Tag: Protoplastic

Posts related to the game Protoplastic.

  • Key Item Campaigns

    Key Item Campaigns

    Classic Megaman (AKA Rockman) games maintained a nonlinear structure: they presented the player with a stage select screen showing the set of bosses they could fight, and allowed them to choose which one they wished to pursue. Death in a stage sent them back to the selection screen, allowing them to give up on a frustrating level and try something else if they wished. The clever part was that each boss granted a special weapon when defeated, and each boss was typically weak to one or more weapons obtained in other stages. This meant that, through trial and error (or strategy guide), one could work out an optimal order in which to beat the bosses: picking a relatively easy one at first, then a second boss that was weak to the weapon granted by the first, and so on. Once all eight normal stages were cleared, it unlocked the final set of stages, which usually included rematches with all the prior bosses, allowing the player to demonstrate their memory of which attack modes made shortest work of which bosses.

    Despite the many lessons learned from other games, I’ve virtually never seen an analogous progression structure in a tabletop RPG. Arguably Yazeba’s Bed and Breakfast is a contender here since you begin with access to several scenarios that can be replayed and unlock further scenarios, but it’s in service of very different goals, lacking an exploratory adversarial element. The nearest practical equivalent is an open world-style hex (or point) crawl – there are multiple sites of interest and you can return to them with tools acquired from others if you wish – but the friction of traveling between adventure sites is so great that one rarely exhibits the same behaviors.

    It’s an interesting system, though, one that rewards the kind of problem-solving deliberation TTRPG people love. It’s not overly difficult to implement, either, especially if one melds in the concept of gating progression behind acquisition of key items found in Metroid, Castlevania, and Legend of Zelda games. Therefore, I’m going to tentatively dub it the Key Item Campaign Structure.

    KICS

    The bones of the concept are simple. First, establish a “home base” of some kind that the players return to after every adventure. Next, lay out several adventure sites they can travel to from their base: the classic number is eight. Finally, create a separate adventure site that can only be reached after handling the others, to act as a climax to the campaign. Once this last site is cleared, the campaign concludes.

    A baked-in assumption here is that the campaign has a definite beginning and ending, with the spine of a single overarching goal. Open-ended forever campaigns are all well and good, but people have busy lives and it’s nice to actually reach a narratively satisfying conclusion to a campaign within a reasonable amount of time. The idea here is that you establish the stakes of a Problem in the first session, spend several sessions attacking sub-sections of the Problem, and then use that momentum to fully solve the Problem – or die trying, or watch the world burn, of course. Ideally each adventure should be tightly designed enough that it can be finished in a single session, to decrease the time between meaningful decisions of where to go next. There’s a lot to be said here for setting up a primary antagonist and framing each sub-adventure around one of their subordinates, in the style of Dr. Wily and his Robot Masters: it’s easy to grasp and puts a face to the threat in a way that evokes an emotional response from players.

    The details of how you implement this structure depends on the setting you’re using it for. Since I’m embedding it into Protoplastic, I’ll refer to that to show how the parts fit together, but the possible variations are considerable.

    Home Base

    This can be a hub city, a tramp freighter, a gang hideout, or anything else you can reliably assume the PCs will loop out from and back to each adventure. If possible this should be more or less centrally located on the campaign map, or otherwise justified in its equal ease of travel to the other sites, such as by teleporter or itself being physically mobile. While not strictly necessary, it’s a great opportunity to include a base building mechanic, letting you upgrade it with resources gathered during adventures to augment your team’s abilities in the future: better equipment, researching for more details on what an adventure site will include, and so on. Travel to the sites themselves should be relatively de-emphasized, perhaps the equivalent of an interpersonally-focused camp scene or a single travel event roll, if not elided entirely through hard framing questions.

    In Protoplastic the base is the home island of the heroes, and it also serves as a kind of session 0: the first session is the backstory of the lives the PCs lived before their journey, and includes the adversary (the main antagonist played by the GM) interacting with them to establish a relationship and clear threat from the start.

    Adventure Sites

    Although the classic number of sites is eight, it’s probably the upper limit to present at once time without overloading the players with information. You could go as low as three if you wanted, and six (as in the first Megaman game) would be a pretty reasonable number. However, you can bypass this issue by splitting the sites into groups: starting in Megaman 7, some games would only let you choose between four stages, and unlock a second set of four once you’d cleared them all. There’s a lot to be said for this model, especially if you’re playing a game with character advancement that dictates harder challenges over time. To manage this, make access to a second set of sites somehow diegetically contingent on completing the earlier ones. For example, if the second set are all deep underwater, the PCs will need to acquire a submarine “liberated” from an enemy stronghold in the first set – or if the second set is in a forbidden land beyond a great wall, completion of the first set might convince the king to authorize the party’s travel beyond the wall. This is the Metroidvania-esque part of the system, similar to requiring a double jump or magic key to reach certain parts of a dungeon.

    This same method of separating adventure sites allows you to block entry to the final zone until the players have completed the others: even if you acquired a submarine to reach the second adventure set, you might need an airship to reach the castle in the sky where the dark lord dwells. If you like, you don’t strictly have to gate it off, though: you could allow the players access to the last location right from the beginning, but simply make them too powerful to feasibly face at that point. Instead, each other zone they claim increases their power and reduces the main antagonist’s, until they judge their relative strength favorable enough to attempt a final attack.

    In Protoplastic, each adventure site is an island menaced by a particular monster or villain. You start out with three islands to sail to from your home island, “unlock” the second set of three by acquiring a new part for your ship that lets you bypass a barrier trait the islands in that set possess, and finally unlock the stronghold island of your adversary with a second ship part that negates the barrier trait of that island.

    Information

    For this entire premise to come together, it’s important for the GM to liberally hand out information about what will be in each adventure site. At minimum, the players should be made aware of what each location is, what the antagonistic force is, and what method it’s using: “A desert town suffering night raids by undead bandits” would be reasonable, as would “A space station plagued by biomechanical aliens abducting people”. Arguably you could give even more information than that, framing it in terms of traveler’s rumors, intelligence reports, or prophetic visions. In Megaman you gain that information through failed attempts at beating a stage, but a TTRPG doesn’t have the luxury of spending that much time, so it’s better to just give that information freely. You want to establish enough details that the players can formulate some sort of basic plan: they know, perhaps, that a red dragon is there, so they prepare ranged weapons and fire resistance spells.

    Upgrades

    The remaining piece of the puzzle here is the upgrades the player characters receive, the equivalent of the special weapons that deal extra damage to certain bosses. In an RPG context, the most obvious ones are simply that, elemental weapons: if you know there’s a fire boss and an ice boss, you can make the decision to fight the fire boss first, then use the flamethrower you get from it to first-turn melt the ice boss. It also includes pretty much anything that would be traditionally seen as a “magic item”: phasing cloaks, darkness lamps, and so on, all useful when operated cleverly. In Protoplastic, such upgrades are the entire progression system: you are made out of plastic parts, and so is everything else, so when you defeat a creature you can slot its parts into yourself to gain its power. You don’t necessarily have to go that far, though: even just treating it like a more intentionally placed version of a standard D&D-style magic item economy still fulfills the role as long as the artifacts are designed to interact with the other adventures in the campaign.

    That’s what this is, in sum: a way of writing adventures in view of the campaign as a whole rather than purely self-contained to the adventure itself. Each session of your campaign can be an exciting new challenge,  yet predicated on past challenges and looking forward to future ones, all drawn into the gravity well of the final boss. A campaign can be a skeletal structure that supports the adventures within, rather than simply a big sack containing them.

  • Iterated Crisis Phases

    Iterated Crisis Phases

    So I got the chance to run another playtest session of Protoplastic, this time with an entirely different group of players. I ran essentially the same scenario as the last session, but with the tweaks identified in between: no virtues and no sleep debt, making it harder to avoid almost all consequences like before. These changes worked as hoped: this time around, the heroes succeeded and failed in a roughly 50/50 proportion, ultimately slaying the monster to free the island but suffering heroic hardship in the process.

    However, the players simply didn’t care for the dice bank, the core mechanic of the system. Although choosing pre-rolled dice from a collective pool created more opportunities for meaningful choice, the choices weren’t meaningful enough to offset the loss of excitement provided by random chance in the moment. This version didn’t include the dice result-based special abilities I intend to add once the basic rules are solid, but frankly if it’s not working at this foundational level then something is going wrong. The prior group responded positively toward the concept, though, so I don’t think it’s unsalvageable, it just needs to be looked at in a somewhat different way.

    Acceptable Losses

    One part of the adventure garnered praise from both play groups: the crisis phase. This is a concept I derived from reading the “scramble” minigame in Deathmatch Island: a time-limited situation in which the players are presented with a handful of threats that will come to pass if they don’t stop them, and opportunities to claim advantages that will be gone later. Since each person only has one action to take before the scramble is over, the players have to strategically choose which casualties are tolerable and which prizes are worth the risk. This concept slotted perfectly into the idea of pre-rolled dice: you roll a number of dice equal to the number of players, then allocate them to the threats and opportunities. In the playtest scenario, the heroes were presented with an unnatural lightning storm setting various parts of the island on fire and leaving the village elder in critical condition, but also creating enough chaos that they had the chance to investigate the caldera (the thunderbird’s nest) to learn a useful secret. Ultimately, they chose to put out the fires and investigate the caldera, but let the elder die. That kind of difficult moral/practical choice is, in my view, one of the best things tabletop RPGs have to offer.

    Therefore, let’s expand upon it. Let’s see if it’s possible to build the entire game out of iterated crisis phases.

    Infinite Crisis

    First of all, instead of “crisis”, we’ll generically call a situation a “challenge” – think the “skill challenges” so popular as a concept (yet rarely satisfying in practice) in years past. Typically, each scene is a new challenge, be it a business negotiation, a car chase, an occult ritual, or otherwise. In between challenges, players engage in the normal gamut of dialogue, roleplaying, and choices of what to do next, which leads to the nature of the next challenge. The GM (or collective group, or look-up table, depending on the style of game) also introduces a change in circumstances in between challenges, either in a procedurally generated fashion (like a random encounter), or as a linear progression of scenes in a countdown timer.

    More involved scenes can be split into two or more challenges: so, a battle might consist of a couple back-to-back, building upon one another. In cases of a single situation taking more than one challenge, a substantive change should still occur in between, such as a shift in location, or a boss revealing their true form.

    A challenge is built out of two types of aspect: risks and rewards. Risks are undesirable events that will occur unless stopped: harm to player characters, death of side characters, loss of reputation, or generally any sort of “hard move”. Rewards are opportunities to claim resources – equipment, allies, information – that the player characters might want. The GM explicitly lays out the situation with all of the relevant risks and rewards, erring on the side of more specific details about what will come to pass rather than less. Each of the other players then rolls a six-sided die and collects them into a shared pool in the center of the table. Rolls of 3 or less are failures, rolls of 4 or more are successes.

    As a group, they then decide how to allocate those dice to the current set of risks and rewards. Each success allows them to either negate a risk or claim a reward: if a failing die (or no die) is allocated to an aspect, then either the threatened event comes to pass, or the chance to acquire a resource passes by, respectively. Whenever a player allocates a die, that represents their character taking an action, and should narrate it as such. Once all dice are used up, the challenge ends, with the GM narrating the resolution of any unthwarted risks and the overall aftermath of the situation.

    So, for example, say you wanted to handle a journey through the wilderness. You might structure it like this:

    Journey

    Risk 1: You’re attacked by local predators – one PC takes an injury.

    Risk 2: You get lost and waste time – roll for an event.

    Risk 3: Your rations run short – deplete your party’s supplies.

    Reward 1: Complete the journey.

    Meanwhile, a combat round can be easily rewritten into the challenge format by making each enemy action into a risk, and each ally action into a reward. More interestingly, though, it easily scales up to mass battles:

    Battle

    Risk 1: A quarter of allied troops are killed or captured

    Risk 2: Allied forces retreat from the area.

    Reward 1: Kill or capture a quarter of the enemy troops.

    Reward 2: Make the enemy force retreat from the area.

    Challenges don’t need to conform to specific templates, though. They can be assembled in a modular fashion on the fly, taking into account the present state of the fictional game world. They also have the handy property of “zooming out” with barely any extra effort, allowing the PC’s efforts to unfold in multiple locations simultaneously and over longer periods of time than games normally allow.

    Escalation

    Of course, sometimes you’ll be faced with situations where you cannot abide by certain risks coming to pass. To avoid having to compromise, you can add extra dice to the pool. You do so by bringing in (usually through expenditure) an asset of some kind: an apt tool, a crucial secret, a spell with an effect you can argue would be useful. Skills and abilities could also give you bonus dice for relevant types of challenge. Most interestingly, if you’re losing, you can alter the situation in two different ways, even after the dice are initially rolled.

    One, you can create a new risk to roll an extra die. This might involve pushing yourself so hard that you now also risk exhaustion, or doing something unethical to give yourself an advantage at the risk of censure.

    Two, you can escalate a conflict by bringing in a new asset that wouldn’t previously have been relevant: the classic case here is pulling a gun on someone during negotiation. This allows you to now add an extra die for the weapon, potentially giving you the high die result you needed to convince them to give you the Macguffin, but also provoking them to do the same, if also armed. The GM is free to add a new risk to represent this.

    Many dials to turn and levers to pull. As always, time for more playtesting.

  • Protoplastic Prototype Playtest

    Protoplastic Prototype Playtest

    It’s been a month since I last gave an update on Protoplastic, and there’s a reason for that: when I tried to run a playtest one-shot shortly after 0.4 came out, only some of the players were able to make it and we didn’t reach quorum. However, a few days ago I was finally able to put together a proper playtest session, which I’m now pleased (and relieved) to be able to give a report on.

    Prep

    I can’t be overly upset about the first playtest falling through, since the act of preparing for it revealed quite a few things about the system from the GM’s side. I loved the cute form factor of the half-page character sheets, but soured a bit on representing body components as little squares to be placed on a grid atop them: I know this is a beloved aspect of Mausritter inventory, and it gave a great sense of building your character out of physical components in the absence of actual plastic pieces to snap together, but cutting out numerous copies of every possible part was a bit tedious, and once a session was over, they would all need to go into a bag rather than remain on the character sheet anyways.  All of that said, some players adored this physical aspect of the game, so maybe I’ll keep it.

    I also found that there was just too much stuff going on. The basic resolution system wasn’t complicated, and neither was any individual subsystem, but as a whole I started to question whether it all came together the way I imagined. I had tuned the game towards a lateral problem-solving sandbox with heavy crafting elements, but although that appealed to me as a concept, once assembled it didn’t feel like it delivered on the desired fantasy: it wasn’t what a potential player would be looking for when they were sold on a Bionicle-inspired RPG.

    So, over the next few weeks, I reworked 0.4 to turn it into a game that I found easier to hit the table with. For one thing, I accepted that this was, in fact, a game about combat – a huge departure for myself, who has never much cared for TTRPG combat and always written games that minimized it. It grew clearer that the most functional gameplay loop for the premise was essentially Monster Hunter: there is a powerful boss enemy causing problems for an island, you run around gathering resources to prepare to fight it, then you have a big fight as the third act capstone of a session, so you can harvest it for parts to upgrade yourself. I didn’t completely remove the elements of travel and building things, but I pushed them a little further into the background.

    Crucially, I changed the core mechanic in two ways. First, the Tyrant no longer has their own dice pool (switching to a “players roll all the dice” model) to solve the question of who revealed their die first. Second, the die pool now measures time: it has a number of dice equal to the number of heroes (essentially abstracting their collective action economy), and whenever it runs out, that “round” ends, and time passes. I wrote up a set of events that occurred in sequence whenever this happened that acted as a sort of doom track to disincentivize dithering.

    Opening

    To keep things simple, the players were offered a selection of pregenerated character to choose from, of which four were selected as the heroes of the evening. These were:

    • Kavama, cautious farmer turned aggressive Hero of Fire.
    • Miru, patient builder turned passionate Hero of Oil.
    • Onogi, mercurial sailor turned patient Hero of Metal.
    • Utavu, principled leader turned alien Hero of Void.

    Each player drew their mask in the provided space on the character sheet, as shown above. Exceedingly pleased with how those turned out.

    These four began as villagers on the small island of Korunoi, in the fishing village of Ikeru. One day a canister full of heroic masks but no pearls to go with them washed up on the shore, and they took up the masks to complete the destinies that would otherwise go unfulfilled. I asked each player why their character chose the mask they did, when they each ran counter to their natural temperaments, and got some interesting answers: Kavama chose the fire mask so they could feel confident instead of anxious, Miru chose the oil mask so they could seek greater beauty in their craftmanship, Onogi chose the metal mask to temper their impulsive heart, and Utavu chose the void mask simply because it let them embed post-hypnotic triggers into people. Worth remembering those reasons for future reference in how I frame the mask/pearl divide.

    Rather than do an origin story, the gameplay proper began with their careers as heroes already underway, heading to the crescent-shaped island of Mahivota, where unseasonable storm clouds had gathered. When given a choice of either navigating through the treacherous sprue reef or taking extra time to go the long way around, Onogi chose to employ their telescopic sight to carefully guide the catamaran through the hazardous zone and land on the beach. Once their feet touched black magnetite sand, the exploration began.

    Exploration

    Thus began the main phase of the game, a pointcrawl across the island. Starting on the beach, they made their way to the village of Nuikolo, in which the elder Hotata explained their fellow hero, Seleso, had already arrive a year ago, and protected them from outside dangers – at the price of devouring one villager each month. The heroes stood witness to the ritual sacrifice of Ue the artist, who had (informedly) volunteered for this duty. Out from the top of the extinct volcano Mt. Mahi flew a giant bird with transparent purple wings, which landed only long enough to eat Ue whole, and for the heroes to see that it did, in fact, wear the Mask of Lightning on its forehead, presumably why the villagers treated it as the hero.

    None too pleased but not wishing to immediately draw the ill will of the elder, the heroes traveled to the organ farm to the west. There, an oil well flowed through a spiderweb of canals to feed a field of twitching limbs and half-formed heads. They spoke to a farmer who implicitly pleaded for them to stop the sacrifices, as they were running out of new bodies – agreeing immediately gave them a debt owed by the farmer, which spontaneously seemed like the most natural way to indicate taking on a side quest.

    From there, they decided to brave the eastern jungle to capture a creature appetizing enough to act as bait for the bird, but in searching the area they discovered an old lava tube that led up the mountain, acting as a secret entrance. This let them sneak up on the sleeping creature in the caldera, and bind its wings with a pump cannon arm filled with fast-drying glue. It flew into a rage, and called the storm down upon the island.

    Crisis

    This initiated the final phase of the game, which I termed the “crisis”. Based on Agon 2nd edition’s “battle” rules, the thunderbird’s rampage presented a set of threats (the oil well burning from a lightning strike, the village being destroyed, and “Seleso” eating Hotata), along with the opportunity to search the caldera to find a useful secret. Through a combination of decent rolls and burning most of their remaining character resources, they managed to achieve every one of these goals, leading to the final battle with the electromagnetic raptor.

    The boss fight was built around the concept of a big creature being treated as a collection of parts you could individually target: it was very powerful, but you could knock out its claws so it couldn’t swipe you, and so on. The players largely sidestepped this whole dynamic by maneuvering it into a fragile part of the caldera, sending it tumbling down into an empty lava chamber beneath, then performing a plunging strike to finish it off. Thus, the day was saved, and in spite of the half-charred state of the village, no more sacrifices would have to be made. They claimed the lightning mask and moved on to the next island.

    Lessons Learned

    The problem that immediately emerged was that, even with barely decent dice rolls, the heroes always succeeded at checks. Whenever something needed doing, they had the party member with a +1 in the relevant virtue do it, and since they could strategically choose the dice that would just barely succeed with the bonus, they hardly ever suffered any negative consequences. As such, we agreed to drop the virtues within half an hour of playing, and balance was quickly restored. The virtues always felt a little tacked-on to me since they weren’t derived from body components, masks, or pearls anyways, so I’m happy to just remove them entirely in future builds and instead provide (rarer) modifiers based on specific parts.

    The third problem was that, even with failures on dice, the heroes still never suffered any defeats, because they had enough mask and sleep debts between them to soak any consequences. The takeaway here was the removal of sleep debts: like with virtues, I already didn’t care for them (mostly due to the awkward name), whereas mask debts were far more interesting, representing you drawing upon the power of your mask in a way that make you vulnerable to its influence and prone to elemental-emotional outbursts later on.  I could even remove the ability to soak consequences with mask debts altogether, and just use those to power elemental abilities. Perhaps you could still choose to break parts instead, to fulfill a similar function; I’ll put some thought into it. Regardless, future games should properly force actual hard choices the way they were supposed to.

    Speaking of hard choices, I really liked the crisis rules: they really emphasized the idea of managing limited options that the dice pool mechanic was all about. In the future I’m curious about using it for even more parts of the game – combat could potentially be thought of as an iterated crisis, with threats being telegraphed attacks by boss monsters.

    Player feedback did indicate that the passage of time made them feel hurried, preventing how often they were willing to take time to search areas and the like. In the future I should probably employ random events: I’m imagining 1d6 tables, which hunters can place dice on to hunt for (or avoid) during encounter checks. Timed scenarios can still exist but the time limits should be explicitly established so that the players aren’t fearful of a vague, unknown deadline.

    In the end, all of the big problems that revealed themselves in play were relatively simple fixes: just take those parts out! Streamlining is going to be the name of the game for the next version, which I’ve already begun work on.

    I’ll keep everyone posted about version 0.5 as it develops, so thanks for reading!

  • Built out of Plastic SRD

    Built out of Plastic SRD

    Because the end of the Minimalist TTRPG Jam 4 was coming up, I put together a System Reference Document (SRD) for the upcoming game Protoplastic, offering a generic version of the underlying rule set. Following in the footsteps of terms like “Powered by the Apocalypse”, the adjective for a derivative system is “Built out of Plastic, or “BooP”, because it sounds amusing.

    Get It Here

    This SRD was made to conform to the jam rules, and therefore presented with no art and the simplest possible layout. This is why the text shows no regard for page breaks – that was part of the rules! It’s also fairly messy, since it needed to be done before the deadline. In the future I will come back and update this with more considered formatting and the more refined version of the rules that will result from Protoplastic actually being finished.

    Is it absurd to make an SRD of an unfinished game? Arguably. Do I apologize? No.

  • Protoplastic Design Diary 3 – Hot Swapping Body Parts

    Protoplastic Design Diary 3 – Hot Swapping Body Parts

    Previous Entries: Design Diary 1 – The Pitch | Design Diary 2 – The Blockcrawl

    Now we come to the special sauce that makes Protoplastic a distinctly Lego-inspired game: you assemble your character out of modular components, and can replace them as you find new ones. This is the primary “equipment” system – you’ll be able to carry objects around when necessary but you won’t really wear armor or wield weapons, those things are directly part of your body. This is also the primary advancement system, largely eschewing the idea of “leveling up” in favor of purely diegetic character progression represented directly on the body for all to see. Let’s break that system down.

    Exobiology

    The creatures of Protoplastic’s world are able to remove and exchange their body parts with relative ease. Why? Because they’re made of living plastic. In the 1970s, Carl Sagan and Bishun Khare published a paper describing organic compounds called “tholins” in Titan’s atmosphere, thought to be precursors of life1. One such compound was reproduced in a laboratory: polyacrylonitrile. That name mostly likely means nothing to you by itself, but the resin can be combined with two other polymers to produce acrylonitrile butadiene styrene or ABS – the kind of plastic LEGO pieces are made of. As such, although the inhabitants of the world may not understand this chemistry, it forms the basis of the liquid “protoplastic” oil sea that living organisms solidify from. They have a plastic-based metabolism, analogous to cellular life on Earth but operating by different biochemical pathways. Although comfortable to them, their atmosphere would be poisonous to us.

    However, sapient beings possess one non-plastic component: their pearl. Divers pluck these fist-sized silicon orbs from the bottom of the ocean to act as the identity cores of new villagers. The translucent glasses spheres contain visible golden circuits that interface with protoplastic when slotted into a body, allowing them to maintain a continuity of consciousness no matter how much else is replaced, even their heads. They’re just a bit like “śarīra”, the pearls said to be left behind by enlightened Buddhist monks.

    Full Rebuild

    Each player character has five standard body slots that they can put any appropriate components into if they possess them. Those slots are the head, arms (right and left), torso, and legs. As the title implies, all of these slots can be swapped out whenever you have the time to pop off a piece and snap a new one onto the bare joint. If I had infinite Kickstarter money, I would wholesale replace the character sheet with plastic miniatures: you could just build a little robot instead of tracking your parts on paper.

    Head

    I might end up calling this one “Mask” instead – depends on the outcome of a decision point that I’ll discuss later in the Discussion section. Your head slot determines your senses (such as infrared vision, ultrasonic hearing, etc.), can effect your social standing (it’s literally your face, and may be especially beautiful/horrible as well as reflect a certain societal role), and might give you skills or other mental traits. It’s possible to swap out because your “soul” is in your pearl.

    Arms

    I initially wanted to just have a single “Arms” slot to keep things simple, but anticipated complaints at the table, so each arm is treated separately. They can be clamps, tentacles, or any sort of tool or weapon, from drills to flamethrowers. Generally speaking you’re not carrying a sword in your hand, your hand just is a sword.

    Torso

    Your main body provides the functions that armor does in other games: protection from damage, elemental resistances, and the like. Some torsos can also alter what slots you have available, such as giving you four arms instead of two.

    Legs

    The least literal of the slots, as while it holds actual legs in the default villager configuration, it covers all forms of locomotion, such as wings or even wheels. Along with the torso, this slot creates the possibility of rather odd player character body plans that diverge from the expected humanoid.

    Discussion

    In addition to the basic emulation of the media on which the game is based, the ability to respec your character on such a fundamental level provides numerous opportunities to address challenges by taking on forms best suited to them. Want to get something beneath the ocean? Everyone takes the waterbreathing head and the fin legs. About to fight a lava monster? Slot in a fire resistant torso and an ice spear arm. In most games, scouting and information gathering is of limited utility because you only possess the static abilities of your build, but a Protoplastic team can assume bespoke new builds as the need arises. Just keep your spare parts on your ship and return to it when you need to switch out.

    I don’t plan on restricting how you acquire new parts, either: take down a creature with a given part, and you can loot it. This leads to strategic decisions by the party to hunt down a certain foe in order to harvest the parts they need, Monster Hunter style. I’m absolutely okay with the idea that the players might beeline to a particular location to get a certain part that completes an overpowering build – a grab for asymmetric power like that is satisfying to pull off and a reward for clever play.

    The aspect I’m still trying to work out is how to handle masks. On one hand, they almost make more sense as the head slot more than heads per se (which weren’t the focus on the toys), and open up interesting design space when I bring in certain other ideas, such as masks that grant control of reshaping islands or unlocking ancient doors. On the other hand, with the extreme level of malleability characters are capable of, there’s something to be said for making your mask the one largely invariant component, something you draw on your character sheet in a little provided space to give them a consistent visual identity – if your chronicle was a show or a comic book you would want that kind of recognizable marker for the audience to know who was who. This would also match the idea of your mask embodying a heroic journey you mantle and follow to its conclusion.

    Let me know in the comments what you think! I’m curious what others think is the core fantasy of being a biomechanical seafaring warrior – do you care more about the freedom to design strange forms or the ideal of a mythic hero?

    Either way, next time I’ll cover the core resolution mechanic, tentatively called the “dice queue”. I’ve really been holding back not talking about it until now~

    Footnotes

    Featured Image:
    Bionicle Comic Issue 2 (2001), Cover

    1 https://www.nature.com/articles/277102a0

  • Protoplastic Design Diary 2 – The Blockcrawl

    Protoplastic Design Diary 2 – The Blockcrawl

    Previous entry: Protoplastic Design Diary 1 – The Pitch

    With the preamble covered in the last diary, let’s get down to the specifics. Future posts will cover other aspects of the game (I’m particularly excited about the dice system, as someone who has avoided dice for years) but today let’s cover the core gameplay loop as a foundation for everything else.

    Because it fits the premise of island-hopping self-made heroes, Protoplastic is going to be an OSR-ish hexcrawl – sort of. On the first count, “OSR-ish” because I’m adhering to the general principles of simple, modular systems and emphasis on player creativity in solving problems, but “vaguely” because I’m not anywhere near dogmatic about Old School principles, and what “OSR” even means that this point is debatable anyways. I actually do like solid rules, not just rulings, and think that you should want to engage with a game’s mechanics. Also, I’m going to fuse in some storygame-adjacent tech: most notably, certain circumstances will grant players narrative authority.

    On the second count, I say “hexcrawl” because that’s a recognizable term, but it’s actually going to be squares instead of hexes, both because of the recognizable shape of plastic bricks, and the fact that islands in the setting are in fact composed of clustered cubes. Thus, I’m choosing to call it a “blockcrawl”, the squares of terrain made cubic by taking vertical space of the seas below and skies above into account. It would all look lovely with an isometric map, if that doesn’t end up posing too much of a legibility problem – otherwise it can just be handled by paired horizontal and vertical slice maps. Verticality is something that roleplaying games have implemented in the form of dungeon levels since the earliest days, but I think it could be employed in a more fully-realized fashion.

    Setting Out

    As inhabitants with a shared interest in saving their home island, that’s the first thing players ought to get involved with. Think of something like the city creation phase from His Majesty The Worm1, which gives everyone at the table the opportunity to collaborate on an island they feel like they belong to and will be motivated to defend.

    I’m particularly inspired by the procedural sea generation tables of Wind Wraith2 that create groups of islands linked by trade routes and controlled by regional rulers that can be overthrown – I love idea-dense random tables, so Protoplastic is going to be stuffed full of them. The GM shoulders by far the most burden of making a campaign (here called a “chronicle”, for reasons you can probably guess) work, so I’m going to take absolutely any opportunity to provide tools that put that burden onto me as the designer instead. You’re going to roll some dice and get an entire map ready to explore from the beginning – or, more likely, generated as you go along.

    As befits a seafaring game, expect a system for sailing and customizing a ship as the player party’s home base. This isn’t going to be overly complicated (nor will any part of the game, if I can help it) but it will involve managing time and risk to get where you need to go. The ship is your home base of sorts, where you store equipment and can bring on NPCs as crew. Crucially, you can upgrade it with more movement capabilities, letting you visit new parts of the world, Metroidvania-style3. It’s less about tracking how many rations you have on board (which is more tedious than fun) and more about increasing your range of mobility – a faster ship lets you visit islands further out than you could before. This is also where the verticality comes in: much like a Final Fantasy game giving you an airship two-thirds of the way in, once you can fly you open up an entire additional layer of locations to visit. Likewise, sealing and pressure-proofing the hull lets you dive to the bottom of the oil ocean to find what lurks below.

    Fulfilling Your Destiny

    So what are you actually doing, though? You’re doing what fate failed to do for you. First of all, your island needs resources, and establishing supply chains between islands makes that happen. To accomplish this you need to help out the people of neighboring islands, solving their problems for them (e.g. rampaging monsters, corrupted shrines, and mysterious plagues) to foster good relations and get them on board with the overall project of uniting to save the dying world. Once you’ve done that, you’ll need to travel further afield to find out why everything is in this dire situation. Exactly what that is will vary from chronicle to chronicle, as giving a canonical answer robs the players of surprise, so like everything else there will be tables of possible revelations.

    You don’t have unlimited time to find a solution, though. Much like many other games, major threats are systematized with a list of events that progress over time unless you do something to thwart them: tyrants expand their influence, unnatural disasters brew, and catastrophic rituals are completed. Unlike most games, though, those omens are diegetically known to the player characters in the form of prophecies. They are directly aware of how many steps along the doom track the world is, because that sequence of events was revealed to them by the precognitive signals of radio-shamans.

    The main threat of a campaign always has a face, decided by the GM at the start of the chronicle. Here I’m drawing on the idea of the Overlord from Fellowship4: the GM has a character they build and play alongside everyone else, albeit using different rules. They want to acquire certain artifacts, and send their subordinates out to collect them, which the player characters try to stop. Their special traits are linked to certain artifacts, so you can weaken them by stealing or destroying their sources of power.

    Most powerful of these artifacts are the masks of power, which designate the wearer as possessing authority over an element. Putting on the mask of an absent hero mantles the destiny that hero was supposed to achieve, so not only does it grant you special abilities, it also binds you to a geas that may see you acting against what you as a person actually want. This functions as a personal version of the global track the antagonist progresses down: you advance through the steps of their (your) legend.

    Looping Back Around

    The core gameplay loop is this: you travel the perilous seas to a new island, solve whatever problems the locals are having, then return home to work on various projects through downtime actions. This advances the doom track, so you don’t have time to linger. In the meantime, you’re advancing your character through the acquisition of useful artifacts and furthering the legend of your mask. Most of the advancement is the former: you won’t consistently achieve bigger numbers, but rather gain horizontal capabilities that let you address situations you couldn’t before.

    Mostly horizontal, that is. There’s a way to make a grab for early-game asymmetric power, and it’s the real heart of the game that I’ve only alluded to so far. I’ll cover it in the next post: “Hot Swapping Body Parts”.

    Footnotes

    Featured Image: Bionicle Comic Issue 11 (2003), Cover

    1 https://www.hismajestytheworm.games/

    2 https://lazylitch.itch.io/wind-wraith

    3 https://goblinpunch.blogspot.com/2024/01/hexcrawls-kinda-suck.html

    4 https://www.drivethrurpg.com/en/product/177662/fellowship-2nd-edition-a-tabletop-adventure-game