. When a hero is Out of It, he can take no further actions until healed to at least Messed Up.

Speaking of healing, The Boogie Knights of the Round Table has no standard rule for recovering hit points. How much a hero heals in any given amount of time is a subjective decision made by the GM based on the source of the damage and, more importantly, what makes the story more entertaining.

April 7th, 2015  in Product Development No Comments »

E Is for Experience and Other Points

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Musical Interlude

The Boogie Knights of the Round Table (BKotRT) has two types of points: experience and hit. Earn enough of the former, and a player’s character improves. Lose enough of the latter and a player’s character ceases to improve, probably forever.

At the end of a successful adventure, a hero typically earns 1-3 experience points (XP). These XP are spent to increase the die ratings of ability scores and qualities, as well as to acquire new qualities. The XP cost to rise to the next highest die rating equals one-half the current rating’s maximum value. So, it would cost Gary’s Beau Mandy 2 XP to increase Rodeo Clown d4 to Rodeo Clown d6. It would cost 4 XP to increase Beau’s Cool from d8 to d10. A new quality costs 4 XP, and it starts with a d4 die rating. After this, the quality can be improved as normal. When an ability score or a quality reaches d12, it can still be improved, but it’s expensive. For 8 XP, a d12 ability score or quality increases to d12+4, or 6 XP for the d12 and 2 XP for the d4. After this, the additional d4 can be increased as normal.

A hero has three sets of hit points, one for each ability score. A hero’s hit points for each score are equal to the maximum possible for the ability score’s die. Let’s go back to Beau, whose ability scores are Kung-Fu d6, Brains d8, and Cool d8. Consequently, Beau’s hit points are Kung-Fu 6, Brains 8, and Cool 8. Different types of combat inflict different types of damage. In the last post, Beau engaged in social combat against his contact to convince him to reveal needed information. During this conflict, Beau would most likely suffer damage to his Brains and/or Cool.

April 6th, 2015  in Product Development No Comments »