Tag Archives: Game Design

System Hack: Colony Sim Cortex Tasks and Work

When you boil it all the way down, RimWorld is a game where you assign tasks to your colonists and optimize how they get performed. Every time you place down blueprints, place a zone, or add a ‘bill’ to a production structure, you’re effectively communicating a specific task. When it comes to our tabletop colony sim, these sorts of tasks are going to be a cornerstone of the gameplay loop just like how they are in RimWorld. The actual implementation, though, is going to be quite different.

Structured time in RPGs is seen as something to be avoided, at least outside of combat. In most trad games, the passage of time is something either tracked closely in increments no more than a few seconds, or glossed over entirely. We have started to see games, especially games using Free League’s YZE system, paying more attention to the passage of time, while Edge’s new DPS mechanics used in Arkham Horror are assigning a mechanical bounding to the typically loose definition of a ‘scene’ by anchoring characters with a dice pool that exhausts over the span of one scene. It’s useful to consider rules like these for our game, but a Colony Sim is going to require something different. With productive tasks being primary, constant and consistent time tracking is going to be needed to fairly assess what’s going on in the colony.

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System Hack: Colony Sim Cortex Characters

Characters are the key unit of play in any RPG, and our system hack is going to be no different. For a game modeled after RimWorld, though, we’re going to have to strike a balance between emulation and ease of use, especially considering how many characters may be at play.

Cortex Prime allows for a range of different options for modeling characters, collectively called Prime Sets. Different combinations of Prime Sets lend themselves to different genres, and each one has different rules mods that can be attached to it. Only one Prime Set is required, Distinctions, but luckily it works well for certain traits within the RimWorld framework.

After some consideration, the two core Prime Sets we’re going to use outside of Distinctions are basic ones, Attributes and Skills. Attributes may not be directly used in RimWorld, but giving each character a rating in Physical, Mental, and Social can also be used for stress tracks, recreation type preferences, and other underlying RimWorld properties that wouldn’t fit with other Prime Sets. We’re also going to look into Resources and Relationships, Prime Sets that will be important for the game but perhaps limited at character creation.

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System Hack: Colony Sim Cortex Foundation

Let me tell you, I’ve been playing a lot of RimWorld over the last month. The new Odyssey DLC adds a whole dimension to the game that was previously fairly difficult to access: Exploration. With a gravship, it’s possible to go to so many more places on the map, and thankfully they added more things to see on that map as well. Odyssey adds to and enhances the gameplay loop of RimWorld, but thanks to the gravship’s function as a mobile base, that gameplay loop is largely maintained even with the changes.

Thinking about how the gameplay changes and doesn’t change with the addition of the gravship proved to be a good way to start thinking about the gameplay loop of this System Hack. When I’m playing RimWorld, what are elements I want more of that the game isn’t really going to provide? What pieces of the game, on the other hand, are best left to a computer? The trouble with developing an approach to a colony sim RPG is that the genre and its best examples are fairly broad, and you need to make some narrowing decisions very early on.

As I said earlier when discussing my design goals, I’m not trying to emulate RimWorld. Rather, the goal of the game is to provide a similar conceit that leads to storytelling. We are going to be using a few setting concepts from RimWorld to ground the setting of the game, and we are going to be focusing at least notionally on the idea of a colony, a homestead of a handful of people who are trying to make their way on a new world. There are going to be things we want to lean into, like relationships, that can be given significantly more depth at a game table than on a computer. There will be others, like tile-by-tile building layout, that are probably best left on the PC. Ultimately the three elements we want to build from are going to be creating characters, building the settlement, and exploring the world.

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Hit points: A cyberpunk case study

Are hit points meat? Does the answer to that question even matter? Hit points are an old mechanic, ported into RPGs at the beginning from wargames, where they made the assessment of unit health more granular than ‘alive’ or ‘dead’. D&D took the concept and applied it to player-characters and monsters alike, and from there it became profoundly common. Measuring damage taken and time until expiration is one of those things where the simplest approach is often the most fun, even if it’s hardly the most realistic.

Hit points as a mechanic are not a monolith. Not even D&D still uses the original mechanic where you have a number and when it’s reduced to zero, you’re dead. Death saves, critical wounds, damage thresholds and any other number of modifiers to the hit point schema make the act of bleeding out after being stabbed a lot more complex than it necessarily has to be, but sometimes more fun, too. Of course, a lot of the relationship that a game has to how its characters get shot and die has to do with genre.

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On Specificity

Why is Mothership, well, Mothership? Put another way, why isn’t it Basic Roleplaying, or Call of Cthulhu? The core mechanics are all very similar; basically everything in Mothership that isn’t specifically about starships is adapted from Call of Cthulhu in one way or another. And that little starship aside does point to the answer: The reason Mothership is Mothership, Call of Cthulhu is Call of Cthulhu, and neither of them are BRP has to do with the specificity of their missions. Both Call of Cthulhu and Mothership frame their ideal game experience as horror, which lends itself to specific mechanics in the designers’ eyes. Mothership more specifically is science fiction horror, so the designer adds rules about spaceships and space travel. Specificity isn’t limited to genre, though. Mothership is also intended to be light on mechanics; famously the game has no mechanics for things like stealth which means that the adjudication of things like hiding and following are circumstantial and entirely in the lap of the GM. Whether you agree with this mechanical decision or not, it is deliberate and it is specific.

While specificity of game outcomes is produced by having more and more concrete rules (Mothership’s take on stealth is completely non-specific, while a game with one or more stealth skills and a laundry list of modifiers would be much more specific), specificity of game design is much more interesting, especially as there’s an entire class of games that deliberately avoids it. When I looked at QuestWorlds, I saw a game designed to try and do everything, at the expense of doing anything in a particularly interesting or engaging way. It’s hardly the only generic game, and one could make the same complaint and direct it at Fate, or GURPS, or Savage Worlds.

But hold on. If we go back and look at Mothership again we have, broadly, a fairly non-specific game. Yes, it’s about space horror, and the character options are tuned to space horror. The GMing advice is very good. The layout is very good. The game, though? It’s, outside of the space horror part, stripped down Call of Cthulhu. So where does that Mothership ‘vibe’ come through besides the design ethos? A good part of it is the modules (hardly a controversial opinion), but I think a specific and interesting point is that the modules bring with them hyper-specific mechanics. While GURPS has mechanics meant to be at the level of physics and D&D has mechanics which reinforce genre, Mothership has a good chunk of its mechanics corpus supporting specific stories, designed for and included in the pages of modules like Gradient Descent and Another Bug Hunt. And this is kind of important: While Mothership clearly takes inspiration from the DIY and hack-and-borrow ethos of the OSR, it’s presented a bit differently. The modules, in addition to providing the setting and conflict and everything else for a solid few sessions of adventure, also provide the hacked/modified rules to make that adventure feel different or play different than the base game. It does make me think, though: If you’re hacking the rules (or using the designer’s hacks) for every module, how truly different is that from using a generic game? Put another way, what really makes Mothership different from BRP, really? It’s not rules, after all.

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System Hack: Colony Sim Cortex Inspiration

Video games don’t make for easy translations to RPGs, especially if the video game isn’t really an RPG itself. For this continuing System Hack I’m aiming to put together a tabletop RPG that plays like a Colony Sim, and hopefully using Cortex Prime to do it. Before we get into any rules design, though, it’s time to look at my core inspiration for taking this project on in the first place.

RimWorld is a colony sim video game designed by Tynan Sylvester, and now supported and expanded through an entire team at Sylvester’s studio Ludeon Studios. The game was released in 2018 but had been in Early Access for five years at that point, and it continues to see frequent updates and support, including several large DLCs.

So how do we take that concept and translate it into a TTRPG? It’s not about the exact setting of RimWorld, though certain hard sci-fi conceits are going to port over. It’s more about understanding what experience the game produces, and then figuring out which elements of that experience could be employed to good effect in a tabletop game. With that in mind, let’s take a look at RimWorld’s premise and its mechanics, and get in the mood for some reverse engineering.

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Cannibal Halfling Radio Ep. 25 – Finely Aged Business

Well, we didn’t want to call it ‘stale’… because it’s not, not really! This chat episode was recorded last year, so a lot has happened since, but there’s still some good stuff here about licenses, bundles, system reference documents, digital storefronts, and other aspects of the tabletop world as viewed through the lens of a business.

Featuring: Editor Sloane TVBand, Aaron, and Seamus

You can also drop by the Tavern of our Discord to chat with us.

If you like what we’re doing with CHR, give us a hand and leave us a rating and review on Apple Podcasts and Spotify! You can also support us on Patreon.

Music is Sneaky Adventure by Kevin MacLeod
[License], art by Khairul Hisham! Thanks for listening!

Are fewer rules actually less complicated?

The debate about rules density in roleplaying games is a bit of a mess, frankly. What should be a relatively simple continuum (more, more detailed mechanics to fewer, higher-level mechanics) is conflated with story-first versus gameplay-first, indie versus traditional, and even in some cases old versus new. Actually pulling together a comparison where you’re actually looking at rules density and nothing else is difficult; controlling for these factors is hard because while they aren’t causal, they are correlated.

When it comes to actually running games, though, I’m going to make full use of Betteridge’s Law of Headlines here. Running light games can be very complicated indeed, for the simple reason that anything the rules aren’t laying out for you, you have to do yourself. Now…is that a simple reason? One of the reasons we have seen rulesets trend lighter over time is that the number of ‘things’ that players consider necessary to track or perform in a game session has gone down as games have become more specific. Furthermore, one of the reasons that more narrative driven games often have lighter rulesets is that the number of elements that a ruleset needs to codify in order to maintain fairness and consistency can often be much lower. But, if we’re looking across games of roughly similar style and intent, then we often see that more rules-dense, ‘crunchy’ games can be more approachable. That is for one broad reason.

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