Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Sunday, 7 June 2026

Chatting with AI - regular blog

 I think this is kind of weird and kind of funny, you need to take a lot with stride of the AI and its quirks, but if you do, you can gleam some insights.

Explaining your game to AI

to see how much it works,

and trying to ignore the sycophantic nature


    Image Prompt: AI helping me write the game.

The Latest AI is a funny thing, it loves to tell you what a great idea you had, and how it can help you use it. Like any thing in life, you need to control yourself, not get caught up in the nature of the salesman and treat everything like a trap, BUT still enjoy the experience along the way.

I've been explaining my game system to AI and getting it to walk through stress tests and such things. I used to do this with friends every Sunday, but patient can get thin, people have their own desires and push them, and you can get lost in the weeds.

I've explained how one time, we had a 4hour, single combat round, to try to understand HOW this stuff worked. It was the lynchpin that eventually broke up our group, yet it was also a very powerful learning experience that taught me a LOT about roleplaying, gaming, and games mastering that has helped my career as a professional Games Master.

So having a 'robot' to talk through, rationally, (if you can ignore the constant praise) the game rules, its quite nice.

What has it helped me with? blocks of text. that's it.

Each and every time it had an insight? it was just telling me what I already told it, or what I hadn't yet told it.

What it did do, was structure out 12 paragraphs, in a clear and concise way that I had pages of fluff and drivel. 
My 12 archetypes, sure, I had them 'sorted' but clearing up a niggling word or a phrase to match the pattern of the other 11, was very helpful. saved me days.. but only because I knew the topic.

If I didn't know this, I might fall into the trap of letting IT do the work, and oh boy, that would have been a disaster.

So often it has dropped a lifestyle or inserted a new one that didn't exist.

My Skills lists have grown, and shrunk a dozen times from missing or false positives added, or morphed lists. Often the skills don't even match the medieval culture, because AI context only goes back ~100k+ tokens. so the first question gets lost along the way.

As a result, I can't just copy paste its work, I always have to take what it says with a pinch of salt, and I need to double check its lists.

What it DOES do well, is 'create' new stuff that is unimportant. Lists of NPC names, professions, career paths, etc, Its.. the stuff in the background.

Have you noticed, with an AI painting, the first glance everything is right.. then when you inspect it.. things are wrong, things in the background are not quite what you'd expect.. from a distance, without scrutiny, its all ok, just up close that face in the background has a 3rd eye, or is it an ear, that hair colour is not quite natural, that arm, where did that extra arm come from.

As its is with the background noise of NPCs, at a glance, all ok, all useful, then when you need that NPC ist stats don't match its career, its backstory is a little off from the plot of the game. 

Its ok, I can cross out the parts that don't work, mid game, and proceed. It was saving me 'some' time, but I am prepared just in case, as any half decent GM should be.      ;P

Thursday, 7 July 2022

Some Magic Items, are not cursed, just.. expensive..

Looking at some of the movies and the artefacts they give us, can influence or create ideas:

StormBreaker: the Cursed Axe

Our Hero, finds this massive axe, finding he has the strength to wield it, he enters battle, and mid fight, when the player rolls a double 12, the GM determines that this "double bad" can mean the discovery of the "curse" of the axe.

The GM asks the player, you know this is bad, so I'll get you to roll a d6, but I'll let you add a number to it of your choice, which will affect the power of this axe. The Player chooses 10, and rolls a 5. 

The Axe flies from his hands, lightning crackles from its metallic sheen, the axe embeds itself into the opponent, taking 225 damage, yet microseconds later, the opponent disintegrates the axe slowed, still continues its arc into the ground, and within a 15ft radius, all creatures take 15 damage, they are mostly killed.

The character though, our hero, is drained by 15 magic points, magic he doesn't fully have, this, according to magic rules, causes some physical damage, and severely hampers his ability to regain magic (the negative modifier cancels out any natural regeneration rate, and % chance to learn)

Stormbreaker is just a regular axe, mostly. It only becomes dangerous when you try to actually channel power through it.

Captain America was able to swing it, when needed, as a plain axe, no lightning going off.

Thor understood that the Axe would drain off power, to cause its effect and thought "their bodies would crumble and their minds collapse" 

Mjolnir, has its own, internal MP to enact its powers, but Stormbreaker conjures lightning bolts and open portals, siphoning off your own power.

If you have no MP to give Stormbreaker, you’d be literally draining your lifeforce (blood magic). Your very natural essence would be drained away, and you would die.

For a god like Thor, or anyone else who has loads of energy stored inside of them, that’s no problem. The weapon would just amplify and project whatever power you normally produce without it.

But for non magic users, it’s very dangerous.


This gives GMs a whole set of 'effects' that create magic items, that act like curses. Draining the life force of a person, causing negative effects, where else have I seen that?


Harry Potter, carrying the Horcrux, he and his companions, magic users at least, were being constantly drained, and an effect of it was a poisonous effect on their mind. Doesn't need to be a 'curse' effect that is laid upon a player, instead its a result of the negative MP score. 



The story might have a magic item, something like a bracelet, that makes the player 'feel more powerful' maybe bestowing a +1 STR value, BUT each time the STR component might be needed, the GM imposes a -1MP modifier, the object is draining the players magic to 'cause' it to work. if the player is not a magic user, the effect is recorded by the GM but the affected hero would feel the results.


any Strength task that is at least half of the STR value of the character, would trigger, minus a MP from them, and slowly, be draining their life as per blood magic rules.


The player would only get informed of the modifier once they reached the -1 effect to their character sheet. Taking the bracelet off won't affect the drain, since the drain is on the character, The player might think they are cursed, go to a shaman or healer, and have the curse lifted. no effect. the player, unaware or unsure, but put the bracelet back on. 


Only if they put the bracelet on a magic user, who then uses their strength to perform an action will notice the subtle change, the MP cost, and realise, the 'cursed' character is actually just magic drained.


The Beauty of this, the players have discovered a negative, they search out the negative, and if they experiment with the bracelet, they'll stumble on the clue and realise what's happened. The MP can be restored with rest & channeling from the mage, the players all learn something about the rules of magic, the players figure it out for themselves, instead of the GM force-feeding them the knowledge, and it can last several sessions, the 'fighter' being "ill" for several sessions, not knowing how / why, but in effect being a whole level worth of stats lower than usual, forcing the group to rethink their game plan for several sessions. 

Monday, 10 May 2021

[GAME] Relationship Dice

 This is a little game I Invented when I was travelling Russia in 2010, I had broken up with a girl and was feeling depressed about the baggage we both brought to the relationship and how it broke us up, and I was thinking about this.. like.. imagine we could "see" this baggage and somehow mitigate it.. and it lead me down this path to invent

Relationship Dice:

What you need are several pairs of dice, but it is possible with only 2 dice and paper & pen(cil)s instead.

Its multiplayer and its roleplay, you should describe the results to the other players, get them engaged in your story.


The Idea of the game, is to get married before your friends, but be warned, if your friends get married in the same turn, and their relationship score is above yours, they might win, and further more, you might actually lose the game by getting married too early. Its a risk-reward game of dice and numbers, but if you roleplay your numbers, well, it can be so much more.

START

First, you roll your "looks" score on d6. If you are a girl you add 1 straight away.

Second roll your "baggage" on d6. If you are a boy you minus 1 straight away.

Your personality is 10, minus looks and baggage, +d6.

TIME LINE:

Timeline is approx 1 year of life, starting from 16. 

For the first 3 turns, you can add d6-1 to your looks, if you roll a 1 or a 6 , you can add 1 to baggage.

Each turn you are single, add 1 to baggage, and 1 to happiness if at least one other friend is single too.

If you are single, you can roll for a new relationship, and if you are in a relationship, you can roll on the relationship chart.

If two people are single, and 'team up' they both reroll 1s and 6s for their relationship roll.

NEW RELATIONSHIP:

When you 'meet' you roll 2d6, this is the 'score' of your partner when you meet them. If their score is within 3 points of your "looks" you can choose to gain them as a 'partner' and are dating. Caveat: If you want to, you can 'pursue' them for a 2nd turn, and add your happiness to your looks, to win them over.

IN a RELATIONSHIP:

If at any time you want to end the relationship, you may choose to do so with a -1 happiness and +1 baggage. also, lose all love, gain half the love score as 'sadness' and +1 baggage if your love was above 10.

If at any time, your baggage is above your love, your relationship will fail, lose 2 happiness, gain 2 sadness, you are now single.


In the first turn, you roll 2d6 and add it to your love score and halve any sadness you have. If you are not happy with this score, you can end the relationship and roll again for a new relationship, with a -1 happiness and +1 baggage. Else you can end your turn and be single.

2nd turn: roll 2d6 for love, d6 for baggage and +2 happiness.

3rd turn: roll 2d6-2 for love, d6 for baggage and +2 happiness.

4th, 5th and 6th turn, roll 1d6-1 for love, d6 for baggage and +1 happiness IF your love is at least double your baggage.

7th+ turn, +1 to baggage and +1 to happiness IF your love is at least above baggage.

AT any point you decide to get married. First is the Pre wedding jitters turn, roll 2d6 add it to baggage(you found out about an ex- that is still in the picture), -1 from looks, (you saw them on the toilet?) check your scores against the rules.

Then on the wedding day, you get to add 2d6 (for how great they look in their wedding dress) to your love score. and 2d6 to the baggage score for all the ways they disappoint you in the year following, minus 1 for each year you were in the relationship prior (i.e. 7 years of relationship = -7 to the love and baggage rolls) and add a bonus +1 to happiness.

On the turn anyone declared they are getting married, all players get to complete that turn, and everyone plays one final turn. The First Married couple minus 2 from the love score (post honeymoon jitters)

Once the final turn plays out. Add up your happiness scores. All players who got married get 1 "game" score, The player with the highest happiness scores 1 "game" score. the player with the highest love score gets 1 "game" score, the player with the least baggage gets 1 "game" score, The Player with the most relationships gets 1 "game" score, and the Player who said this is a dumb game gets 1 "game" score. 

Score up your game scores, and compare it to your own lives.. we're all winners and losers. 

To Extend the game, you can add in, Children Dice, Job Dice and Health dice. Fun for all ages!





Monday, 12 November 2018

Comparing Systems for Completeness

I saw a post about comparing their games break-away dice system, to show it off.. Though I might use the template and see if my system would do the same:

Heres the Link

Will your game system deal nicely with this:

Charter Authority (CA): You have received a gilded envelope with very flowery writing.
Beatrix: Does this look like the last envelope sent by the House of Celebration?
CA: It does, the handwriting is also recognizable to you.
Beatrix: I want to check if the envelope is rigged like the last one and, if so, open it safely. No mess this time!
CA: What skills do you wish to employ?
Beatrix: I have a 12 in Insight, I'll roll to boost: rolled a 6 and 3, success +2.
CA: Ok, If there is any rigged gear, lets see if you notice (GM rolls for stealth vs player perception+2) a 1 and a 3.. doubtful
Beatrix: So that's a failed roll.
CA: You open the envelope, trying to take great care with it until, suddenly, you're covered in glitter. It's all up in your feathers.
Beatrix: Curses!
Kace: Can I try to get a sneaky picture of her covered in glitter?
CA: Roll your Stealth against her Perception.
Beatrix: Aw, you can't just leave my poor character in peace? Does insight help.
Kace: Ooo a Setback! I rolled a pass, but with an 11.
CA: That's a mixed success! You both have a success and a failure. I think I'll let you decide what Beatrix's fumble should be, Kace.
Beatrix: Don't you dare, Kace!
Kace: I think...my character uploads the picture to my holoprofile and shows it to Beatrix.
Beatrix: My character runs at him!
Kace: He runs away! There's no way he's getting covered in glitter too!
Jackson: While this is going on, I get a picture of the chase and upload it with the tag #DD12.
CA: It gets 135 Hearts and you have 10 new followers.
Jackson: Indeed.

Its something I do from time to time, when I see people posting about their game rules. If I come across an issue, I ask myself, do my rules cover this? Can my players do this? and more often, do I want my players to be able to do this, or will it spoil their experience if they assume other rulesets.

In the above example, its the player asking to engage in a perception action.. Us humans, we assume that we're just not engaged with the world, and we need to 'enact' our engagement. 'be aware'. Having been in several life threatening situations, I can attest that your body does this for you automatically. Your awareness heightens, and the only thing you get to choose is where to focus that attention.

For DW, Its assumed that you are in 3 possible states of awareness, Asleep, Awake and Alert. the GM is instructed to give characters the benefit of the doubt and assume that they are in the most appropriate state for the situation. If a person was asleep, and you start describing some sound, then they are awake.

There are of course situational modifiers, lack of sleep, drugs, alcohol, blows to the head, etc, but the base score is Asleep = 0, Awake = half, and Alert = full.

When Beatrix asks to check if the envelope is rigged, its because she has previous experience with such things. So she automatically gains her insight bonus, and can roll to gain it again. (players love to roll) by being cautious and looking for the trigger.

The GM rolled a 4, with a 1, so, unless Beatrix has amazing perception + skills, its doubtful that a 4 would ever fail, so we don't even check if the roll was success or not, that 1 pretty much says it will be.

When Kace tries to stealth against Beatrix, we know the scores, Kace passes the roll, but rolls a fumble (10, 11 or 12) on one of the dice. Having players choose their own fumble is far more entertaining.

Once again, I am relieved. While I had to 'fudge' the text for the Insight roll, I'm just aware that I have to double up on the rules text about how opposed rolls work.

p.s. I have friends who glitter bomb their invites.. vacuuming for weeks!

p.p.s. OMG As Google+ goes down, all their related sites just fail. Appologies, I only now noticed that the text above was forced a white background for certain browsers, AND I can't comment to the fact, as Google+ is now blacklisted by DNS blockers from commenting.. ??

Thursday, 4 January 2018

{Old Drafts} Why Buy a Game?

{Old Drafts August 2015, as part of my "drafts Cleanup"}

I look at the Mobile Games market, they're evolving faster than other markets, because of the ease of entry, the numbers of people entering the market, the consumers and their attitudes, So its a micro cosmos market to study.

The Whole Freemium model, Get in for free, play the game for free, and either hit a brick pay-wall, pay or quit, or quicksand of skill, and you need to either master the game or pay to get back to the ease of playing, or the game is still free, but you can buy a cool hat for your character, or asking the player, Hey you've been playing for over 20 hours, you obviously like it, why don't you give something back to the creators.. 

So I look at myself, and ask: Why don't I pay for these games? I'm a games developer, I went to Uni for 3 years to study games design, and yet I can't bring myself to pay a cent for a single game so far? How am I going to understand how to get someone in the market to pay for my game, if I won't buy someone elses.. Am I such an outlier?

Back up a step, I played computer games for years, but only paid for a handful of them, in the beginning c64 games were easy to copy, then later, learning to hack a game was a skill in itself, which got me into computing, then later I found it more interesting to make games than to play them.. I actually only like to play games that in themselves are problem solving games.

In Roleplay, I couldn't afford games as a kid, so I played my own, I borrowed books from friends, read them, took notes, and returned them, didn't ever run them, let along buy them.. So how can I expect someone to fork out money for my RPG if I won't for someone elses?

Well, I have to be an outlier I guess.. I'm not a consumer, I'm a creator. So I can't use my own thoughts and feelings on being a consumer to judge the market with..

So Back to Mobile, What would it take for me to buy into a game.. and then it hit me.. Minecraft, the last game I bought, in 2009, I bought in for two reasons, A) because I thought it was going somewhere that no other game had gone, and B) because I could create something that lasted.. 

 ------------


The General Thought was: If people don't want to pay for a mobile game, why don't they, and when they do.. why do they?

The Mobile market is a micro-cosmos-market that we can study, because its a persons free time, they usually have to 'connect' to the net (or connect to people) to play, people wont just pay for anything, but after they get interested enough.. they pay for something in game.

I don't know if I'd pay for GM up front, I'd need to see the "product" and see that indeed it is better than average.. because average is free. Maybe once I'm in the game, I might consider paying, but once I'm in for free, I sorta feel like I'm in already..


-----------

Giving it for free vs Paying for it.. I'll come back the crude version at the end..

Players aren't just the consumers, they are contributors too, so Its actually harder to ask them to pay, You don't have a one way situation, sure the GM runs 80% of whats going on, but without the players 20%, its hot air.

I compare it to teaching a language, as a tutor, often. I need the student to want to be there, want to learn, do their homework and participate. I'll prepare the lesson, which can take as much time as the lesson itself, and which sux if they don't turn up, but at the end of the day, my skills are needed for the student to learn, because they want the skills in the language.

As a GM, I need the players to want to be there, want to play, do their own form of homework (character backstory, thoughts on what they want from the game) and participate.. I'll prepare the world, the background plot, the simulated environment, sometimes twice as much time as playing.. and while yes it sucks if they don't turn up.. we just continue the next week (worst is enough players to make it work, but the critical player isn't there) My skills are needed for the the players to have the enjoyment... but and this is the crux.. but, what do they want from the RPG session, that they can't get elsewhere, or for free? There is no clear understanding in skills or experience that will help them in the future.. so they don't compare it to a lesson, instead its considered just a fun activity.. 

------------------------



I can only compare it to the mobile games environment.. hundreds of thousands of games, for free. Hundreds of hours of artists and programmers to make these games, and one in ten will earn any money, one in a hundred will break even on costs, and one in a few thousand will make some money.. Studios come, make 2-5 games, if they hit the right audience with the right ideas with the right timing, they make 1 game which pays for all their costs for the time it took to make the 2-5 games, then they are broke and out. Many Studios don't get past the 2nd game, they don't make a cent from either their first or second and they struggle to make a third and they can't afford to make it any better, because artists want money and costs and costs and down the drain they go..

Rarely a game gets audience, ideas, timing and market penetration all together, jackpot, and they either go on to make more games, 100,000 companies and one gets to survive a few more years. Its all about economics.

An Indie game, by a westerner needs 10,000 players to pay $1 (profit) to the developer to cover costs/minimal life expenses. It takes 6 months full time artist & programmer (or split between more people) to make an average mobile game. 

Indie Games, and Indie Mobile Games have more developers coming to market than consumers are picking up smart phones and joining the market. Each Indie Dev needs 10,000 new consumers to discover his product, to allow the market to break even. 

Then add in, that a Romanian Developer can survive on $250 a month, he only needs 1,500 players to cover his costs, he can make a slightly crappier game, maybe even spend 4 months making it, and he's set.. but the smart ones, spend 6 months, grab their artist and programmer friends and make a slightly better game, and takes 20,000 players from the market, so there goes 2 indie developers in the western market.

The Market shrinks, so prices shrink, 

Is the Indie RPG Market headed the same direction? will a few thousand writers make games, some getting a few hundred sales? some getting none? one in a 100,000 actually breaking into the 'big leagues'?

Is part of the problem, that more indie writers are coming to market faster than people interesting in mobile games?

===================
2018 Review: How does this relate to RPGs, Are more RPGs hitting the market than people willing to buy them? I know some GMs who buy everything that interests them, even if they don't have the time.

I think I read that 1400 new RPGs were released since 2015. Even if 1/12th of that match the genre you're interested in, that still means you'd need to playtest every weekend a new group, with new rules for 2 years to find out which of the 116 published games work best for the scenario you are making..

Maybe I should review all the RPGs, and provide the results as a paid product? "Comprehensive list of all RPGs til 2018.. 2020, since It'd take me two years to research and include them all.

While I never included a title, nor conclusion to this wall of text.. I think I could say that maybe people go to D&D because there is too much choice, not enough clarity.. maybe the market needs some clarity.. 

Friday, 6 October 2017

Number Crunch - The Fall of Fort-town

Here I will simple write out the actions taken by two players on a game untitled, the basic rules are in my previous post here. I'll try and post a small brief on how each turn played out, but I'm going to leave the conjecture on the history for the next post.

Number Crunch - The Fall of Fort-town

Firstly Maps: I took this randomly created map (left) that had a fort & walls and a river between, to make it two halves of a city. Then Myself and my Player, plotted relevant points to a hex grid and counted out areas that were 'population' vs 'anything not population'

It worked out well enough.


Introduction to Structure:
Turn #1 - isn't it obvious?
CITY NAME: Since this is a tale of two cities, I'll separate them until later when they re-merge.
ADV - Each turn in the beginning, a significant adventurer arrives in the town (fleeing from the zombie horde), They have an influence on the city, before settling in
Actions: typically It'll be like this "3 x Action name - results if imporant
Lastly, Changes to the game, 
-------------- Then a separator

Turn #0 Roll for Population increases, due to influx of refugess. North side poor = total Pop 11, South side Pop 17, Gathered food roll d6: 2 = population.. dang it.. well better than a 1 = half the population, would have gone cannibal on us.
BOTH Cities still joined: Jsemeby Fort-town it remains.
ADV - None from the Chaos.. starts next turn.
Major Changes.. All Zombies active attack this turn, Zombies co-ordinated attacks against the wells to check for initial breaches, wow.. none.. Wall spell happens, all Walls are now 2x health + 2x AF. Ok, secured.. no more external zombie problems.. oh wait, they can climb on their backs like ants? Nope, thats not in the Number crunch.. leave that for the Write up..lol. ok..
Lastly, Bridges are destroyed to ensure safety of north, as south seems to be overrun.. so the north panics.. Kaboom. two cities
-----------------
Turn #1
CITY: South JFT (Jsemby Fort Town)
ADV - - Mage Arrives, Offers Spells: Earth Elementalist - Shore Up the Water against river flood zombies.
9 people assigned to shore up the river bank
2 assigned as guards
3 assigned to tear out the houses on the west bank.. (My world doesn't have west, but I'm using it for ease of translation)
3 assigned to turn land (the west bank) into Farmland.
ZOMBIES: 6 Zombie hordes emerge from the river into the south side, as the embankment is being made.. argh! 2 guards are not enough.. 1 death.
RESULTS: 3 food added, total 20 food, 16 consumed (guard loss) = 4 food remains.
BONUS: Hero MAX destroys Zombies on river bank.
BONUS: Hero RILEY Overseas construction of river embankment +1 wall
--
CITY: North JFT
ADV - Merchant, Bonus 25% food covered for turn.
3 x tear down the rich apartments on most ariable land.
1 standard Village destroyed
2 x build Farm on that land.
4x Guards to defend walls (I have no idea of what to expect)
ZOMBIES: Emerge at my Pyre location.. crap -1 happiness
RESULTS: only need 75% food = 7, 3 food remains.
==========
Turn #2
CITY: South JFT
ADV - Entertainer - decreases unhappiness for turn.
Due to Overwhealming attacks by Zombies: 13 Guards
3 x destroy buildings
1 x Build Farm
ZOMBIES: Attack Pyre & Farm
RESULT: 7 population loss from starvation, 3 population unhappy
BONUS: Hero Max, destroys Zombies at River Bank
BONUS II: Hero Riley oversees construction of river embankment +1 wall.
-----
CITY: North JFT
ADV- Doctor, Sets up Medical Practice -10% disease
2 x build embankments
6 Guards
1 x Destroy buildings,
1x Build Farms
ZOMBIES: Invade Pyre Land, Take over Village in region.
RESULT: 1 Loss to Zombies, 4 Loss to Starvation, 2 Unhappiness
==========
Turn #3
CITY: South JFT
ADV - Entertainers, Once again clear unhappiness (what luck)
3x destroy Town
3x Build Farms
2 Guards
ZOMBIES: destroyed, Town Cleared.
RESULTS: 2 pop loss from starvation, 3 unhappy
BONUS: Hero Max purges the Pyre
BONUS: Hero Riley, Shores up the Pyre against attacks.
-----
CITY: North JFT
ADV: Academic - Helps town to Build Walls
5 x Guards, to clear town, but fail.. pyre still zombie infested.
ZOMBIES: Pyre is Zombie shanty town now..
RESULTS: no deaths, population food stable
===========

So, 15 years, ( 5 years per turn) Our populations stabilized from Farm income vs pop requirements.

While we were a bit lax on rules, and making stuff up on the fly, we had fun. We played 20 turns and around turn 16 managed to rebuild wharfs so we could transport goods and services from town to town, effectively reforming into one town, but by then, political upheaval caused the two to remain semi-seperate. I don't want to give too much away at this point, because the players might read it and also I'm not sure how interesting it is to read a turn by turn of a unfinished game. If there is any interest, I could later post it up.

If I did it again, I'd have thought out the turn by turn, destruction of peoples houses causing unhappiness, but maybe destruction of zombies causing calm, our food system was broken, and in effect we cheated to get as much population as we did, but maybe there were hidden stores that were unaccounted for, and we didn't include more food abilities in adventurers, Turn 6, a Mage Adventurer turns up south side, so maybe a few banquet spells weekly, and north side had some merchant adventurers, somehow get through from another town..


So, For I'll write up the 'history, as known by the players, as their characters who grew up in the city would have learnt from their parents and grandparents.

Monday, 24 July 2017

Designing your PDF: Part 2

In my last post, I asked the community: Which one should I try for: InDesign, Scribus or Web? I got some great response, and I think the results really pushed me to look into several options I was not aware of (thanks team!)

The Results to the Question:

I'm going to assume you've read Part 1, where I compare Scribus, Indesign and a small test of what Web with @page can do, and follow on from my questions. Then I'll revisit my original relevant points in the 3 main areas I looked at, and discuss my research results and how I think this may/can/will benefit myself and maybe other Indie RPG writers.

1. Can I create  graphical Templates

Yes, but No. You can data merge in InDesign, but can you data merge twice in the same document from two different XMLs? Can you layer your images in a data merge? I'm getting an InDesign friend to look into this. The generic answer seems to be "Make it in a separate document, then import.. which defeats one of the aspects/needs I'll flesh out later on in this blog.

1.b. Can I create Multi-layered Image files? and can they be in Templates?

Multi-layered Images is hard, and getting them just right is harder, Scribus and InDesign both have some semblance of this, but if you want to edit it after the fact, it does seem rather tedious.. maybe that's why we pay Designers, to sit there are do a lot of tedious pixel perfect manipulations.. maybe I can bypass this, See further on my thoughts..

2. Can I Dynamically change the backgrounds?

Yes, but not simple, would require a decent ammount of setup time and learning before the first version would be available.

3. Can I add a "blood stain' effect to some of the books,?

Yes, but No.. Again, hand crafting, one by one, yes, with a few weeks fiddling with each page, OR a few weeks fiddling with the data-merge into template system, but that asks the question.. can I data merge one background, behind the data merge of the foreground.. Which is a no.. A Template is created once, and each page uses that template to create each page from the data merge, so the blood stain would need to be built into the data-marge, or not at all.

Figure 1. The Example to Show
Looking at this example: Parchment colour, ink stains (could be blood) double stripe in red, Text and Character Image. Imagine doing this more than 3-4 times.. imagine 50 times or 500 times? Now imagine you need to change the colour of that red line 12 times, and change the stain graphic 12 times.. I got a general quote for around $1500 for such a job. at my hourly rate, that's a fortnight approx of work. I think I can write a webpage to do that in far less than a fortnight.

So, How 'COULD" I use XML Data Merge for InDesign?

If I wrote each page as an XML document, and each structure was built into the same template, like a dynamic web page already does, then I declared each bit to be toggled by the XML, then yes.. 

What that means for the layman, who for some reason is reading this, I would have to declare the blood stain location in the template for all pages, then toggle it in the XML to true or false, and if true, set its width, height and opacity, all by hand. Next, I'd be setting each page to tell me what kind of page it is, i.e. title page / text block / table / creature stat block. and ALL of those parts would need to be declared in the one single template. Sounds a bit messy to me.

Is it worth it? ... Not Really, For every hour I spend learning InDesign, or for every hour I pay a designer to do this tedium for me, I am asking myself, is this worth it.. and what if, 3 months down the track, just before printing, the printer says, the alignment is off, and I need to re-size these 3 pixels smaller. 

All the Advice, wrapped up into a paragraph or three

As I Stated before, InDesign and Scribus are, to some extent, scriptable. There are tools that some have made available online, there are aspects which are semi-pre-written. There is a learning curve to any and all of that.
There are several other tools, FOP, LaTeX, Serif, ReportLab or PDFSharp. Again, learning curve, which is going to do the job best, and how far along will I turn back with new knowledge that it cannot do whats needed and will fail me.

And if I'm going to program a PDF anyway, I may as well either use FPDF (PHP PDF Creator) or the Angular Web Test that I made before I started these last two blogs.

Except for one, small, issue.. do I want the PDF to be Electronically enabled. i.e. contents pages, click links to jump to pages in the book, or is this a pure print only PDF.

Current Test Results & Logic for Web

I Work in Web, Angular-JS, I've worked on a few large and small projects and its likely to be my career for the next few years at least. None of the above tools will be, so learning them, using them and finding all their bugs and issues will only be useful for this one single project, and I don't know if I mentioned it before, if I'm going to do something, I want it to benefit me more than once.

So, I took my Test Web-page PDF Creator for a spin, I looked up a few RPG books, had a look at their layouts, and realized one interesting thing.. No-one is able to / has tried to / is doing, what I thought they were all doing.. except maybe D&D. They have the money to pay designers to get their pages looking very schmik, no-one else does.

I'm going to go make up a few pages with my new tool, I'm going to try to do what D&D has done with their books, and I'll post a third blog about the results. Once done, I'm going to contact some designers (any volunteers?) to make up a similar page (I'll supply the images & numbers) and we'll compare the time taken, and results. but as it stands, I honestly think, this is a tool that doesn't exist right now. i.e. a PDF creation tool for RPG writers to make up clean, interesting and professional looking PDFs without paying $50 a month and spending months learning, just to save you some time and or money getting a professional to do, when you don't even have an audience yet.

I have 4 main page concepts for now "Object Page" which has a title, and something, such as an image. Typically this might be a page for chapters or just the front title page, but also, full page art, maps, etc. "Text + Object" pages, all text can (if you want) have its own sub-title and a 'thing' can be added to the page, such as an image or table, that the text will wrap around, so the image can have dominance. Tables can fit nicely into the text section if you want. "Specific" pages, which for me, is an NPC stat page for my test, has a very specific layout to set the text, values, etc, plus a main image and background images. This can be used for NPCs or Monsters for now, but with a tweak I can add locations (such as taverns/dungeon rooms) and such. Lastly are "stat blocks" or repeatable elements, I've use them for character backgrounds, weapon stats, shopping lists. The interesting part so far is the idea that the table for these items, is built BY the system, so you don't need to write up a table, just nominate the table you want, and the columns you need in it. All items in your whole book could be declared in one file, the you just designate them sections, and the PDF creator can do the rest.

I've opened a Patreon, Its set at a modest $1, While I will work on this for myself, and freely give out ideas on doing it for yourself, I don't want freeloaders snatching my code and selling it to others, and want people to have a sense of ownership if they contribute. So if you think you might have a page need, that I might too need, that doesn't match one of the 4 above, then lets work on that. Patreons can test it as I write it, and any feedback will become tasks that i can improve it with, so users can benefit from my tool.


Tuesday, 18 July 2017

Careful what you say you may ruins someones play.

This blog goes into a few different topics, I'll try to break it up with headings.Mostly its about GMing

Pro GMs Chatting with Casual GMs

Sometimes when your talking to someone that seems to understand what your saying, is on the same page as you, you might get a bit deeper into the topic, but if the other person wasn't really there on the same page, and they have a different world view on the topic, your deeper thoughts can trigger negative thoughts. 

I belong to several RPG chat groups. Its quite common to engage in discussions about new rules. Its as common to me that people pull the strings of rules to see if they are knotted well, or robust enough, so that players won't pull said strings in the middle of the game.

When describing how the players can or might pull at the strings, examples are given.

So, when I saw a fellow community member mention a new rule, I did what I thought was normal and pulled some of the strings of the rule, presenting ways in which a player or a situation could ruin the rule.

Instead I offended the guy, he got extremely defensive of his rule, politely attacked me and when I apologised, politely slapped my face. I was of course miffed, I had too late realised it was a public post, not a group post, so I was likely jumping into his realm and just rambling on about his rule having holes.

Facepalm: Meaning, Oh, Oh sorry, I made a mistake, my bad.. lets look at this differently.

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Player Agency: This was my point in the pulling of strings. And brevity was my downfall.
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I have often forgotten that I'm not thinking about things like others do, and I often don't want to write a paragraph of explanation to get people onto the same page as myself. So I'll often not bother, but when I think that I'm talking to a fellow games master / games designer, I just jump straight in, and I'll talk at the person, like they know exactly what I'm talking about. which often gets mis-interpreted.

Gamesmastering is not simple or easy

Case in point: Story Telling is an Art, not just in that its artistic, but that it requires an artist, to get it right. One key factor that many casual GMs will quote "its just a game". The problem is that regardless if they think its a game or not, Its also an exercise of the mind, it teaches us things, about ourselves, our players, and the world in which we live.

If you present your players with a cliff, and they talk about how to scale UP this cliff, they spend minutes talking about pitons, rope, how far up is it, your players are engaing in player agency, you've given them a chance to shine, for them to solve the problem in a creative way. Do they have pitons, do they have rope, does anyone have the climb skill, do we have spells that can break the laws of gravity, can we go around? Is there anyone nearby that can supply us with tools for scaling? should we actual scale it? is it a good idea. The discussion of how to solve the problem is players engaging in the game. Its part and parcel of roleplay.

You know what it also does? it teaches players, regardless if you want it to or not, it teaches them to be creative in their ability to solve problems. It makes them better people.

Its one of the reasons why Roleplay IS such a great medium. The Agency of creative thought.
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Two ways you can destroy this part of a roleplay experience, either directly or indirectly, is to take away this agency, the players choice in what solution should they use. Because players will often, if not always, take the path of least resistance.

The First, is why the above disagreement happened: Give players an out. Give them the choice to teleport the simple material objects, pitons and rope, to their characters, without any consequence.

If players can, teleport or retroactively buy components, tools, arrows and the like directly to their character, they will always do so. No need to ask around town before leaving, 'what kind of terrain will we cross' and pre-buy the goods needed, No need to worry about packmules for the goods, nor the path chosen, to get to the quest, not even a care, if the character steps on a weight based trap.. his back pack is now empty, but later, it'll be retroactively full, breaking the immersion of the game.. 

The Second, slightly less common, is when the solution is so impossible to solve, that the players, having 0 agency in the situation can only give up, a frustrated GM can't understand why the players can't see the forest for the trees, and the frustrated players can't understand how the GM can think they CAN see the forest, since they're in a desert.

As an example, back at our cliff, no material objects and the instructions clearly say they need to walk this direction, but the players are being chased by a dragon. They cannot think how to solve it, the GM keeps saying he's given them all the hints, and yet the dragon arrives, the GM has to fudge the encounter (the players gain too much XP and become OP for the rest of the campaign) change the plot (the big nasty dragon is actually goblins in disguise, but if that's so.. then how did the goblins manage to enact all those creature powers & fly & breathe fire?) or stick to the reality and kill off the party with a single flame of the dragon.

Face Palm.

The GM points out after killing off the players, that they needed to 'walk' up the cliff, its enchanted. The quote "walk this direction" was so obvious.. was it not? 

Well, unless the players had ANY experience that walking up the side of the cliff was even possible.. this is 0 agency.. they can't make the choice, because they can't foresee it being possible.

The Problem is that Casual GMs might see that arriving at the cliff without pre-purchasing pitons and rope, as 0 player agency, so giving them a retroactive purchase seems like a good idea.

But its not. because you made the choice for the players: You will need equipment, I want you to use equipment, but I know you won't buy the right stuff, so I'll let you buy it retroactively. you took away their agency.
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Player Agency, Don't take away choices
I had a player, who wove elven nets into his clothes, and carried a ball of string. He'd tie objects to his body as A) access easy items and B) crude armour. When in town, he'd buy up sets of things that he felt were needed by the group. often he was asked "why are you buying a fishing hook? we're going to a dungeon!

I had another player who would guide the group on regular outings to find rare and curious material components for spell casting. Each and every time, he'd end up with something curious, and as often as not, the group would encounter some creature, guarding its lair or out hunting or protecting its territory. Not often so horrible, but always a welcome side quest, with XP.

Another player, loved to try out different woods to craft arrows, sharpening his skills as a fletcher. At one point he managed to craft a masterwork redwood sapling arrow with a crystal holder head, allowing a crystal of ice to create his +6 distance +3 armour penetration +6 ice damage arrow , which helped take down a malicious fire demon. 

If I played any of those games where arrows, spell components or mundane equipment and or backpack arrangement was cast to the side by the game or the GM, those players would not still be talking about those events, to this day.

Player Agency allows players to choose to create interesting games, They can do things, without needing to change the plot or rules or interfere with the world building.
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Yet.. for all that's said and done.. players need choice.. so if your players are new.. get them used to the nitty gritty to start with, get them experienced with how it 'can' be done.. then after 5-10 sessions, let them relax on those rules, and present them with faster approaches to do the same thing.

in Dungeonworld, we have a thing called "down time" between adventures, Its done instantaneously for us, but takes weeks in game: Often while the warrior is healing, the mage gathers components, the rogue brews up potions, the archer crafts arrows and the merchant straps all these crazy things to his next set of armour.. Facepalm. 

Friday, 14 July 2017

InDesign, Scribus or Web?

I've reached the point where its time to start putting together the final book designs, and I hit a wall. Publisher Layout.

Which One to start using? InDesign, Scribus or Web

Google Docs was great and all for writing the whole bunch of rules into various folders and chapters and such, I even managed to get a simplistic 'mail-merge' to take my 600 background professions and divy them up into strutures readable by users to choose/have chosen for them, their backgrounds. This meant that I didn't have to hand write each and every one. But it does mean I have to design each and every one.. right?

I Spent maybe 4 weekends with two of my help team (Christian & Rory) sorting through this massive list of backgrounds that needed to be tabulated and filtered into the 12 different background tables.

So now I have the stats for 600 backgrounds. I can pull those stats into a table, but the table can't take a background image, or multiple background images, and pull it all together properly. Google docs is more limited than word doc..

I Asked a graphic designer, possible? and got the reply.. Um, No? but maybe their company had never dealt with such a request.

Expensive,
but maybe does everything

So I started research.. InDesign, I use here as a catch-all for the "free to try, Pay by the month" kind of tools. There is a learning curve, there might be aspects of the tool I want to use, locked behind a paywall, So I gotta ask myself. is it worth the 2-4 months of learning and the $6-$60 a month membership, to be able to create the PDF just exactly so? It Better!
Learning Curve,
 might have blockers


Next, Scribus. Or all the free tools many can do everything that InDesign does, but free. Sometimes that mostly just means its harder to find tutorials or stack-exchange articles on how to do it. My real concern is that  it has less functionality.. Should I waste 4 months of learning, just to discover that it can't do what I need also?

Comfort, Ability?
Likelyhood of working?
And lastly, Web Technology.. I recently played around with the @page feature. Turns out I can make a PDF from data. Images,Gradients, positioning, all the bits and pieces I need, I just need to write it all, by hand.. (which I can do)

So I'm sitting at this point, wondering.. Which path will I go down.. what pitfalls await me, what blockages will force me to try different angles or paths or variants, and will it be acceptable to take those variants, instead of doing exactly what I want.

If you're reading this and saying.. In Design/Scribus for the Win, then I have to ask the vitally important questions:

1. Can I create a multi-layered graphical template for a 5th of the page, each element relying on data from a CSV or better yet JSON object, that will tell each template how to react, i.e. top margin 2px, top border 1px wide, red, solid, gradient, over a parchment background, with a choice of semi-transparent images of either blood, magic or burn marks, (again, based on the Data), positioning of 24 numbers, with different titles on each, and some dice symbols (either as imported fonts or graphics). With alternative, left side/right side for the text, and have 4,5 or 6 of them appear per page. With the caveat that I have a parent object true/false flag that I can toggle at any point and print only the true flagged ones for the final PDF? (incase my test runs prove that having a street thief and a beggar are too similar and I drop one, and replace it with peddler) so all I need to do is change the flags true/false and press print.

An Example of the Above:
Grabbed from Google, but represents half of what I'm talking about.


2. Can I dynamically change the background image per page, to my page numbers have a ticking clock behind each, so my reader can 'flip' book through the pages and see the clock ticking? and if I decide later to change the 'time' I can do so simply, and the whole book updates?

3. Can I nominate a transparent image to be present on each page, and alter it based on maths, to get a little larger, spread and position differently.. but drop it if need be without having to do anything other than click a box "Add blood stains".

Because, so far, my research suggests that none of this is done easily.. it would be painful to set up, create and test, chewing up any time saving from having to just position each time once at the very end of the creative process, and hope that I don't need to change it later.

Saturday, 8 April 2017

Craft Based Roleplay - the Missing Element

     While some might think its a bad idea to reveal your ideas, lest someone steal them for themselves, I don't think that either my idea is new, nor unique, just that I'll be adding it in a way that hasn't really been done in roleplay games. Crafting for adventurers...

Crafting for your Roleplay Group

     One thing that irked me in many systems for years was the inability to really make a half decent magical weapon. At least with a semi-realistic sense of the idea.
     My first encounter with the crafting rules was from Dragon Warriors, Book 2: Simplistic at best, once a Mystic reaches 4th rank, they can begin to craft +1 items, 6th for +2 and 9th for +3. The mystic must go off to a place to remain in solitude, and fast in order to 'attune' themselves to the mystical powers and then begin the 'creation' of an item. There is no talk of 'costs' other than time, 25 days to make a +1 arrow, 100 days for +1 weapon or armour, up to 1500 days for a +3 weapon..
     Yes its simplistic and flawed, A party could leave their 9th ranked Mystic off in some wilderness 'creating' the Warrior a +3 set of Studded Leather armour, and the group returns 1500 days later, now all 15th ranked characters, having acquired several other +2 and +3 sets of armour that are as good if not better from quests and such.. sorta defeated the purpose of creating magical items in the first place.
     Sure a GM could attempt to balance the system, but what ever you do, you'd probably be spending hundreds of hours coming up with some kind of specialized algorithm, that'd break either game balance or usability.. 25 days for a +1 arrow? just to be shot and lost in the very next combat? It only gives +1 to attack, ABR and Damage, its not all that good.
     Dungeons and Dragons does it just as bad, there are countless blogs talking about it just seems to be a kind of 'cash sink' for the GM to ensure the players have a reason to go out looking for more quests, rather than retiring.. even though 12+ level characters are pretty much expected to retire (according to the older forms of the rules, it can be argued) and are only brought out for epic world ending events.
    Rolemaster, Tunnels and Trolls, Warhammer Fantasy Roleplay, they have their own rules & houserules, blogs about it, but at the end of the day its pretty much the same.. Heroes acquire treasure, heroes get rich, heroes have little need to quest for the mundane magical items such as +1 items, but they still have a basci need for them, heroes sink cash into NPCs that make the items, or they sink less cash but more time OR experience points (another sink system to keep mages from getting TOO powerful) into making magical items with broader choices.
     Seems like not many people really got into the whole crafting side of things... 

Could be just your experience

Yes, I understand, I haven't played every single game with every single GM, and there are likely some half-decent games that are all about creating interesting items. Yet if you read up on this, by the very creators of D&D it seems that I'm on par:
     "The statement "I want to make a magic item" has the power to freeze a DM's blood. Players, too, can find the item creation process intimidating. Sometimes these fears are justified, especially when someone invents an entirely new item and then wants to sit down and make it - Skip Williams"
    I have crafted some adventures where players are trying to acquire the material components of weird and wonderous items, while I agree that they should have some kind of 'cost' to acquire, I am more of the opinion that it should be a cost of risk vs reward rather than a physical cost.
     I would rather stick to the idea that making a sword, be it magical, mystical or mundane, should approximately be of the same time of a real sword, 2-3 days for the weapon & 2+ weeks for the flair, but its more about "getting it right" because maybe forging a sword and getting it wrong just means melting down the blade and starting again, but if your using elementium steel, then it likely involves a few enchanted tools, some runes of protection against it (so it doesn't freeze or burn you while forging) and you'd only want to deal with it once, rather than risking deadly burns or life altering frostbite twice.
     So instead the "cost" to acquire goods, is for the group to acquire the magical forge, the mystical hammer, the tongs of fire, the cooling Pools of the frostbanes and several kilos of Elementium, Elysiuum Wood, Gems of Brightfire and Rubies of Blood. Once acquired, the Blacksmith/Mage/Mystic of the group gets to work, while the heroes rest their wounds and 3-6 weeks later, the Smith presents the Leader/Warrior of the group with "FleshForger the Magnificent" with all the bonuses (and possible flaws) of the new weapon.

Yeah, we all do that.. so whats your point?    

     Recently, (well, ok, 3 years ago now) We were tasked at Uni to make a game, and my group agreed to try making a "potion making game", We only had 13 days in total to make it (well its over 13 weeks, we had 1 day a week assigned to the task, because of other subjects, exams, studies etc) so in the end we made a game where you chose 3 ingredients and dependent on how you mixed it, it would come up with 1 of 9 possible potions/poisons.
     Now, the key underlying aspect of the game, was to experiment


---------------------------------- APOLOGIES TO READERS------------------------
Due to Google downgrading their system, this post was lost, I managed to find this much via some fancy caching, but from this point forward, I am mostly trying to remember what I wrote, appologies if it seems out of sync. Originally Published 08/04/2017
----------------------------------------------------------------------------------------------

The Game

The Experimentation of how each 'part' worked, was the process of the game. In the 'morning' You acquired the 3 ingredients from the forest, randomly, mostly it gave you a 1:5 chance, twice, either gaining the whole plant, the roots, the leaves or the flower, or nothing( 2 chances). You'd return to your workshop by the end of the day, if you had purchased food from town you ate it, else you could eat the leaves or boil the roots as a substitute, no ill effects, just the loss of your days work looking for it.
Lastly, you could try to 'experiment' on your potions. Each of the three ingredients could be fried, boiled or crushed (for oils), no other information was given.
Oh and also you could go to town, in town you could buy food for 1 copper coin each meal, and meals could last 4 days (so you could buy 4 max) but while in town, you heard rumours.. someone was sick, someone had a toothache, someone wanted to poison her evil husband.
The only thing we had in the game was that all three paid money (3 copper), the 'bad' job would pay even for failed poisons, but a copper if you failed and 3 if you succeeded.
So each night, you'd make up some potions/poisons, and when you had a few, you could go to town, and try them out. The 'experiment' was on the evil husband, if he died, you knew it was a legit poison, if he didn't it sometimes made him happy, or angry or no effect.
This was the litmus test. Angry.. probably ill effects, happy, likely good effects, dead, most definitely poison.
Now at the heart of this, was percentile effects, Boil the root and you got soup, you knew this from your own experience, eat the leaves, its not killing you either, So boil the leaves? fry the leaves? crush the leaves? Each has an effect: From memory, Boiling, drew out the potent qualities, but not the oil effects, Frying would destroy the potent qualities, but keep the oil effects, and crushing, gave you a 50/50 effect of both, while eating it raw, would give you half of the potent effect, but all of the oil, So it became a maths puzzle..
Roots had 25% poisonous Oil, but 100% Nutitional Potent,
Leaves had 0% poisonous Oil and 25% healing Potent.
The Flower had 75% numbing Oil, and 10% Poison.

If you boiled the Roots and Leaves and fried the Flower, and threw away the Roots and boiled it again, you'd get a healing potion,
If you crushed the flower, added some raw, boiled the leaves and then threw out the leaves, you got a tooth numbing agent, so they could pull the tooth
and if you Boiled the flower several times, and fried the roots several times, then crushed the Boiled flowers into the roots, you got a deadly poison.   
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The Key to it was trying out different combinations, on yourself, and the evil husband to figure out what did what, and how it came together.

In Roleplay

Firstly, to get this to work in roleplay, you need to have the ability of your group to get stuff made. Like stated before, getting the 'ingredients' is part one of the game, Having your players procure a Firebird feather, a Core of Sphagnum and a Dedicated Crystal, is the adventure that they get to go on.

But having the Unique Powerful item, is only interesting if it is Unique AND Powerful.

To Create this, you have to have more control over the flow of goods and services.

If your players like the idea of crafting their own gear, upgrading it, improving it, then make sure your setting works, Making standard items less common, with technological advances, just recently discovered.

Cavemen/Minecraft: The Most interesting 'inventions' game would be starting from scratch, players probably already know about sharpening stones & attaching them to sticks with vines, but how about baking clay to make moulds to heating fire hot enough to melt ores to even make metals.. Playing the game in a minecraft like environment might even be your players thing.

Shift of Ages: As the Bronze Age was in decline and the Iron Age beginning, we see a whole area of roleplay barely played. Have your entire group in the fall of rome, as the Gauls have just discovered Iron and Steel swords are a brand new thing. The Aquisition of Iron Ore becomes an adventure of its own. Or if your more inclined, Steampunk, as all manner of steam powered things get invented, and usually ones that would never work, steam powered mobile phone anyone?

Post apoc: My favourite (and one I'm building a new campaign for) When everything has gone to hell, and your players can't even get a decent weapon, unless the bring back some scrap metal from outside the safe zone.. This one ties in nicely with fantasy: The players have steel sword, but how to get EarthElementium? or Plogistonium. Bring back a chunk of Ever-cold Metal and have your blacksmith forge up one of those as a Cleaver! or Chukrum!

So, now that you've got the setting, Have an NPC in town, controlled by your rules lawyer/ numbers cruncher, 'experiment' with the numbers, What does Plgistonium do? well its fire based Elementium, All Elementiums are harder than normal steel by 2 magnitudes, Plus they do Elemental based damage, they should cut through armour, like a knife through butter. Cool that's your end point, but now, you have to decide how long are they prepared to wait?

For simplicity, since we have 4 values to go with, 2x harder, knife through butter & fire damage, then we need our blacksmith to experiment with at least 4 variables, so we'll need to get him at least 4 sets of the Ore. Then you make skill checks for the Blacksmith, if he passes, he's made progress on 1 of those 4 areas, Or maybe you can't wait that long.. how about mixing it with normal steel, and halving the final properties.. halving the experimentation time.

See this is where I got bogged down in other systems, Because weapons don't typically have hardness values or sharpness values, or strength abilities, and weapons don't cut through armour, the player dodges & the armour deflects & the person cops some of the damage, but not as real damage, but as exhaustion & its all rolled into one roll or one saving throw.. it takes away the players, and the GMs ability to make cool stuff, unless you know the whole formula for THAC0, or such.

This is why I made my system, Because Elementium can easily have +2 damage, without needing to increase the Initiative costs, it can have a 'ignores 2 points of enemies metal armour' for the ABR and it can have 'flaming weapon if exposed to air' and 'is 80.c', so players know the blade is hot, it burns, flamable objects will ignite, water will slowly boil (or at least start to get hot) and each of these areas can be 'learnt' by the blacksmith as skills:
Active Skill: Manufacture - Elementium - Fire - +1 Damage, no Inititaive cost. 
Once learnt, then he can start to take on the next skill.

This all works for the HUB system of my game, where players have an NPC friend, back in town, that they get to level up and choose his skills between adventures, so that you have a plausible way for players to be getting much better weapons, without needing handwavium or bullsh*t Ecomonic systems.