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TheLastGasp

Something more fun, Game notes for UmbralFall.

OK, I'm now in "let me iterate out how the game plays"  Pondering a bit how to keep defense from being too weak with the setup... but I've got to just, get it far enough I can begin to see how the systems balance with each other.  I think the core core mechanics are fine (if probably fiddly), and that's my goal today is just, see how far I can dig through 'walk me through a turn' until it's playable.  about.... halfway there probably.  initiative, movement, basic shooting.  Got to figure out overwatch and more so how cover and entrenching will work, and vehicles, oh god vehicles.  But I want to keep it simple so probably just reread how 9th and 10th 40K does 'em again and can re-complicate them later [I'd love some battletech style 'oh god, losing parts! feel'].

But we also got FLUFF! I'm one of those people that needs an idea to sort of 'create physics around', and now we got some army ideas.  So far by alignment (and we'll add more, but a fun mix to start).  Starting out you get a hero squad, 2-6 Trooper squads (your lieutenants leading teams), and some number of Auxiliaries (the Elite or Heavy support of 40K).  super simplified starting idea is just some templated platoon structures to start, often themed.  EG, The mercenary group has a "Large unit only bruiser company" or kobolds have "mechanized corps" and it's all motorized troops.  The first focus of game is a PVE game, where GM runs op-for and player(s) basically play a narrative wargame like one might run D&D.    Rules wise it's super loosely based off Shadowrun for dice mechanics.  Turn based, hex map, one unit = 1 squad.  Vaguely 40kish in structure, just moving one figure instead of 10.  Lots of inspiration from Battletech, but more focus on infantry squads and vehicles.

The super fast scenario description: it's world of warcraft, but the alliance gets INDUSTRY and tank crushes over the horde and exiles them.  Proceeds to magictech singularity briefly, then their greatest monument, a massive multiple mile wide and mile tall arcology literally ripped the negative energy plane though the city.  Now it's sucking the lifeforce of the world and the once thriving capital city of millions is full of gibbering monsters, it's resources locked away behind countless Horrors.  Now it's a free for all to try and recapture the Umbral Tower before it slowly eats away all the life force of this planet to power it.

NONE OF THESE ARE SET IN STONE.  But I'm generally happy with their themes. I'll have to make a spreadsheet of the armor/speed/firepower triangles and look up faction calculus to make sure I don't duplicate... but lots of the factions would have starting armies that switch it up.

Lawful good.... naw.  no one likes these sticks in the mud =D (OK, something paladin biased could be fun, but skipping for now.  also an easter egg force will be all hollyphants, blink dogs, modrons, and those other lawful/good outsiders that make you wonder, what kind of off the rails game do you need to mug 'beings of pure joy who do nothing but cure cancer in little children' but hey, I won't judge.

Lawful:  Twilight's Slammers, a mercenary group primarily composed of 'big tough' monsters who want to literally make a space for themselves.  Hire themselves out to whoever's got the most resources.  Used to do the Coalition's dirty work, but screw that, they want to be out from under their controlling thumb. Got an 80s action movie aesthetic, one handed SAWs and big ol' chopper motorcycles and some good toyetic tanks.  Sometimes call in support from lawful outsiders like Sphinxes too.  Playstyle: The classic generalist, if a slight lean to defense and a bit slower.  Often form up classic D&D pattern, tank, DPS, support, controller.

Lawful Evil:  Coalition of Man.... well, what's left of them after 90% of them got turned into gibbering shades, let alone whatever fresh hell awaits the billions of souls trapped in the Umbral Tower.  They're just stealing RIFTS Coalition.  It's all skull faced powersuits, landmates (mini mechs), and even some air and naval support.  They'd rather try and keep most of their largest city intact so tend to just call in a missile strike now and then [and too many forces would LOVE to take those out, so can't be too daring]

Good: The Kobold Active Resistance (KAR) has been building up in the mountains outside the (Main capital city name).  Very communist, pack tactics, jokingly big soviet cold war vibes and aesthetics.  To the point you can buy soviet microarmor to use for them. why, because a squad of 9 kobolds piling out a BMP is hilarious.  Plus easy minis =D  The general 'big good' who'd been rebelling against the fascist Coalition.


Chaotic Good:  Lyrists. (yes, knockoff harpers) Once a small rebellion group of bards, thieves, ne'er do wells and posers.  It's exploded into a lifestyle of sex, drugs, rock and roll, and sticking it to the man.  At this point with the end of the world they've become a rolling orgy and riot, heavy metal bards and death metal clerics.  'generally' good, a whole roving moron squad of wanna be Robin Hoods and posers =D  very 80s hair metal KISS vibes =D =D =D PILE on the debuffs but tend to be a bit squishier.

Chaotic: Mothers of Monsters are all those big beefy angry monsters who decided civilization was overrated and seek to tear down civilization now that the Coalition is weakened.  Yup, it's 80s ecoterrorist monsters! not sure their exact playstyle, as we do have a fair number of 'elite' mobs, so this could bump around to another faction. but MOM is such a good wargame acronym for a faction.  This probably ends up being THE magic team.

Chaotic Evil:  Goblins Anonymous:  Oh god, goblins found the internet and they're hooked. Really, they've been there, the whole time, lurking, waiting.  And now by god it's time to STREAM!  WITNESS ME CHAT, I'm DIVING IN!" SMG in one hand, selfie stick in the other as they do a drive by.  And yes, my favorite horrifying unit.  4Chan Clerics.  I chose the domains of Anime and Internet, so yes, God AND Anime are on my side fools!  They are THE electronic warfare army.  (dear god the battles between them and lyrists probably ends up in "hang on, I need some more chaff counters" said by both of them as it dissolves into a slap fight in smoke, molotovs, and minor illusions.  not to mention the summon Catgirls that cleric has to charm units)


Starting out I'll probably focus on KAR and Twilight's Slammers as my example armies.  They're the least 'special rule', with Twilight being THE newb army (their specialty being tough hammer units).  KAR lets me look into how stealth and traps will work, and just, go from there =D it's always easier to slowly drag in complexity and work outwards.

Bonus easter egg armies:

Probably some more forces who didn't quiiite make it, just one so far.

Yeenoghu.  Yes. it's just Yeenoghu an enough Gnolls to make a furry blush. yapyapyap! (this was the original chaotic evil idea, but goblins are  a bit more 'fun' and play with more rule areas.  had idea of very mad max vibes, probably one of the first expansion armies)

And joking I'll have one of those 'solve a secret puzzle and you can totally take on the uberboss', in this case a pack of Avali with their full far future gear.  otherwise they're hiding. do not poke the freezer chickens.

Once it's playable in tabletop, it's figure out how to turn it into a PC Game =D =D which will be hilariously awkward.

none of this is like 'serious' game design.  I want a silly little toybox mostly, but Cyberpunk fantasy is relatively rare and always wanted to make a game for 25 years.  Just fuckin' sit and do it =D
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Added: 11 months, 3 weeks ago
 
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