Also Coffee Is Divine Day.

Played (Hero 6E): Kaiju Academy. Finally, after being completely overmatched and having to be rescued by adults or at least older students every time for four sessions in a row, the group finally defeats someone! It’s only combat exercises at the military school they’re visiting, and as guests and juniors they get all their gear and none of the opposition know what to expect, but still! They successfully escape captivity and take out three military academy students along the way, because finally they are awesome! Then the school is attacked and there are giant lizards everywhere and Cedric is going full Darth Vader, so they’ll probably need to be rescued again next session.

Read (blog post): The Chameleon.

Read (manga): Adachi and Shimamura vol 4 (Moke Yuzuhara, Hitoma Iruma, Non): Yep, that childhood friend is definitely competition, although she doesn’t know A even exists. Also, A and S have completely different ideas about that sleepover.

Written (game design): 206:

Story-wise, a master villain’s minions are often an extension of
them for this purpose: punch the minions, then once you’ve shown
you’re worthy of respect, talk down the mastermind. That sure sounds
like doing emotional damage to them, even if it’s expressed
differently. Maybe it just makes negotiations easier, though? Rather
than having a story-game single track for overcoming obstacles,
emotional damage could be an expanded Presence attack, which can
do more than make people lose a phase? It’s okay if it’s a little
simpler (no Def or Res), since it’s orthogonal. But how do skills
work into this? Are there no more of the skills that would have
been Interaction skills, and it’s all Pre attacks, maybe with ranks
limited to only help with your specialty? Or are the skills effectively
attack rolls, and you only get to roll Pre dice if you make the
skill roll? I don’t think we want to undermine the skill system, and
it seems like interaction should always get some kind of reaction, but
does this then make us want to remove attack rolls from physical
attacks? Of course it does, but then we have to come up with some other
way to distinguish between martial artists and bricks.

Another of those days that’s every day.

Jeremy and Rachel have a new dog, Bella, who appears to be a miniature dachshund, although when her fur grows back from the rescue shave she will look more poodly. She is adorable.

Played (Hero 6E): Kaiju Academy: Field trip! Giant bugs! Another person with past-life memories! The PCs continue their streak of being completely useless and having to be rescued by NPCs so they don’t die, which has lasted for the entire campaign so far.

Read (novel): Lost Souls and a Demoness vol 2 (NC Lux): Person who turned into a succubus when she got sucked into the System’s dungeon because she really really needed the poison resistance is losing her resistance to the System’s idea of what powers and behaviors a succubus should have, but at least she made it back to Earth (briefly) and also found out some of what is going on and why Earth was important.

Read (from the shelf): FAIL.

Written (game design): 103:

Speaking of ranks, it would be good if a campaign limit of X ranks
applied to everything, powers and characteristics and talents alike, in
the way that a campaign limit of 60 points applies across the board.
This means that ranks do need to be pretty similar in utility (to the
extent we can quantify that) which means pretty similar in cost (to the
extent we can correlate those). Put another way, we need to adjust every
power so it’s equally useful as a 12d6 basic attack, then divide that
into 12 equal chunks. And then adjust enhancement ranks until they’re
the same size. Like, is melee/zone/next zone/few zones/many zones/line
of sight/via mindscan the correct number of steps for ranks of range?
Maybe we need to condense it from 6 ranks for the highest bracket to 4,
or whatever.

Tangent on range: is range worth as much as all the extra moves that
come with Strength? Since Strength includes a ranged attack, that
probably can’t be the case, so how do the costs for Str, ranged attack,
and melee attack work? I guess Str is melee attack with an advantage for
“can do all that other stuff too”, but is that just extra ranks on top
of the 2d6 damage?

It would be entirely within the spirit of paying for what you get
to split Strength into strength for lifting and squishing, melee
damage, and ranged (throwing) damage, so that The Amazing Forklift,
Captain Catapult, and Punch Buggy are all distinct. Like with
leaping, you can still punch and throw using just Strength, in a
half-assed way. I don’t know that we want to do this, but it would
solve some problems at the expense of a longer list of characteristics.
Also it fits with improvised leaping being just throwing yourself,
which is an idea I like more than it probably deserves. We’ll call
it a definite maybe.

I also still don’t know how to work skills into ranks. A level in
several skills, like we’re using to replace Int and Dex, is reasonable
as a rank, and probably just getting that number of skills to 11-, where the
ranks can start adding to them, is a rank, but what about familiarities?
Languages? Weapon or transport proficiencies? Does one rank get a bunch
of familiarities and/or languages? For skill familiarities, do they
somehow count toward getting the 11-? And how should languages work? The
chart with five kinds of lines around language groups and five levels of
each language is probably a bit much, but how far can we trim it down?

I did just read a post from a real professional game designer about sending
your beloved ideas to play in an “ideas to be used later” file out in
the country, so I accept that I may have to give up the notion of ranks,
but not until it’s been thoroughly chewed.

Skills are a bunch of small items that are mostly independent of each
other, so they don’t mesh well with ranks, which are for largish chunks
of even larger items. Characteristics are more like powers in this
respect: there’s a limited set of them, and they can each be pretty
large in terms of points, as large as powers. (Strength really is a
power anyway.) Maybe skills don’t need to be in ranks, they can just be
bought with points? That’s how Mutants & Masterminds works, and that’s
mostly where I’m stealing the idea of ranks from. Well, that and Silver
Age Sentinels/Tristat, which also doesn’t rank skills (or stats, but
they’re more like D&D stats than Hero characteristics).

A tangent about characteristics: Should we combine Constitution and
Ego? D&D established that bodily toughness and mental toughness are
different because they go with different classes, but aside from
D&D, how often do you see a hero whose heroic grit doesn’t keep
them going through all kinds of adversity? Although that’s not
taking psychic power into account, so maybe it’s still two
characteristics, just divided along a different axis. Grit and
Psyche? Psyche is then like Strength for mental powers, which are
analogous to grab, escape, squeeze, etc. But, everyone can use
Strength, even if with a low OCV, while not everyone can use Psyche
at all. Is the default level of Psyche 0d6, and you can use either
Psyche or Grit (default 2d6) defensively? Then all egoists have all
the active powers (Mind Control, Mental Illusions, Ego Blast). The
edges between Mind Control and Mental Illusions are pretty blurry,
and even Ego Blast can be somewhat replaced by Mental Illusions,
so lumping all those together seems okay. Telepathy and Mind Scan
are more sensory powers, though, so even though they’re based on
psychic might (unless they aren’t, because Hero) possibly they need
a different characteristic, or to be lumped in with sensory powers,
however those are going to be implemented.

Going back to skills, if the point of all this is to reduce the
amount of fiddling with single points, maybe the standard cost of
a rank should be 1. At the equivalent of five old points (or two
chonky points), that’s a 12- standard skill, a 14- knowledge skill,
+2 to an existing standard skill, +5 to an existing knowledge skill,
+1 with a bunch of skills, five familiarities, a martial maneuver,
a language or even a group of strongly related languages. This would
make a heroic character 20 points, or a standard superhero 70, which
is a lot less to fiddle with than 100 or 350. Is that too few? It
seems good for character creations, but doesn’t support a nice
gradual rate of advancement where individual skills go up by +1 at
a time, even if we award experience in fractions of a rank. Plenty of
systems have different mechanisms for character creation and character
advancement, but I don’t think that’s what we want here. Any character
should be creatable directly, without having to fake going through
advancement.

I guess that one pushed most of the other holidays off the 7th, since there aren’t very many listed.

Played (Hero 6E): Kaiju Academy session 3.All Champions teams have to play some variant of Queen of the Hill when the GM hasn’t prepared enough. But that wasn’t enough testing, so they had to get beaten up by a grad student’s plant golems. In between, they had to make sure the tappy spiders weren’t eating kittens (they weren’t, all sophonts want to be friends with kittens) and Amalia got attacked by a Prussian ninja, which is not a normal part of trig midterms even in Skyhold.

Read (graphic novel): The Girl From the Sea (Molly Knox Ostertag): A teenager who lives on a small island is rescued from drowning by a very cute and very strange girl. Awkward romance and messy friendships and closets and ecological disaster and sealskins ensue, but it is all okay in the end, mostly kind of.

Written (game design): 232.

Also Fibonacci Day, I guess because 1-1-2-3.

Played (Hero 6E): Finally, another session of Kaiju Academy! This time, our students engage in planned vandalism to find out where the draft in Irina’s room is coming from. The answer is spiders from dimension X (who know the Fibonacci sequence). Mal is never going anywhere without her armor and rollerskates ever again. Also maybe some kind of organophosphate item, since she keeps getting assaulted by arthropods. At least these ones didn’t get inside her clothes, but 2 Body of venomous stab wounds is nothing to sneeze at.

Did some more of the work writing project. Now I have something for each of the three sections, which is enough to submit to get feedback.

Read (manga): Noss & Zakuro vol 2: Further slice of spooky life with tall slinky vampire and tiny adopted vampire daughter in monstertown. They have friends.

Written (game design): 246.

Yes, intersex people do in fact exist! Fuck off, gender binary essentialists!

Played (Hero 6E): Kaiju Academy. Our characters mostly did get finished over the past two weeks, so we were able to play the first day of school, find mysterious drafts in our rooms, get our clocks cleaned by horrible bug monsters, and get send to remedial ass-kicking lessons. It’s Hero, so we don’t level up, but we got 10 XP, which was pretty sweet. Mallipattra did get to lick someone, but was not really enough of a horrible little goblin. Also she flashed the entire dorm because there was a huge venomous bug (maybe also poisonous, she didn’t lick it) in her nightgown.

Read (manga): Wakaba Won’t Give Up! vol 1 (Konkichi): I’m sure this is an unfair opinion, but it mostly seems like a knock-off of Tomo-chan is a Girl!, which was mid to begin with.

Written (game design):  758. This is stuff that I have been thinking for a while but had not written down in a way that got counted.

We celebrated by announcing that we could possibly be induced to give people copies of PDFs if we thought they should have them.

After cancelling gaming a couple of times, we finally reconvened. Chrisber is here, so we still have a table of five and don’t need to feel bad about failing to find new gamers. Well, not more than usual, anyway.

Jeremy explained his vision for how magic works and our characters have memories of past lives and there was much discussion but only Dave and Chrisber started writing up characters on the spot (conduit magic and fiber magic respectively, many Best Jeanist references were made which only Dave and I got; this is why we need more players). Do I even remember how to write up a Hero character?

Read (manga): Sanda vol 1 (Paru Itagaki): In the 2080s, due to the horrible state of the world and dearth of children, Christmas has been forgotten. The power of Santa is only sleeping, though, and a schoolgirl uses mysterious knowledge to awaken it in her classmate, so he can use his Santa powers to help find her missing friend. Said powers mostly seem to consist of turning into a huge old dude, but more powers are developing. By the same person as Drip Drip, which was also very weird, so likely to get even more cracktastic.

Written (catgirl): 178.