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 General State of the system and Day Playtest
Posted: Mar 8 2011, 09:39 AM


Group: Admin
Posts: 95
Member No.: 1
Joined: 17-October 09

Greetings all and yes I know it's been a long time.

With the Court and the Hei Ravni in general falling over and dying last year I had to very quickly change gears and get all the stuff needed for House Valken done very very quickly. Unfortunately that broke my concentration on Babbage and took my inspiration as well.

Luckily this is now seemingly returning, and I am now starting to slap together the last parts of the system, notably Skills and purchases and Mathemagic.

The second of those being the major pain.

HOWEVER... I intend to at some point in the next few months actually throw the doors open a bit more, and start getting ready to run a one day game. This will invariably take place up on Campus in the University of Reading Wilderness, which is sadly a public place so some sense with regards to the public will be needed tongue.gif

However my plan for this would be to have people generate actual proper groups using the character generation system, and then send those groups on a Linear mission. Although obviously I'll need some monsters for this biggrin.gif

As yet I have not planned much more than that, however I suspect it would be a start just before lunch, end early evening, sort of job.
Posted: Mar 10 2011, 10:35 AM


Group: Admin
Posts: 95
Member No.: 1
Joined: 17-October 09

Few words to add on design decisions I've made while writing the system.


I'm attempting where possible to keep all calls to a minimum. Thus hand weapons will do Bruising (unless obviously mechanical) and all ranged weapons will be Always Wound. Ordinance and Huge monsters, or players under the effects of certain Mathemagical formulae are likely to be the only one's using Fatal.

I might decide to deal with this via the "Dumnommi method" of having a handily placed NPC yell things like "JESUS! Don't Get Hit by that thing, it'll almost certainly be Fatal!" rather than weapon calls.

Some calls are unavoidable, however I'm trying to keep them to a minimum.

Effects forcing roleplaying:

I am trying to create a system where no effect will FORCE the players into a given action. A good example of this is the Fear call in most systems. This forces the player to play their character as terrified, whereas they might up to then have been playing it as an unflappable British Officer scared of nothing. There is a fear call in the system, but you will note it works only against Native (aka NPC) forces.

If the players want their characters not to be afraid of the approaching Zombie horde that's fine. The fact that they will all die is then their decision biggrin.gif

Combat is DEADLY:

Combat in Babbage is intended to be deadly and desperate. Especially Melee troops fighting troops armed with Guns. If they can get in amongst them they should be OK but charging over open ground will end up with them getting hit and dropping wounded in open ground. This is also why the wounded state is so unpleasant, once you have been wounded you are easy to finish off. Cover should be king, Guns should beat swords, and people should be scared of taking wounds. Not least of all because the medics sawing off your limbs is a possibility.

Ammo is limited:

One of the Inspirations for Babbage are the films Zulu, and Zulu Dawn. How different would the second of those have been if they had not had limited ammo (well limited ammo they could get at). Guns are phenominally powerful, but only so long as they have things to fire. One of the main reasons for this decision is to try and avoid the gun being the answer to every problem! The decision to give the entire events ammo up front goes some way to mitigate this.. but ALSO means if you blaze away in the first half an hour... that last afternoon could be a little hairy.

The Players can be Trusted:

Lots of the Skills, systems, and effects in the system are intended to be Self Reffed by the player themselves. This is a concious decision on my part. I have decided that for Babbage I will assume that my players will not be cheating Douchebags, and will play the game as intended. I have also assumed that they will play the game as intended no neccessarily as written, i.e. they won't Game the system to "Win" but will take into account the fact that this is the first system I have written from scratch and will need lots of tweaking to get right.

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