Piggy for Minecraft!

Here it is! Still working on the sheep, slime and cow. As well as some minor tweaks to the zombie and spider.

October 13, 2010 at 11:16 pm Leave a comment

Bone’s Mob Pack for Minecraft

I decided to create a Mob Texture Pack. I’m posting here thinking that some might find it useful. Comments (constructive or otherwise) are welcome.

I created these specifically to be used with ExtraNoise’s Quandary Pack and the Minecraft Texture Rotator Mod. Included is an original Creeper, as well as twelve Creepers based on the Quandary grass texture (so they change foliage along with the world.) I imagine that these will become less useful as our favorite texture pack designers complete finish their mob textures.

Image Image Image Image

Done

  • Spider
    ImageImage
  • Zombie
    Image
  • Skeleton
    Image
  • Creeper
    Image
  • Quandary Creepers
    Image Image Image Image Image Image Image Image Image Image Image Image

Design Goals

  • To improve original textures.
  • To create less “noisy” textures.
  • Embrace, not fight, the blocky style.
  • To maintain iconic elements of the original designs.

Installation

  • Navigate to \.minecraft\bin folder.
  • Open minecraft.jar with WinRAR (or other appropriate program.)
  • Navigate to \mob directory.
  • Copy these textures into that directory.

Installation for Quandary and Minecraft Texture Rotator

  • Navigate to \.minecraft\bin folder.
  • Open \Quandary_<month> folder.
  • Create folder called mob.
  • Copy creeper-<month>.png into the \mob directory.
  • Rename creeper-<month>.png to creeper.png.
  • Repeat for each of the twelve months.

To Do

October 11, 2010 at 11:09 pm 1 comment

Diaspora Cluster Generation System for Starblazers

I’ve been fiddling with the Diaspora Cluster Generation system for use for Starblazers. The original system is brilliant for hard sci-fi. But only almost brilliant for a high-octane space opera. So here’s the modifications I made:

First, roll 2D6 to determine the number of clusters, write them in a column. These will be our clusters. Link them as per the Diaspora rules.

Example:

A
|
B
|
C
|
D
|
E
|
F
|
G

*The number should average around 7, but if it’s much higher, you may want to adjust the following rolls to 1D6.

Next roll 2D6 for each cluster (this will be the number of systems in the cluster) and write them in rows. Link them too.

A–B–C–D–E–F–G–H
|
B–C–D–E–F–G–H–I–J
|
C–D–E–F–G–H–I–J
|
D–E–F–G–H
|
E–F
|
F–G–H–I–J–K–L–M–N
|
G–H–I–J–K–L–M

Now you should have a cluster of clusters (which we’ll call Regions, for a lack of a better term.)

At this point (and I haven’t actually play tested this) I would pick a cluster with my players to develop. I’d also adjust the Technology table as follows:

Technology
+4: Fallen
+3 to +2: Advanced
+1 to -1: Spacefaring
-2 to -3: Primitive (pre-spacefaring to stone age)
-4: Pre-civilization

I might consider simplifying the Resources and Environment tables too. But as written, I’d imagine they’d work.

I’d use the following guide to help determine travel time:

Days: Linked system to system.
Weeks: Linked cluster to cluster, unlinked system to system.
Months: Linked region to region, unlinked cluster to cluster.

And so forth.

This system should create around 50 systems, which should be enough. If it’s necessary, you can repeat the process for Regions. Or, to simplify the process, take Planet A of Cluster A and roll 4Df. On a positive result, the Region is linked to three others. On a zero, two others. On a negative, one other.

You could do this as many times as necessary, keeping in mind the travel time would increase by one step for each level of scale, as follows:

Days, Weeks, Months, Years, Decades, Centuries, Millenia.

At some point, travel would become unfeasible due to travel time, thus essentially ending the cycle.

July 22, 2010 at 10:57 am Leave a comment

3:16 – Not For Attacking

Fight Infection (original called Left 4:16 Dead) is hack of 3:16 Carnage Amongst the Stars based on the Valve game Left 4 Dead. It’s worth taking a look at for many reasons. But one thing I like about is that they changed the name of Fighting Ability (FA) and Non-Fighting Ability (NFA) to For Attacking (FA) and Not For Attacking (NFA). In my opinion it doesn’t describe what the number is, but it does describe how it’s used pretty succinctly.

3:16 is a game about murdering (sometimes) innocent space creature en mass. So, in my experience, people tend to weigh a little heavier on the Fighting Ability side. Partially because of the setting and theme of the game, partially because the uses of Non-Fighting Ability are described throughout the book. Good because it talks about the rules roughly in the order in which they’d come up. But bad because NFA can seem a little useless until you delve further into the text.

Because I’ve learned recently that I’ve been playing the game wrong and also because I’m planning on making a cheat sheet for my players, I’ve tunneled my way through the rules (again) and compiled a list of actions or uses of FA/NFA that can be used in combat.

This list deals only with actions taking during combat.

For Attacking/Fighting Ability (FA)

  • Attack: Cause kills, if FA roll is higher then the enemy’s AA/FA/NFA roll then you can also then move.
  • Use a Special Weapon: TPK Bomb, Paradise Bomb, see rules.

Not For Attacking/Non-Fighting Ability (NFA)

  • Move: Can be combined with another NFA action (ie roll NFA to Move and Switch Weapons)
  • Switch Weapons: Can be combined with another NFA action (ie roll NFA to Move and Switch Weapons)
  • Prep/Support: Give yourself or an ally +1 to yours or their next roll.
  • Cause ‘E’ Wound: Can only be used when fighting a human NPC or another PC, see rules.
  • Pilot a Vehicle: Drop Ship, APC, move and/or attack.
  • Use Special Abilities: Force Weakness, E-Vac, Orbital Bombardment, see rules.

Free Actions

  • Switch to Grenades, Hand-to-Hand, or Power Claw
  • Use Combat Drugs: Re-roll FA.
  • Use Strength/Weakness: May be used even when it’s not your turn.
  • Apply Leverage Bonus (Optional Rule)

June 24, 2010 at 12:08 pm Leave a comment

Narrative and Mechanics OR Story and Game

My current fascination with RPGs is pretty easy to justify. They’re social, creative, strategic and fun. I also can understand (mostly) why some people don’t like them or don’t like the idea of them. But that’s another discussion for another day.

An RPG is always composed of two intertwined elements. The story and the game. Some games or styles of play might focus on one more then the other. But I feel pretty confident in stating that both need to be included. Of course, if you define an RPG as a game with a story then you’d also have to include almost every, except for the most abstract, board and video game too.

I was thinking about it today and I kind of realized that the order in which you combine “story” and “game” can produce different results in an RPG. And since we’re talking theory here, let’s use “narrative” in the place of “story” and “mechanics” in the place of “game.” Now we sound smart.

Okay. Here’s what I mean. In this example I’m playing  Zargon Morcar, a mighty wizard (of rock ‘n’ roll.) And he is being attacked by a horde of angry goblins who want to drink his blood.

A) Narrative + Mechanics: I state, “Zargon  plans to burn the goblin horde with a magic fireball” (narrative.) I roll some dice and determine I am successful and that five goblins are dead (mechanics.)

B) Mechanics + Narrative: I decide that Zargon is going to attack the goblin horde and I roll some dice, determining that he is successful and he kills five goblins (mechanics.) I state, “Zargon shoots a magic fireball, burning five goblins alive” (narrative.)

You: So? Both examples produced exactly the same result. Five fireballed goblins and one smug Zargon. What’s your point?

Me: Eh, well…

In example ‘A’, I want Zargon to shoot the goblins with a fireball, right? Therefor I need a mechanic that would inform me whether or not Zargon was successful and then how successful.

In example ‘B’, the mechanic is predetermined and using it tells me if I am successful and how successful (five goblins die.) Then I decide that Zargon shot fireballs at the little green bastards.

You: Again. What’s your point? In both examples, the narrative is informed by the mechanics.

Me: True. But which one am I manipulating? In example ‘A’ I’m choosing a mechanic to fit the intended narrative. In example ‘B’, it’s the narrative that’s changing to fit the chosen mechanic.

Now let’s take a look at the role of the GM real quick. A GM has many responsibilities. And among those, one is to be arbitrator of the rules.

Now let’s say I decide that Zargon, instead of killing the goblins, is going to strike some totally awesome rock ‘n’ roll poses to  impress the savages. And let’s assume that nowhere in the rules does it state how goblins react to rock ‘n’ roll poses. The GM would, to the best of her ability, have to decide how to determine whether or not Zargon was successful and state or negotiate an appropriate outcome.

This is awesome because Zargon might gain some goblin allies. Maybe even start a band. Zargon and the Morcars. I’m stoked.

But from the GM’s perspective, it’s a little different. Suddenly she has to adjust the overarching narrative to accommodate Zargon’s goblin groupies.  This is not necessarily a bad thing, especially if she is up for the challenge (perhaps reveling in it.) But it is more work. Especially if she had planned and prepped some goblin antagonists who were to seek revenge for their fallen comrades later in the story.

If the narrative follows the mechanic, Zargon might not get his goblin groupies (boo!) because no mechanic exists (or no mechanic to create such a mechanic exists.) However, I do still get to be creative with my narrative (perhaps deciding that Zargon lets out a magic yodel, causing an avalanche, crushing five goblins under a giant boulder.) And I don’t need to lean on the GM for assistance or approval.

Now you’re probably wondering which method I prefer.

You: Actually. I stopped reading awhi–

Me: The answer is neither. It’s all about the group and what everyone is in the mood for.

You: Well, that was anticlimactic, what a fuckin’ waste of ti–

June 23, 2010 at 5:16 pm Leave a comment

Inspiration for Your Sci-Fi RP Game

Postmortem Studios has two PDF books that I’ve bought recently and, I feel, are pretty damn good resource. 100 Planets and 100 Sci-Fi Adventure Seeds are exactly what the titles imply. Simple, well written, systemless. Roll your percentiles and play.

Here’s a couple of blogs with some awesome sci-fi concept art. Concept Ships and Concept Robots.

Okay, that picture isn’t very sci-fi-y. But shit, it’s cool.

Image Source: Concept Ships

http://conceptships.blogspot.com/

June 16, 2010 at 1:58 pm Leave a comment

Folly Amongst the Stars – Session 1 Quick Notes

Mostly uninteresting lists, written down so I don’t forget, about our game of 3:16 Carnage Amongst the Stars.

(more…)

June 13, 2010 at 10:57 am Leave a comment

Spore: Samoran Set

I’ve been playing Spore again recently. And by playing, I mean, I’ve been mucking about in the editors. My current goal is to update or finish my past creations. By my calculations I’m a little less then halfway done.

Okay, sets. Sets in Spore are great. They link different pieces of content together. This means that when the game populates a city with an orange tank, it would be more likely that the city would also have an orange plane and an orange boat.

Sets work best with buildings. They also work pretty well with vehicles. But, for me, the best sets are “full sets”. These would include:

  • 4 buildings (city hall, house, entertainment, factory.)
  • 3 vehicles (Land, Air, Sea) of one type (religious, military, economic, colony.)
  • 1 spaceship.
  • 1 creature.

That’s a lot of work, admittedly. But the results can be pretty cool.

My Spore Profile

May 31, 2010 at 2:28 pm Leave a comment

iPhone APP: Card Table (and how it can save your Savage Worlds game)

Ever go to a game session and realize you’ve forgotten your dice? Well there are apps for that. While dice apps are a poor substitution for the real thing, in a pinch they can be quite handy. A thought occurred to me. Since Savage Worlds uses a deck of standard playing cards — a deck of cards you can also forget to bring to the session– surely there is an app for that too.

Well, there is. It’s called Card Table by Supremum Software. Now, at the time I’m writing this, the app does have some bugs. But it’s only $0.99 and it works perfectly fine for this particular use.

Here’s a quick a dirty tutorial on how to setup a “table” to use in your Savage Worlds game.

1. Once you’ve downloaded and installed the app onto your device, launch it and select New Table from the Main Menu.

(more…)

April 16, 2010 at 4:55 pm Leave a comment

The Want List Part 2: Savage Worlds

A lot of people have a hate-on for 4E, it seems. And I get a lot of the complaints (even though I don’t necessarily agree all the time.) But one thing I like about it, it’s extremely consistent when it comes to the publishing schedule. Two books a month, easily tracked on Wizard’s website. The same can’t be said about Savage Worlds books. Books come out inconsistently, most of the time as a PDF first and then a book later, but not always.

And the Savage Worlds Licensee scene? Oh man… While licensee books are almost always pretty high caliber, the companies that publish them are often terrible at letting people know what’s out, in what form, and what to expect in the future. It seems the only way to really keep on tabs with it is to visit the Savage Worlds official website’s forums. Daily. And while I don’t mind, I can’t imagine that the majority of people are inclined to do this.

Of course, I’m at the same time absolutely loving Savage Worlds and have bought too-many-books-for-my-budget in the past few months.

The books that are on my radar are:

  • Deadlands: Reloaded, but I’m not sure if I should wait until the split volume reprint with updates is available.
  • Shaintar, but I’m not sure if I should wait until Shaintar: Unleashed is available.
  • Rippers, but I’m not sure if I should wait until Rippers: Explorer’s Edition is out.
  • Necropolis 2350
  • Pirates of the Spanish Main
  • The Supers Campanion, this should be out soon, I think.
  • Savage Suzerain, I believe is out in print form, at least any day now.
  • Hellfrost (Player’s Guide and Bestiary — I guess that Gazetteer too.)
  • Sundered Skies
  • Evernight
  • Tour of Darkness
  • Ravaged Earth
  • Runepunk
  • Daring Tales of Adventure Compendiums 3 and 4
  • Official Savage Worlds Template Set, which is not a book. See here.

Wow, looking at these lists, I feel kind of greedy… But I must remind myself that I probably will never get all these books. It is, however, nice to have a checklist for when I feel like treating myself to a little bit of geekery.

March 31, 2010 at 11:35 am Leave a comment

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