Showing posts with label Heist. Show all posts
Showing posts with label Heist. Show all posts

Saturday, February 25, 2012

Heist! New Deal

Heist!
New Deal
Heist! remake. The design document is here Main Doc
If you've got any questions, comments, or suggestions, go ahead and post them. This is a lower priority project than URPG: Ascend, so I'll be updating less frequently.

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.

Saturday, October 8, 2011

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!

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)