Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Friday, November 15, 2013

Why not Robot?

Coming off of last week's zombie post, I've been doing a little bit of thinking in my spare time. Other monsters, other threats, other themes. What can be done that, really, hasn't been done much or done to death yet?


Why not robot? That's the thought that occurred to me while I was playing Infinity Wars -- a digital TCG. The setting of Infinity Wars is one of a sci-fi nature, with robots and nanotechnology and other futuristic bits. The robotic faction in Infinity Wars is known as Genesis and they hold the key to some truly awesome, and terrifying, robots. If you've seen the show Stargate SG-1 and know about the Replicators, well, those are pretty close. And not just the Replicators, but the 'Borg of Star Trek, the Cylons of Battlestar Gallactica... There are tons of examples of robots or cyborgs that are potentially terrifying. Even more so when you consider that, unlike zombies, these robots could possibly happen. It's funny how we often attribute the most fear to things that can never happen, yet think little of the real horrors that could exist.

So, what makes a robot scary? Well, like zombies it's not 'a' robot but 'a horde' of robots. That can repair themselves. And create copies from who-knows-what. That similar zombie theme of being hard to kill and constantly growing can happen with robots. Not only that but robots can also upgrade in ways that zombies can't and learn from their mistakes. How cliched is an AI with the capabilities to learn? Well, those activities are happening now, in basic forms, so it's likely less cliche and just a standard feature. But this ability to learn, improve and upgrade brings robots to a whole new level -- a level that zombies haven't really reached. They could out-adapt humans. How scary is that?

And that's why I ask myself, why not robot? I think it's time to retire the zombie and replace it with a shiny little bundle of malleable steel death.

Thursday, October 3, 2013

What can Tabletop RPGs take from SolForge?

SolForge is a digital collectible card game. Pretty far away from an RPG, right? Well, it still involves monsters, spells and plenty of combat -- all things an RPGer should be familiar with. And, where there are familiar concepts, there are ideas to steal.

To start with we have a concept that is not entirely unique to SolForge -- the deck. Decks and deck-building is a staple in many card games and provides one of the biggest strategic considerations for those games. Why not bring that to RPGs?

Don't harsh on my freedom of choice, man! I hear you say. We aren't playing card games, we're playing RPGs! I know, I know -- freedom to do whatever, even 'I swing my sword' over and over, is a major part of RPGs, but I feel there is a place for a deck and a decent in-game reason for it.

To start with, combat is a heat of the moment kind of thing, supposedly. Characters are trying to read their opponents, act on their training and other sorts of things. Card decks duplicate that. Especially when done in the way that SolForge draws cards. You see, SolForge draws a full hand of five cards every turn -- you use two cards and the rest go to the discard pile, a new hand drawn for your next turn. This is quite similar to how many RPGs work right now -- you get two actions per turn. The cards you draw would be the potential actions your character is thinking about, that their reflexes are straining to perform. They act in the flow of combat, not sitting around taking their time, wondering if they want to strike with their sword or their axe. I feel this flow would work quite nicely in an RPG.

Of course, it's not just about the speed of combat but the deck-building, as well. Figuring out the type of build -- or training regime -- you want your character to have, the strategy that goes into it, is very interesting. To me, at least. And it creates a fun little activity to do outside of game night. How this could be done is fairly simple. Is your character a magic-user? Do they have certain spells? Add the spells to cards -- the number of which would be determined by their levels and spells slots -- and blam! Instant start to a deck. Toss in some other actions -- drinking potions, swinging the staff, running away (typical mage things) and you'll have a full deck in no time. And, as with many digital game to tabletop ideas, this would likely work best with 4th Edition Dungeons & Dragons. Bet you didn't see that coming, right? Right?

The deck isn't everything, though, not in SolForge, at least. There is one more element that the game has that actually does relate to many tabletop RPGs -- a playing field. The field of SolForge consists of two rows of five spaces -- or lanes -- that players place their creatures into. You can think of it in a similar fashion to a battlemat for RPGs. The players then utilize their creatures and spells to try and gain board control -- much like players of RPGs might use their tactics to try and gain control of an encounter. It's a fairly similar concept, so you might be wondering what there is to pilfer from it. Simple: simplicity.

Having such a small, basic playing field is actually a nice boon to play. There are still elements of strategy in play -- the ability to manipulate creatures to different spots, area of effect spells or abilities, etc -- but everything is slimmed down to help speed up play. At the moment, your average, miniature-using RPG has loads of tactical placement and options that can really bog down a combat. Taking SolForge's method would provide a light option to that, while still keeping some of the features.

And those are just two little ideas from SolForge. I could go on, and I just might in a future post, but that is all for now. I would recommend checking SolForge out if you are interested in card games, at all, as it does provide quite a bit of fun and some nice light strategy.