RPG Get Version 2… 2

The weather decided to get nice again, so Greg and I joined up with Owen for some wandering and photographing today. Fall seems to be in full swing, and pretty.

But that’s not really what I wanted to talk about here. For the nonexistent people following the RPG Get Version 2 revamp, you haven’t seen any updates in well over a year because, well, I haven’t done anything with it in over a year.

This seemed like a bad thing, so I decided I would revamp the revamp and start out slowly this time, with text cards to test (and tweak) the new rules before starting on anything graphical. And the rules are getting quite a revamp.
RPG Get! Version 2 was pretty much designed to be a complicated card game. The character and enemy cards have stats (representing things like melee strength, ranged strength, spell strength, defense, and speed), and things like spells are filled with symbols describing them (potential users, spell element, general class, etc). I decided to fully embrace this complexity, and also do something I haven’t tried before with a customizable card game: eliminate the randomness in decks.

So. I wanted to discuss some of the changes in the new rules (that obviously are subject to more changes)

Each player has two preordered decks: One deck of mission cards that is not shuffled at any point, and one deck of all other cards that is not shuffled at any point.

  • The goal of the game is to complete all 10 3 or 4 of the missions in your mission deck, in order. Each mission card has an ordering value from 1 to 10. This has a few advantages: No potential deck screw with your “starting” mission at the bottom, more control over when a mission attempt happens, and more ability for your opponents to see what is coming up next.
    • Since there is now always a “current” mission, this allows for interesting varied effects based on how far in your mission stack you are. For example, the top mission may let you replenish a few MP every turn while it’s current, or enemies you play matching it might gain an attack bonus.
  • The main deck is preordered. Cards have values 1 to 100 40, and the deck must be ordered in increasing order. Deckbuilding means picking one card of each number and building the deck with that.
  • Having the main deck be preordered also has advantages. Doing this eliminates the need for a “cost” with weapon and spell cards… as soon as you can draw them, you can play them. I was never a fan of the way RPG Get! dealt with equipment versus spell costs (basically, the same way, with a recurring cost each time they were used in combat) since this didn’t feel true to RPGs. But there wasn’t otherwise a good way to prevent players from loading up their decks with only the best weapons. Limiting where in the deck they can appear is a much more effective way to gradually “improve” characters’ abilities over the game.
    • Doing this also frees up counters to be used as “money” for recurring costs (like purchasing items or MP to use spells repeatedly). This, again, feels truer to RPGs where spells can have a recurring cost for each use, while things like weapons are freely reusable. (Weapons don’t break in this world. :P)
    • Doing this also opens up the possiblity of “rare” equipment, with numbers after 100 (and therefore not reasonably accessible by drawing) and corresponding things that allow access to them. For example, defeating a boss or completing a mission could allow searching for a card in the 101-110 range.
    • Doing this also allows a “next area” mechanic where completing a mission will let you draw all cards up to a certain number. For example, completing the first mission could let you immediately draw cards until you have all your 10 or below numbered cards.
  • This also seems like a good way to eliminate deck screw. Each player draws a card each turn, and has the opportunity to reorder the top few cards to prepare depending on the current game state. Mages won’t be stuck with bad luck on their spell card draws, and melee attackers won’t be stuck getting their strong weapons before they can reasonably use them.
  • The deck ordering combined with counter cost changes makes it so you can’t “screw” yourself by putting yourself in a situation where you have no reward counters (and therefore no means of using non-standard attacks), and are unable to complete a mission to get more.
  • This also opens up easier avenues of “you’re behind, catch up” mechanics, where you could jump to a further section in your deck or automatically score a mission card from your pile.
  • This also means things like characters and enemies will be playable as soon as you “find” them (or the leveled up version of your current characters), simplifying the way limits are done on missions.
    • Mission cards can limit enemies played during the attempt to “enemies under value 20” or something similar, to prevent someone from getting too far ahead in their deck and making missions impossible. Rules relating to enemies haven’t really been fleshed out yet.
    • Right now the assumption that any hand limit in place will only be to limit enemies (and events) in hand, and non-boss enemies can return to your hand after a combat. This makes sense thematically (infinite stream of same- or lower-level enemies) and also makes decks less reliant on a huge enemy:other card ratio.

Reward cards are split into types: equipment, items, and spells

  • This seems truer to the RPG feel, since all of these things are very different. Equipment (weapons, armor, accessories) are reusable and generally are used constantly in battle. Item cards are used once and have the be refound (or repurchased). Spells are castable infinitely (at a small cost each time) once found. Splitting them makes sense from a narrative point of view.
  • With the new ordered deck mechanic, this also makes sense from a gameplay perspective. Spells are stronger ways to attack, or reusable ways to heal, but have a cost each time. Items are free but can only be used once. Weapons have no continued cost.

A player’s inventory is now limited to 5 cards.

  • As stated above, I was never happy with the “use a weapon or armor, pay its RC cost” mechanic. It existed only as a way to limit use of stronger items to later in the game. The new “you find it, you can use it” mechanic is more effective, but could make it so that a character can never take damage (for example, because they have 10 armor cards in their inventory for use and just use them all whenever they are attacked). This is boring.
  • Forcing choices is always interesting… you found an awesome new shield… do you ditch your old shield, or use both of your shields and throw out the armor? Maybe the new defense is enough so you can throw out the old healing item you found.
  • It’s worth noting that spells don’t count toward this inventory limit. Which, you know, makes sense since you learn spells and can use them from that point forward.

I think this should make for a more interesting card game, emphasizing player skill over luck of the draw. Which, really, is what games should be about.

The goal is to get some basic cards knocked out and start testing the mechanics by next weekend. Undoubtedly, this will meet with further delays. But if you find this at all interesting, you should let me know, because this can use all the playtesting it can get.

Edit: Another few thoughts…
– I can limit cards in the deck by only allowing one of any given numbered card. This is another good way to force decisions (the rifle and gifoie are both numbered 25… which do I want in my deck?). Doing this means I would probably want base numbers 1-200 (so 20 “slots” of deck cards for each mission card).
– Mission cards should probably have an upper bound of what numbered cards can be played. This obviously makes sense for enemies, but applying it to all cards makes sense to prevent players from loading up their decks with only the highest n cards (where n is the deck size). (This problem would self-correct to a certain extent as they would have no enemy cards playable during early mission attempts, but seems like it could escalate into an arms race to see who can get the highest cards fastest and block the others at the end of their mission stack.)
– Equipment cards probably want to belong to a particular character. Since everything should be reusable infinitely (as long as you can pay associated costs), not binding an equipment to a character would allow a player to just play as many characters as they can (with unique numbers) that can all use the same basic weapons. I do want players to have more than one character, but I don’t want it to be so necessary that every time you can put a character in your deck, you have to.
– Equipment or inventory or the way characters work may want to be tweaked though. I’m not against the idea of mages being behind for a bit (and then finding their awesome spells and plowing through everything), but this seems incompatible with the upper bound of cards on a mission.
– Maybe these issues can be solved via one time use NPC character cards that are much stronger than their current area, but go away after the attempt ends.
– Bounding what number cards you can play during a mission shouldn’t cause permanent blockage because other players will keep drawing, eventually getting enemies that can’t be played, so you can complete the mission without opposition. But delaying is also bad because the limited hand size will mean you discard your better cards instead of playing them. So this *seems* like it should be okay.
– All of this really needs extensive playtesting. I should get some cards created up through the fourth mission (so deck cards 1-80) to try out some of the base mechanics.

Edit edit: I’m wondering now if it doesn’t make more sense to start this game off as a fixed card game. I can more easily design a couple decks with fixed cards (maybe a Hunter deck and a Ranger deck, since the base set will be PSO). This will make it easier to playtest the game also. After things are working, I can expand it into a full CCG. This is perhaps a better idea.

Edit edit edit: I think maybe trying to fit 10 missions into a 40 card deck seems terrible, especially given that missions now give no particularly special thing on completion. Therefore, I think the game would be better with only 3 or 4 missions, and deck cards numbered 1 through 40, requiring exactly one of each. It would then be easy to build as a fixed deck game (just make 40 card decks) and easy to allow customization. I like this much better. Edits made to the above as well with strikeouts.

So basically, decks should consist of exactly one character (with subsequent level up cards in the deck), three (or maybe four?) mission cards, and a 40 card deck, with exactly one card of each number in the deck. Each deck’s missions will cover just one “area” in an RPG’s plot (such as Forest or Caves, as opposed to all of Episode 1, in the case of PSO).
This will make designing and testing easier, and will also make games shorter.

Edit x4: Okay, still happy with the above ideas, I think. Just a small change for the final CCG aspect: maybe I’ll just have each card say a “minimum” position in the deck (for example, Rafoie has to be the 20th card or later in the deck). Each player then brings a deck of cards numbered (manually) from 1 to 40 with one of each card. (I’ll leave space in the upper left for this.) It has the niceness of allowing complete customization of a deck’s contents (have all weapons if you want to!) while still having the nice limiting of stronger things for later and keeping the preordered decks aspect I think is the best part of this revamp.

Wine, Tartan, Celïdiluh, and fun

life has gotten an update bringing it up to the beginning of this month. I had quite an eventful last month, it seems. But it’s also been an eventful last week.
(Also, because I was sick of referring to the sections as “stats” and “life proper”, they are now called “photo stats” and “photo journal”, which hopefully will be easier to refer to. So yeah… the photo journal has been updated.)

Besides the usual Thursday board games, we went to Yubin’s this week for a wine tasting (with 5 different cheeses and 4 different kinds of crackers), and it was pretty awesome. Yubin really knows her wines.




This weekend was also Cèilidh Weekend (AKA Homecoming) and so there was the usual chili cookoff. I wasn’t able to enjoy it as fully this year (had to work starting at noon, so I just grabbed a bowl of chili and a burger and went upstairs to work), but I got my mug, so I continue my streak of having every year’s mug.

Yesterday was also the opening of Vincent’s exhibit of photographs at the Trinity Gallery. It was kind of awesome to see… yay gallery shows by people we know!
(Photo kind of related… it’s bblum biking home on the way to the opening.)

Today was Tartan production. I had done a crossword for the paper last week, but it was a really crappy one. This week, Greg helped me and (after one failed attempt and a couple times of giving up) we ended up with a reasonable crossword that is reasonably dense and rotationally symmetric. Hopefully we’ll do even better next week with finding more common words.

Earlier in the week was a 66th monthiversary and an associated dinner at Point Brugge which has really tasty mussels (and reasonably good, but very oily, fries).

Life continues to be good. :)

I really should be pursuing more personal side projects, but I’m kind of a fan of this whole “fill my life with friends and events with friends”, so I suppose it’s not all bad.

Yay life

Life has been full of nice things lately.

I went out with Allison to the Brew Gentlemen and took photos, one of which was used as the front-page photo for one of the sections of the paper. (They used one of the ones where the people were out of focus though, so meh.) But yay for my first Pillbox cover photo.

We got some nice new glass tupperware to replace our random collection of plastic stuff. I feel much better about putting food into these and sending Greg off with lunch in them.

We got a new Carcassonne expansion that came with “giant meeples”. However, the meeples weren’t easily distinguishable from the regular ones, so we added smiley faces to them. Yay happy meeples.

We went to Dave and Buster’s with Yubin and Max to play Pump It Up. It was a lot of fun and good exercise (especially given that the ITG machine has been out of commission for a while). I also got my first full-perfect combo in any dancing game. The accuracy ratings in PIU are much, much more forgiving than ITG or DDR.

I’ve also been cooking more, which is generally an indicator that I’m happier. I made a huge pot of curry over the weekend, and have been making things like burgers, quesadillas, pasta, and salmon throughout the week. Nice things there include a nice hunk of romano cheese to freshly grate over pasta and lots of fresh vegetables (in salad or steamed).

I’ve also been eating a lot this week, which is a good thing. Food is tasty.

Tomorrow is (supposedly) the usual board games with Yubin and Max. Board games are awesome and playing them with awesome people is even more awesome.

I’ve been feeling like rewriting CMU adventures lately and continuing to build it. I just need to get motivated to write code outside of work again.

Yay life. :D

Temporary files in Firefox, taxes, photos, and life

So the internet has been quite worthless on the question “Where do files get saved when you open them instead of downloading them in Firefox?”. All of the results for things like “temporary files”, “download location”, or “opened file location” assume you’re referring to the browser cache. Sigh.
So it turns out, on Windows, when you click a link and it pops up a “Download or open” dialog, choosing to open will store the file in C:\Users\yourusername\AppData\Local\Temp. (My coworker reports that, on Linux, it stores in /tmp, which makes sense.)
This seems like poor design on behalf of Firefox, because it seems like it should automatically save such files to your default download location (normally something like C:\Users\yourusername\Downloads) rather than an arbitrary location that isn’t even associated with Firefox. It means you probably have sensitive data (like I was opening PDFs containing pay stubs) saved somewhere that won’t be deleted, either with a Firefox cache clear or a manual check of your downloads folder. If it’s going to use \AppData, the least it could do is save in the Firefox folder in \AppData.
Combined with all of the latest fun with Firefox (daily freezes, constant slowness, insane memory usage, refusal to properly close when you hit X, and inability to remember the last download location [seriously, it will show me one of my last three chosen save directories, seemingly randomly, when I try to save something]), I think it might be time to move off of it. You were such a great browser, Firefox. What happened?

Speaking of pay stubs, I got a raise at the end of last month, and got my first pay stub afterward today. My before-tax pay went up by $237.50 this pay period, but my federal taxes withheld went up by $304.07, so I actually make less now than I did before the raise. I thought taxes were set up so that this situation couldn’t happen. How very odd.

Life has been full of photos and games lately. I photographed the TOC on campus on Tuesday and (as usual) took photos at Yubin’s game night last night.



Max and I played a game of Carcassone where we completely tied, and we were sharing a huge field with 4 workers each in it. (The field went back and forth many times, including blocked attempts to join a fifth farmer to the field by each of us.) It was pretty awesome. Here’s the game before scoring the last field.

Kempy was also in town for the TOC, and we got dinner on Monday.

Here’s a Ben from lunch yesterday.

In other news, I have finally started working further backward in life.alanv.org through high school, eventually hoping to reach the first photo I ever took (in September 2000). I’m currently back in October of 2003 (my last year of high school), and expect to be done with it by the end of next week. Yay actually completing projects, for once.

Tartan, games, People Wars, photo firsts (Owen, Charles, Mark, Justin)

Today was Tartan production. I was supposed to do layout for sports. What this meant, in practice, was staring at the intranet and its distinct lack of sports articles that were ready for layout. I did manage to get the first broadsheet page to copy though, but that’s because it was a page 3/4 full of ads, so I just filled the remaining 1/4 with a sports commentary and submitted it. Instead, I did some copy and some photography and did some early layout for the special section. Because, oh yeah, the TOC is this week. (I’m not going, thankfully… but this means that some awesome people are back in town and hopefully I will get to see some of them again.)

Afterward, Keith, Dan, Marina, and Owen came over and we played games.

I won the game of Ingenious against Owen in a tiebreaker… up until my last play, we were completely tied (lowest color at 9, next at 11, next at 12, next at 14, and two maxed out). I ended the game with a play that increased my third-lowest color by one and won the game. It was amusing.

Won the (very short) game of CMU Chrononauts when other people patched the timeline to my character’s desired state. It lasted less than four times around.

Lost the game of 6 nimmt to Dan by one point (16 to 17, with Greg in third place at 34).

Then I won the game of Bohnanza by tiebreaker (cards in hand). Dan, Marina, and I all had 14 gold and Owen had 13 gold.

So it was a night with many (very) close games, which was a lot of fun. Friends are awesome, and games are awesome, and I’m glad that games with friends are becoming a regular part of my life.
(There was also an awesome gaming marathon with people last weekend.)

There was interesting funness Friday night when there was a party celebrating Patrick’s successful thesis defense. There will likely never be photos posted from that, because yeah. It’s amusing to me how much grad students can act like undergrads when it comes to alcohol and partying. But there were board games at that too, so I have played lots and lots of board games this month (plus the usual Thursday board games at Yubin’s), and it’s not even 1/3 of the way through the month.

I’ve been working more on People Wars’ new expansion set: Exchanges. The theme of the set is effects that hurt you but grant some larger benefit (like reducing your hand size to 1 but letting you play more items each turn, or reducing work on tasks by 1 but not working when exhausted and letting other players use the character to play cards). I’ve been really happy with how People Wars is coming along… as a game, it feels more mature than its previous variants (PPA TCG, Student Wars), and I also feel like each expansion set has a distinct theme and feel.

In any case, it occurs to me that I never bothered posting the first photo I took of Owen, Charles, Mark, or Justin even though I added them to photo stats, so I should remedy this.

First photo of Owen:

November 2, 2007 in Scotland Yard (with Sully, Sam, and Josh)

First photo of Charles and Mark:

April 27, 2006 at the SCS BBQ (this was before I knew them; can you find them both?)
My first photos of them after actually meeting them were in San Francisco on July 12, 2009 and August 4, 2009, respectively.

First photo of Justin

August 31, 2008 in front of my apartment building (when he was coming over for games)