Wednesday, November 9, 2011

My First Flash Game

It's terrible!
My First Game

(Download link in the top right)
Arrow keys to move, click to start/stop shooting, kill blue and black things without being shot yourself.

Saturday, October 29, 2011

Quick CiH update

A supplement for Cathedral in Hell. Lets you keep track of what your character has. There is also a much larger Operator form, which helps keep track of all the important going ons in the Cathedral.
Cathedral in Hell Forms

Friday, October 28, 2011

Update on New Stuff

Cathedral in Hell is proceeding well, I should be running initial test runs on AIM as early as this weekend, anyone who has time this weekend, let me know, I need at least 4 players, and I want 5.

Cosmos is being integrated into the 3rd TG Crossover as a universal magic system. This news is only relevant to people who are currently participating in that.

For videogames, I've decided to abandon the Java game project, and instead develop games in Flash. I'd love art of any kind for it, and I'll be posting stuff here once I pick which of my ideas to make into a videogame. Also, any reccomendations for platform as far as making Codename: Game a videogame? It looks dead as a TG, but I'm ready to convert it into a text based format, though that will lose some of the more interesting choices.

New news: Unnamed Horror Game. Brand new idea. One player is "The Evil" and the others are "Survivors". The Evil attempts to kill the Survivors while avoiding revealing himself. The Survivors attempt to figure out what The Evil is, and then how to kill it. I'm not 100% sure that The Evil should be a player (instead of a game operator) but it's a lot more fun in theory that way. Especially if I can design it in such a way that a game operator isn't needed (cards and/or a board might help)
Here's the current work in progress document: Horror Doc Feel free to comment if you have any ideas for it, I've barely watched any horror movies myself, so I'm mostly relying on tropes here.

Wednesday, October 26, 2011

New Stuff

First post in a while because I've been up to my ears in concepts for a solid week and a half now, but boy do I have some new ideas to show for it.
First off, Cathedral in Hell. A game with a lot of similarities to Heist! though with a darker tone. This one's already got a lot of progress done, so feel free to dive in and look at the raw data, it's all open content for players and operators.
CiH: Rules
CiH: Information
Second, Cosmos. This one has a lot less progress done on it, and is going to be a traditional talk game. I know those haven't had a lot of progress lately, but I'm gonna keep trying. It's back to the rule-of-cool days, in terms of progression and powers, and has a really unique and deep magic system, that will take a long time to explore fully.
Third, more Scenarios and Settings for Heist! I haven't seen a lot (read any) community content, but I'm going to keep putting out new stuff for a while at least, in the hope of sparking some interest. I also definitely want feedback on why you aren't making stuff, but I'm used to not getting any replies to these.
Fourth, URPG, ready to go. URPG 3e had a rough test run last time, since I didn't get to test the balance online, but I've finished the NPCs for levels 1-7 now, and created a simple program to help me run URPG over AIM, compeitively and cooperatively, which should give more chances to play the game.
Fifth, videogames. I'm making them, currently one project in Unity and one in Java. They're both a long way off, but if anyone is interested in helping with either, I'd be happy to hear it.
That's all for now, though I'll probably remember some more tomorrow. If you have any interest in any of this, I'm only going to know if you comment or contact me directly.

Monday, October 17, 2011

Heist! is a hit!

Heist! is extremely successful, and I'm going to be working overtime to deliver lots of new content for it. I also invite everybody to contribute their own work! You can create your own Scenarios (step-by-step instructions coming soon) and I'm developing a number of alternate settings to run different kinds of games using the Heist! engine.
If you are interested but don't know where to start, comment here or contact me.
If you've made a Scenario, post the link to it here: Scenarios
If you are interested in adding to or creating a new Setting or Setting Template, contact me.
As a reminder, the main doc is Here and links to everything else.
PS: If you have ideas for new or modified Twists, Classes, or Motives for standard, comment below. If you have ideas regarding the mechanics for Standard, contact me.

Thursday, October 13, 2011

Heist! is done.

Still plenty of room to add variants, and anyone can add new Scenarios. But the basic mechanics are done.

Tuesday, October 11, 2011

Ne Plus Ultra

Ne Plus Ultra is an experimental story/game where the players will control various figures in the history of an alternate earth where superheroes and supervillains exist.
I'll be updating global information here on the blog.

Saturday, October 8, 2011

All the Docs for URPG 3e

Here is a quick compilation of the links for URPG 3e. Most of these are incomplete at this point.
Player Information
Class List
History List
Making a Character

Heist! Potential Mechanics

Some general notes from Heist! Doc the game isn't ready to go yet, but it's getting there. I'm still taking suggestions for settings, mechanics, and especially inspiration.
Mexican Standoff: At any time, you can point your gun at someone, they may then point their gun at anyone (including you) and then the next person can do the same, until a gun is pointed at someone and they choose to not change who they're pointing their gun at.
If you have your gun pointed at someone, and they do anything, you can immediately shoot them. This is always an Aimed Shot.
Torso Shot: 5/6 chance to kill the target, unless they are wearing a bulletproof vest. They get 1 more turn.
Head Shot: 3/6 chance to kill the target, unless they're wearing a riot helmet. +1 Style if it hits.
Aim: Spend your turn to draw a bead on the target.
Aimed Shot: 6/6 chance the hit the target in the head, the torso, or any limb. Must Aim first.

Friday, October 7, 2011


Heist! is going to be a Paranoia-style (competitive/cooperative, hijinks,team roles, low cost of death) game set in the genre of Reservoir Dogs (and Tarantino movies in general.) It'll be a lite-RPG format, with the goal being that creating a new character at max level takes no more than five minutes. The key mechanics are going to be:
Score: You have a score tally that carries over from character to character, and it can be improved by fulfilling various secret and non-secret objectives. (not sure yet, can be spent for cool toys on new characters?)
Problem Solving: If you die, you're out until the team calls an Expert. If you run into a situation where you need an Expert, and no one is dead... problem solving :-D
Universal System: Ideally, these rules will be general enough to run in non-heist, though equally silly, settings, such as a wacky zombie apocalypse, or even a dystopian future (eg Paranoia)

Thursday, October 6, 2011

New Mechanic in progress for URPG 3e

Styles are a brand new mechanic for 3e, and add a whole new layer of customization, you get one per point in Aptitude you have, and I'm thinking you can improve one (all of them?) each time you level up.
Basically, these are your 'specialties' while classes define your broad capabilities, these will give you new ways to use your equipment, Spirit, and any spare Perks and Skills you can buy (especially useful if you're putting your levels into Histories.)
For the average player, this mostly means new cool tricks to do with their weapons, but for a player with high Adaptability, this'll give them a ton of options that they should be able to use in any situation. It'll also give classes that normally don't have many combat options (Inventor, Strategist) some new options for participating in combat.
I'm also toying with the idea that Styles can be improved/acquired by 'Training' a new mechanic that I'm considering adding to long-form plots, where the story is essentially a 'race' to beat the bad guys before they complete their plan. Training would be a way to turn a 'lead' into enough power to win more challenging battles.
Questions and comments always welcome.

Saturday, October 1, 2011

Huge Change for URPG 3e

I'm changing Allies to Adaptability. And now the hybrid 'Life' stat that used to measure Resources+Allies is the 'Cunning' stat, which covers Resourcefulness+Adaptability. I'm planning to drop most of the concepts associated with Allies (such as Ally slots, and calling in Allies) entirely, or at least largely detach them from the stat. This also means I'll likely be rewriting several classes, most importantly Tactician and Strategist (since they're already complete) but also Wizard(not too much) Hero(may require a total change) Diplomat (probably a total change) and Captain (Probably to something more similar to Scoundrel, speaking of which, Scoundrel will probably also be changing, now that Genius =/= Adapting)
If you have any questions/comments/suggestions, I'd be glad to hear them, since this is going to be a big change to one of the core mechanics, making even more of a difference than Spirit or Coda.
Also, if you want to see the work in progress, here is 3e character list. The characters who's names start with "3e" are the ones I've finished updating. Please ask about anything you don't understand, as that'll give me a good idea of what to put in the updated rulebook.
P.S. I forgot to mention what Adaptability is good for! It'll mostly be about finding opportunities. So sort of a combination of luck, observation, and charisma. You will still get allies(in a sense) because when you enter a situation, Adaptability is gonna let you run into more helpful people, etc. I haven't worked it out mechanically, since I'm still brainstorming, but I figure it'll probably be something like letting the party sum their Adaptability points, and use them to pick what sort of advantages they want. idk, it's still very rough.

Friday, September 30, 2011


So, I'm getting back into programming videogames (this time using not-GameMaker) I'm currently working on an RPG-themed time travel game, but I'm open for suggestions if there are particular kinds of games people would like to play. Also, I'd love help if you're interested in coding/arting/play-testing/etc.

Lastly, any recommendations as far as language? I'm using Java now, because I know how to use it, and it runs on anything, but I figure if I want to make a more complex game, I'm going to have to use a different language.

Thursday, September 29, 2011

Wiseman Council: Ready to go?

Alright, I need a final list of sign-ups, so sign in below. I'd also prefer a 'favored contact' so just say "Facebook, email, AIM" w/e (don't actually post your e-mail, comments aren't secure)
I've finally worked out the core mechanics. This is going to be a territory claiming sort of game (like Risk, in a very loose sense) except the 'territories' are the loyalties of various people.
I'm going to put up a full chart of people online, once I get it finished, and each player is going to get a semi-random assortment of loyalties to start the game with. Different people have different functions, and most of the important 'people' are actually organizations, and are composed of multiple loyalties.
There won't be any 'attacking' in a Risk sense, most of the game will be an attempt to gather information on other player activities, and to coordinate major actions without giving your intentions away. The ultimate goal of the game is to control a majority of the Senator characters (or possibly a military coup alternate win condition)
Each day I'll give you a summery of the activities of all characters whose Loyalty you have, any activities that are public or that effect your loyal characters, and any messages directed towards you.
You will then send me any activities you want your loyal characters to carry out.
I'll be creating a more detailed rules list around when I publish the Loyalty Map. It should be a pretty simple game in play, though keeping track of who you suspect of what might require some note taking.

Tuesday, September 27, 2011

First major 3e changes

Capacity (that 'strength' stat)+ Level will determine your Spirit per turn.
The elements are going to be greatly streamlined and focused, becoming more like attack 'types' (eg. slashing, bludgeoning) This means I'm going to need to create a new method for creating X.
The X are going to come in greater variety, so cases like Quezacotl (beating an X at relatively low level) will be possibile again, though require at minimum some specialized tactics and resistances.
In the line with this potential need for more customization, I'm considering letting you switch (Wis+Gen) skills/perks between each battle. This would probably slow the game down though, so I'd definitely like to hear more ideas.
Damage Types: Weapon, Atrophy, Force, Corrosive, Shock, Effect
 Codas are a set of rules of absolute superiority. Something of a higher Coda can effect everything lower than it, but something of a lower Coda cannot effect anything of a superior Coda. Various effects and item modifications can be used to increase and decrease Coda.
(I)maginary, (S)ensory, (P)hysical, (M)agical, (T)rue, (D)ivine, (R)eality
Stat Changes:
Capability will now govern Spirit, in addition to melee damage
Resources is now Resourcefullness, and that'll require a lot of changes, but basically it makes Resources a better stat.
I'm currently trying to find ways to increase the utility of the Allies stat.

Ulitmate RPG 3rd edition

Hey guys. Taking suggestions for URPG 3rd edition (and the last remaining classes)
The main new mechanic is going to be "Spirit"which is a currency for buying actions. You get probably around 10 per turn, and depending on preference and class, you can use it for a few powerful moves, or several weaker ones. I imagine this'll add a bit more math to the game, but should increase flexibility and allow me to better quantify the balance of the game, so all the classes, backgrounds, and skills should be more equal.
I'll be creating the 3e documents separately from the current 2e documents, but I'll be putting links up on here once they're cleaned up enough for people to read them.

Sunday, September 25, 2011

Super Space Wars

Current Player list: Dillon, Will, Sema
Current Series list: Doctor Who, Star Wars, Schlock Mercenary, Transformers, The Hitchhikers Guide to the Galaxy(special case), Warhammer 40k, Battletech(Mech Warrior), Halo, Mass Effect, Starcraft,

Comment if you want to play but aren't, or if you have any series you're familiar with that fill the requirement (war in space) that you don't see above.

I'm also still willing to consider other genres, as long as a majority of the players are familiar with them. The window on changing is closing though, so if you have any ideas or support for another genre (crime, afterlife, etc) speak up quickly.

Tuesday, September 13, 2011

A Tourist's Guide to Constantinople

The Royal Aviary: Collecting birds from all over the world, this astounding structure is part of the Presidential Palace.
National Academy of the Sciences: A place for experiments of all kinds. Employees wanted.
Insolubilia: The department of philosophy, mathematics, and psychology at the National Academy. 
Fountain District: A place with a library.
River District: The center of town, includes the courthouse and the jail.
Barden Street: The main street of the city, with all the finest shops.
Green District: The financial center of the city. The Presidential Palace is located here.
The Rivers of Constantinople: Acheron, Phlegethon,Styx,Lethe, and Cocytus. Currently all in drought.
The Desert: Tourists should not go here.

More to come

Saturday, September 10, 2011

Disclaimer: Not a Game

I had a great idea. How about a charity/government funded advertising campaign that goes like this.

Text on Screen:"Money can buy happiness"
Shows somebody having fun with a moderately expensive gadget or w/e, looks like an ad.
The word happiness gets replaced with a number of other positive things you can buy with money.
Each one gets a brief clip of that thing being wonderful.
Then a break.
Text on Screen changes: "Money can't buy        "
"Peace" and it shows people fighting over territory or oil or something
"Love" and it's a poor couple holding hands
"Fulfillment" and it's someone writing a book, or something (ideas?)
"Health" and it shows a scientist doing research with test tubes and/or petri dishes
"Everything" starts on a happy person, the zooms out farther and father until it shows the world in space.

If you have any ideas for more things to add that money can/can't buy. I'd love to hear them in the comments. The main idea behind this advertisement would be to remind people, (on the same level where they usually get told to buy, buy, by) that money isn't the most important thing in their life.

Oh, and as far as feasibility, I've seen a lot of government funded posters/billboards that promote basic decency and stuff, so it's not implausibly, especially in bigger cities, that someone would actually go for getting this made. If we(or just me) do a lot of work on this, I can show it to my dad, and if it's good, he'd probably be able to get me in touch with who I'd need to talk to.

Friday, September 9, 2011

Codename: Game

A design loosely based off the Puzzle Agent framework. You play as members of a CIA task force during the Cold War. The real Cold War that is, not the one in fiction. Your main goal is to stave off boredom and maybe gather some intelligence without really blowing your cover to the other side (which side are you on again?) between pranking other agents, finding expensive and dangerous hobbies, and trying to get by in countries simultaneously occupied by the USA and the USSR, hopefully you'll find something to do. Don't Drink the Water.

If you're interested in playing, Sign-Up in the comments.

Wednesday, September 7, 2011

New Paranoia 2 Mechanic

Ominous Wrongness mechanics.
On entering an area with an ominous wrongness, these mechanics come into play. Each hour a check is rolled, the first 1 results in the wrongness existing. The second causes it to appear to the player. The third begins it's attack. Each 1 afterwords reinforces the threat until the players escape. However, an Ominous Wrongness will always guard some great treasure, so they can be worth fighting.
If there is a way for it to get worse, like a barricade failing, or an infected person 'turning' that happens on the highest roll.

First Hour: D10, some warning
Second Hour: D10
Third Hour: D8, Taste of Treasure
Fourth Hour: D6, First Treasure
Fifth Hour On: D4, All the Riches

Tuesday, September 6, 2011

P2 Fun Facts!

Fun Facts:
 Disposable Nuclear Reactors can operate at normal output for 127 years.
 The Spartan faction are renowned for their Inquisition festivals in which they ask dumb-AI philosophical questions, and then torture it into a non-functional state for answering incorrectly.
 As many as 1 in 100 Infrareds have what pre-revolutionaries would call sentience.
 The Sky Pirates are not only deserters and thieves, but also race traitors, accepting mutants into their ranks.
 Artificial Intelligences the world over agree that sentient humans have an immortal soul.
 The Tesla Floorshaker was invented accidentally, and wasn't weaponized for hundreds of years.
 Hollywood, often regarded as the most personable of the Ultraviolets, is known for occasionally taking individuals of interest away from the service and into her private collection.
 It takes less energy to create an Infrared than it does to destroy one.
 The Communists do not equip their Pawn soldiers with radios, relying on stationary installations.
 It is impossible for a civilized person to speak the Communist language, and vice-versa.
 Rumor has it that Disposable Rifles are sometimes only loaded with 2 bullets, for Infrareds who show particularly low promise in the physical exam.
  The Brotherhood of Evil Mutants base their faith on a body of work written hundreds of years ago.

More P2

Infrared: Brain-dead clone soldiers. They obey whatever orders appear on their HUDs.
Red: The standard people of the US. They're capable, but don't have long life expectancies.
Yellow: Soldiers proven to be above the common level. Spec-Ops units are selected from this rank.
Blue: The top level available to humans, teams of blues can be expected to take out even enemy AI.
Violet: This level is a rank for AI forces fighting alongside human units.
Ultraviolet: The command structure. Their will is made known by Violets and Blues.
Looting takes 20 minutes, Caution requires cutting your Speed in half.
Body Weight=2, Armor Weight=DR/2
Carry Capacity=Level+1.9
How Suppression Works
You can Ready your action as your turn
then on the enemy turn, when they choose to do something, you can Suppress it, by using your Readied attack
they can then either take the damage, or cancel their action and duck back behind cover
If it's Super-Suppressive, they don't even got the option to duck
"Quick" means you don't need to Ready an action, just have the weapon equipped
Melee attacks are Quick at (Speed/2) range, and Super Suppressive if your Speed is greater than 5

Friday, September 2, 2011

Paranoia 2 concepts

Nanostruct: Nanostructs are collections of assembler nanites that can use the raw material in Nanoblocks to construct specific objects. Expensive nanostructs can produce more than one kind of object.
Power: Everyone carries around their own personal nuclear power supply, since the infrastructure required for power is extremely vulnerable to attack.
Communication: Is handled by radio. Towers can be erected on the fly, but permanent transmitters and satellites are out of the question, so line-of-sight connections must be maintained for communication to work. Oh, and radio is also used for Friend or Foe identification, so hope yours isn't destroyed...
Melee: You're going to need a high Speed stat and/or high defense to get close to the enemy before they shoot you to pieces. Once you get in, each punch is going to deal you current health as damage.
The "US" flag:

Wednesday, August 31, 2011

Paranoia 2: End War

It is a prequel to the Paranoia TG(not the role playing game the TG was based on). It is set outside Alpha Complex, in the war zone between "The US" and the "Communists".
Characters are class based, with each class having it's own playstyle. The current classes are Scout, Heavy, Medic, and Spec-Op.
Scouts are good at providing for the team, gathering information, and acting quickly.
Heavies are good at using large weapons, taking hits, and team synergy.
Medics are good at using augments, healing allies, and enhancing the party.
Spec Ops are good at everything, especially ranged weapons, melee weapons, and stealth.

Combat will very, very often result in death, and death will be permanent unless you have a truly excellent Medic. Players will work as a team, and when the entire party is wiped out, a tally of their accomplishments will be taken. The object is to do as well as you can before you die.

Tuesday, August 30, 2011

Project @0-mech

A strategy rpg/card game based on primary fears and Yu-Gi-Oh.
I'm putting a lot of focus on the mechanics for this game, so don't expect to see much on this game until I get those in decent shape.

Monday, August 29, 2011


I have no idea if there is interest in me sharing webcomics on here, but this is a must read. And I'll probably add a few other 'essential' stories. I'll only be posting completed webcomics, since those are the only ones I know are awesome all the way through. Intros complete, here is
Corner Ally 13


Alright, almost ten posts in. Lets find some focus. What is good? What is bad? What do you want more of? What don't you care for? I'm pretty down with doing anything, as long as it's original, not a re-post from elsewhere. My main focus atm is going to be posting up ideas for new games, particularly cool ideas I have, and resources/links for completed or testing-phase games.
Oh, and I'm loving Labels, you can find the Label list in the bottom right corner of the page, and at the bottom of each post, there is a list of the Labels. You can click on those to get only the posts relevant to your particular interests.

Your Ideas Here!

Just post any game ideas you have. I'd be happy to help you improve them, or I could critique them. If they're good, I'd even be willing to develop them for/with you.

Wiseman Council

Starting Resources
3 Power Connections, Wiseman I/O
Power Connections
Day Actions
Gain a Power Connection OR Perform a Day Action
Night Actions
Connect to the Wiseman Server AND/OR Perform a Night Action

Sunday, August 28, 2011

Ultimate RPG

Here are all the active player-accessible files for the Ultimate RPG. If you're interested in running a game of the Ultimate RPG, send me a message or say so in the comments and I'll send you the links to the secret stuff.
General Character Information

Some Definitions I'm Working On

All these are: Virtual activities with multiple but finite outcomes.

Test: Evaluation of [1,∞) skills. 0 Players.
Strategy: [1,∞) meaningful decisions.
Player: Real agent selecting one or more strategies.
Game: [1,∞) Players.
Wager: Some real change results indirectly from one or more outcome.
Gamble: A wager in which the wagered outcomes cannot be predicted before the game.

My Cracked Article

I'm looking for any and all information on small statues depicting people who lived amazing lives. Currently I have "The Sandow" (Mr. Olympia) and "The Oscar" (Academy Awards). I'm aiming for five before I write an article.

Open Highschool Murders

Here is a link to the current info page for Open Highschool Murders
All suggestions welcome.

Universal Murder Engine 2

Here comes UME2. Comments, criticisms, suggestions? I'm going to design it to be mostly like UME, only taking away player choice, simplifying the scum choices, and increasing the cost of night actions in general.
Also, the original concept for UME was that it could also be applied to generating murder mystery characters. Should that still be a goal? It wouldn't do much to help me, but I'm no longer the only one creating murder mysteries.