One Caveat: I wanted the … Continue Reading ››
For a long time I've struggled to create my own game mechanic, to no fruit (good tasting fruit, at any rate). Then it struck me: why not start with my all-time favorite game system (Mutants and Masterminds) and add my favorite game mechanic (roll results in games that are Powered by the Apocalypse).
My concept of PME has grown beyond the scope of a typical RPG and into the realm of a "true" story game (don't read too far into that classification, it's just how it clicks in my head). I've already had a very strong belief that the game should be focused on Pass/Trouble rolls, where players rarely fail at … Continue Reading ››
I know I was supposed to talk about Season Two play in this entry, but I wanted to interrupt to clear my head of a thought I'm having about the mechanical elements of damage in PME. I had this mechanic for damage as conditions, but as I worked through it, it began making less and less sense … Continue Reading ››
In the, now 3.0 version, of the Perpetual Motion Engine, character advancement is handled solely through the resolution of subplots. Here's how it works.
Subplots and the SituationThe Situation, as discussed in a previous Journal entry, is what the player characters exist to resolve. More importantly, it's what they were created to resolve. (Remember: the situation is … Continue Reading ››
The people have spoken. The Perpetual Motion Engine will be a d6 dice pool. Here's how the mechanic will work...
D6 HitsPlayers will roll a number of d6s equal to their profession rating. Each die that comes up a 4+ equals a hit. If more hits are scored than the target's threat level, the player succeeds … Continue Reading ››
After play testing the previous dice mechanic for the Perpetual Motion Engine on Friday night, it became obvious some changes were in order. I took the advice of Robert Hanz, who suggested I write a new game experience document that covered an entire session, but left the mechanics out of it. I did that, and … Continue Reading ››
I'll be honest, this is an area I've struggled with for some time now. I originally had in mind a roll and keep system, but settled on a comparison system that's inspired by games such as Chronica Feudalis, with an effect system like that seen in Cortex Plus, which I feel implements design goals 1 and 2 … Continue Reading ››
Now that we've addressed the basics of GM obstacles and NPC traits, it's time to go over the player-facing traits for the Perpetual Motion Engine and how they're intended to be used. To do so, we need to keep in mind the second design goal:
Give the players a narrative gameplay experience that lets them attempt anything, in any … Continue Reading ››
Last time we addressed the design goals and (hoped for) game play experience for the Perpetual Motion Engine roleplaying system, which covered how goal #1 (creating forward motion within the rules) would be implemented. This time, I'd like to skip ahead and talk about how we'll be tackling design goal #3:
Provide a system that keeps things easy, … Continue Reading ››
The Perpetual Motion Engine (PME) is set to be Reroll Productions's new roleplaying game system for the company's fictional properties, such as The Brotherhood of Ronin, Triumph City Heroes, and The Ashwick Chronicles. Since the same system is going to be used for each property, and thus different genres, it makes sense to create the system on the side, … Continue Reading ››