Wednesday, 10 June 2015

PowerFrame Core Rulebook

The PowerFrame RPG Core Rulebook is now up for sale on DriveThruRPG!

It's been a long journey, but I finally made it! Today I'm going to talk about the system's history, and look towards the future.


PowerQuest

I started writing the very first draft of PowerFrame about nineteen years ago, I think. This isn't one of those "X years in the making" stories, though; I realise that's not a selling point! PowerFrame's been an active, evolving, and most importantly played system for all that time. Even now, though, the very core of the system remains exactly the same as the day I first wrote it down. It's building outward from basic principles that makes it the flexible, modular, adaptable system that it is today.

I was at University at the time, and voraciously played many different RPGs. I'd previously written a fantasy board game called PowerQuest, based on an earlier campaign idea I'd had that involved questing around a fantasy kingdom seeking the lost pieces of a suit of power armour to fight against an ancient evil. I realised that the simple system I'd used for the board game could be easily adapted and expanded into an original roleplaying game, and initially the game was called the PowerQuest RPG. However, I soon realised that, since it already contained fantastic and technological elements, it wouldn't be hard to fill in the gaps with modern equipment and expand the game into a simple generic system. This was in the mid-90's, when Generic was the Wave of the Future!

PowerFrame

I named the generic version of the system PowerFrame, to reflect its origins and express its powerful, flexible, and "fill-in-the-blanks" approach.

For the next ten years, I kept writing rules modules, hacking the game to emulate the style of whatever I was watching or playing at the time. I introduced the game to new groups as I moved, and some of the players started using it to run their own games too! I wrote up the rules in Word, but in those days traditional publication and distribution meant getting it out to a wider audience was a distant pipe-dream.

Layout

I bought a copy of Adobe CS so I could professionally lay out a publishable copy of the rules. The InDesign version has gone through three different layouts.

Initially I was planning on perhaps releasing the rules through print-on-demand, designed to be ring-punched and filed in a binder. I took that approach because the rules are modular and at the time large sections were in flux, so it seemed sensible to allow people to reorganise things and have a system where I could easily release single updated pages. However, that system proved a little ambitious, and there were practical issues, as well as some minor problems with the layout design.

I also experienced a crisis of confidence. As I was approaching completion on this version, I poked my head up and did a little research into the state of the RPG hobby. So much had changed in the ten years or so I'd been exclusively playing PowerFrame! I discovered the Forge (which had come and gone), and RPG.net, and all sorts of new games. I went on a year-long pilgrimage to try out new systems, and used this new knowledge to look at PowerFrame in a completely new light.

In an about-face, I briefly tried to create a completely electronic layout! This would be published exclusively in PDF, but presented much like a website – no page numbers, just topics on pages, and with hyperlinks for quick navigation. While ambitious, early feedback told me that people still wanted the option to print the rules. I compromised, so while the current layout is still intended primarily for use on tablets and computers, it includes page numbers as well as chunky hyperlinks.

Version 1.0

The final version of the rules took exactly three years from creating the new InDesign file to its release on DriveThruRPG. Writing and formatting took two years during my spare time. While a lot of it was lifted from earlier drafts, I went through the whole text to clean it up, revise, and polish things.

I also completely overhauled some subsystems; magic, in particular, got gutted and refitted. The old magic system relied on lists of pre-written spells, but expansion and variations on a theme meant the magic system was 75 pages on its own. Breaking the spells down into their component pieces allowed me to cut the page count to about a third, while technically increasing the available spell variations.

After completing the main body of the text, it took another entire year to finish off enough art to comfortably fill out the book!

The Future

Now that the Core Rulebook is out, I can finally turn my attention to other projects. I have some board and card games in the works, and at least one idea for a new RPG I want to work on: Thunder Hunters! Primitive hunters living alongside dinosaurs in a world that never was!

I also have a few freelance jobs on my plate at the moment, but unless I find permanent employment I'm always on the lookout for more! If you're after editing, illustration, layout, or graphic design, send me an email at powerframe(DOT)rpg(AT)gmail(DOT)com to discuss your project.

I might also write some supplements for PowerFrame if I find the time, or if there's demand. Massed combat, cybernetics, a Mystic Companion, bestiary, setting seeds or entire setting books... I don't want to just run on the supplement treadmill unless people actually want this stuff, though – so if you think something's missing from the Core Rules, let me know!

Here are some handy PowerFrame related links:



Tuesday, 9 June 2015

PowerFrame: Multi-Genre Mashups!

I've finally completed PowerFrame's last illustration and submitted the files to DriveThruRPG for review, so the Core Rulebook should be available for sale shortly! Stay tuned for the release announcement, or join the Community on G+!


In a recent discussion, I was surprised when someone mentioned that it was a "unique selling-point" that PowerFrame was designed to support multi-genre mashups. I guess the traditional appeal of generic systems is in allowing a single system to emulate different genres by tailoring the rules to suit each unique world, but in my mind their true strength lies in the cross-genre possibilities.

After all, when you have a single game system that has rules for swords, firearms, and beam weapons; plate-and-mail, flak jackets, and powered armour; cybernetics, spaceships, and magic; the obvious thing to me is to start mixing and matching! In PowerFrame, at least, everything's written and rated against the same set of basic rules. All of the example weapons, armour, and creatures are put together from basic principles, and so you can break them down, modify them, or build your own original stuff using the same guidelines. This fluidity is key to combining the trappings of different genres and having them all work smoothly together.

The first-ever PowerFrame game was a techno-fantasy world. Other campaigns have included post-apocalyptic wild west, gothic sci-fi, and urban fantasy. My current campaign is a post-apocalypse techno-gothic monster mash; after civilisation was destroyed by a Cthulhoid apocalypse, Earth's native monsters rose up and fought back the cosmic horrors. Now, vampires, werewolves and worse dominate the human population while keeping the Mythos aliens at bay in a shattered world.

Of course, you can always use PowerFrame to play a "straight" genre game. It's been used for straight-up fantasy, Warring States ninja, Age of Sail pirates (albeit with magical rocks), Cthulhu investigation, and it can also support straight modern or sci-fi games.

The game does come with its own approach and assumptions (for example, firearms are a bit weak to encourage engaging gunfights rather than paranoid sniping), but it's designed to be flexible and adaptable, so you can often tweak it to your needs with only a few minor changes.

Anyway, it should be out in the next few days, so you'll finally be able to see for yourself!

Wednesday, 27 May 2015

PowerFrame: Ability Descriptions

Only one more picture to go for PowerFrame! It's going to be a fairly large and involved piece, though, and I still have a little bit of proof-reading and last-minute edits to do, but I'm still looking good for a June release! In the meantime, if you haven't seen it yet, please check out the free Rules Primer!

This second-last picture is for the Ability Description section, illustrating the Tech Ability.


The Nuts & Bolts chapter goes into nitty-gritty detail of all the Abilities, Attributes, and Traits in the game. The Ability Descriptions include cross-references to the main places in the rules where the Ability is used, and also describe any unique special functions or properties.

Tech allows characters to build and repair high-tech items such as computers, lasers, cyberware, antigrav systems, starship drives, and the like. The exact functionality will depend a bit on the technological norms of the setting. Repair allows you to restore lost Structure and functions to damaged Tech-based items.

In addition, Tech is one of several Abilities that allows for Specialisations. Rather than having to buy separate Abilities for Electronics, Computers, Cybernetics, and Robotics, each of these fields is a Tech Specialisation. Every positive level of Tech allows you to pick one area of Specialisation.

For Tech, trying to do something without the appropriate Specialisation gives you a massive penalty. The same is true for Medical Specialisations (but First Aid does not count as a Specialisation). For other Abilities with Specialisations (Artisan, Craft, Engineering, Music, Scholar), a Specialisation gives the character a +1 in the appropriate field.

Ironically, there aren't currently rules for cyberware in the core book. It gets a little complex dealing with body replacements when characters have a single Health pool and start replacing parts of their body with Structure. I have some ideas for handling it, so if there's demand I'll probably release a short supplementary PDF for cybertech.


The final illustration is going to be a big battle scene, but I haven't yet decided on the genre or layout.

Monday, 25 May 2015

PowerFrame: Equipment

Only two more illustrations to go for PowerFrame! There was a bit of a lull in art production last week because I was working on a free introduction to the full rules. Check it out! If you like what you see, please consider joining the Google+ Community. Now I'm back to working on the last few pieces, starting with some equipment.


There's not a lot to say about equipment, really! I've never been a big fan of tracking huge amounts of gear in games, so I try to cut it down to the basics and essentials where I can. To keep the Encumbrance system actually usable, I tend to give expendable gear such as rations or ammunition no Encumbrance value – so you don't need to recalculate every time you use something.

While you can just stick to the basics, I have included a fairly comprehensive Equipment section for groups that prefer to outfit their characters thoroughly. Most of it focusses on camping and survival, food, light sources, and other outdoorsy stuff.

The pictures above are from the Specialist Gear section which includes tools required to apply certain technical and practical skills, medical kits to assist with first aid, and some basic computers. Most general equipment doesn't have a particular in-game effect (other than facilitating appropriate actions), so it's not too hard to figure out in-game Encumbrance and Cost if you can estimate its real-world size and cost.


I already have the next illustration planned and thumbnail-sketched – someone fixing their own cyber-arm, for the Tech Ability Description section of the rules.

Sunday, 10 May 2015

PowerFrame: Arcana

I only have three illustrations to go for PowerFrame! I also now have a completed cover image, which I'll reveal sometime soon. For now, though, here's the fourth-last image – an arcane researcher, which will illustrate the section on Creating Arcana.


A while back, I overhauled PowerFrame's Mysticism system to cut down on the page-count. Going with a "build spells from the components" approach allows for greater flexibility, and does away with the need for an exhaustive spell list that's full of minor variations of similar spells.

Parameters define the limits in which a spell operates – things like range, duration, and area of effect.

Major Arcana form the body of a spell. They are stripped-back effects; if Parameters define the when and where, Major Arcana supply the how. They may describe how to make a damage roll or apply a status effect, or where to move a target, or what information is revealed, or many other effects.

Although the list is fairly comprehensive, you can create your own Major Arcana by describing the desired effect and rating its difficulty using the guidelines provided.

Minor Arcana are specific details such as a particular type of target, or a scale of hex, or an ability or attribute. Minor Arcana have no effect on their own, but some Major Arcana require a Minor Arcana to specify what the spell affects. Minor Arcana supply the what or the who.

For example, the RESTORE Major Arcana restores lost points to a pool stat such as Health, Endurance, Mana, or Fortune. It has the same effect on each pool, but you need to use a Minor Arcana to specify which one the spell is targeting.

Some Minor Arcana are lists of game terms (hex scales, abilities, attributes), but others are more descriptive. The subject Minor Arcana category includes various types of characters and creatures, and could easily be added to or revised to suit a particular game world. Likewise, the matter Minor Arcana could be rewritten to reflect a particular world's elemental philosophy.


Although it's a bit of a challenge to get a handle on all the Arcana and figure out how to build spells the way you want, once you do it's a very satisfying system. To help out, I'm designing new Caster and Spell record sheets. I've found that once you have a spell written out, it becomes very easy to modify it on the fly without having to recalculate the whole thing.

If there's demand for it, I may release a supplement featuring new Arcana, and possibly even a collection of pre-made spells for those who don't want the hassle of building their own.

Friday, 1 May 2015

PowerFrame: Critical Hits

Four illustrations left to do! This picture is for PowerFrame's Critical Hits chapter, and illustrates the "Push & Stun-Only" Critical Hit Table. This post, I'll summarise how Critical Hits work.


In PowerFrame, a Critical Hit is any Attack that beats the opponent's defence by 5 or more. Every additional 5 points increases the severity.

The basic rules allow you to deal with Criticals simply by increasing the Damage by 2 for every 5 points of Attack Margin, but there's also an optional detailed Critical Hit system that gives combat a more risky and gritty feel.

You roll for Damage as normal (generally an Ability plus the weapon's damage rating plus a roll, against the defender's Toughness, Armour and roll). Even if you deal no actual damage, you still get to check for a Critical Hit result.

You roll a single die (not open-ended), add the Damage roll's Margin (which could be negative if you rolled below the defender), and add +1 for every additional 5 points the Attack hit by. This is your Critical Hit result. Look up the total on the appropriate Critical Hit table, depending on the damage type (Cutting, Piercing, Bludgeoning, Energy, Grapple, Push, Stun-only).

A result of 2 or less has no effect. Generally a result of 3 is ineffective as well, apart from Bludgeoning attacks or hits to the head. Results of 4 to 6 tend to be minor Stun or Bleed results. 7 to 9 become more serious, leading to broken bones and severe bleeding. A result of 10 or more is usually fatal, or at least debilitating – severed limbs, pulverised bones, paralysis, massive bleeding, and so on.

So although it's possible to inflict a Critical Hit result even if you don't deal any actual damage, it will most likely be pretty minor. Unless your Attack hit by 10 or 15 points, the best you can get with a Damage Margin of 0 is a 6. You generally need a Damage Margin of 4 or more, which is a fairly serious wound, to have a chance at taking out an enemy in one hit.

Critical Hits against player-characters do happen, but more often than not you can minimise the risk using Fortune to re-roll bad results. That said, I did once play a character who was hit with an Attack Margin of 20+ and a Damage Margin of only 1 who was very neatly decapitated (Damage 1 plus Attack Bonus +3 plus a 6 on the Critical die for a total of 10). Most of the time though, Critical Hits seem to affect enemies, and it can be pretty gratifying for a PC to devastate their foes in graphic style.

Tuesday, 28 April 2015

PowerFrame: Attack Results

The latest illustration for PowerFrame is a bit late because I had a sudden and unexpected (but welcome!) run of freelance design work all come in at once! Now that's behind me, I'm hoping I can double-time the next picture and get back on track. After this piece, I'm down to the final five!

This illustration will grace the Conflict chapter, in the section on Stun damage.

Attack Effects

There are four general types of Attack you can make in PowerFrame, depending on whether you aim to Wound, Subdue, Grapple, or Push.

Wounding causes Health loss, Grapples penalise the target's actions or perhaps even immobilise them, and Pushing causes forced movement. Attacks aiming to subdue inflict points of Stun.

Stun

While Health loss inflicts no particular penalties and results in long-term unconsciousness or death, Stunned targets suffer a penalty to most actions (apart from inflicting or receiving damage) – but it also wears off automatically at the rate of 1 point per turn. If a character accumulates 6 or more Stun they fall unconscious temporarily. Characters can't be killed from Stun alone, but every 5 Stun inflicted in a single blow also reduces Health by 1.

Normally you need a weapon that inflicts Stun damage in order to make an Attack to Subdue (boxing gloves, concussion grenade), but it's possible to inflict Stun with any weapon at reduced effectiveness (using the flat of the blade, pulling the blow to avoid permanent damage, or aiming for a weak-spot such as the stomach).

Stun can also be inflicted from means other than an Attack to Subdue, such as poison or a mystical effect.

Stealth Attacks

On the subject of ninja, PowerFrame has built-in ambush rules accessible to anybody – but characters with high Stealth who use the environment to their advantage are more likely to pull off stealth attacks with greater success.

If a character is unaware of your presence, and your Stealth roll is 5 or more points higher than their Wits roll, they don't get to make an Avoid roll. You simply have to beat their base Avoid value with your attack, which also increases the chance of a Critical Hit (an Attack with a Margin of 5 or more).

If you beat their Wits roll by 10 or more, they don't get a Toughness roll either. You roll Damage against their base Toughness plus Armour value with no die roll added. This greatly increases the chance of taking someone out in a single hit or, if you managed to score a Critical Hit, of at least maiming or debilitating them.


I'm unsure what picture will be next; I'll just see where my artistic whims take me. The pieces I have left to do are: Tech (Cyberware), Critical Hits (Push), Professional Equipment, Creating Arcana, and a Battle Scene (genre uncertain).