Thursday, 29 October 2015


It has been quite a while since I last wrote anything here.

And there have been changes.

I've moved from the numerous Facets I had to a streamlined set of 3 [athletics, knowledge, communication], as well as streamlining the resolution mechanics [almost no modifiers], detailing more of the setting and finally getting character generation to work.

The future of Nexus Tales looks good, rejuvenated and proceeding apace.

I'm looking forward to 2016 as the year it will be in some shape to hand to people and have them try to break it.

Sunday, 22 February 2015

Long Tasks

Just when I think things are selling into place, I remember my issues with Long Tasks.

For me, a Long Task is almost anything that takes more than a few seconds to deal with.

There are a few different types of Long Task :-
Competition - who wins when running a race or grabs something first

Extended success roll - designing a gadget, painting a picture, deciphering a book

I think of these as 2 separate things, handled differently.

Competition - all participants make a success roll. highest success value wins.
In the case of a draw, highest facet value wins.
If still a draw, highest dice roll wins.
If still a draw, result is a draw.

Extended success rolls are things i want to deal with quickly. I don't want to make 20 success rolls, one after another, to represent 20 days passing and track progress from day to day.

I don't find that fun.
Although I can appreciate the build up of drama

So my solution, to keep things moving, is to have a base time for a task and modify the base time according to degree of success, to get an actual time

This can be done by having a single set of times, and move up and down according to success.

Or it could be done by having separate times for a selection of base times, and move up and down according to success.

Sunday, 8 February 2015

Coming together...

It's strange, but good, that I feel like my development for Nexus Tales is going well

My doing things mechanics are sound
My combat system is useful
My character generation system has developed a couple of issues, but progress is going well

I do need to stabilise the setting, but that seems to be falling into place to

Over the next few weeks/months, I'll be asking people to have a look and shout at me if they find anything to mention

Then I plan to edit and incorporate changes, before releasing the rules and setting for people to enjoy.

Thursday, 15 January 2015

2015, and what it brings

Hello again :-)

It's been a while since I last posted, and I'm sure you'd like to know what's been happening.

Well, I've been thinking deep about combat ranges, majik, the City and the City's society.

Combat Ranges are a few in number, and are more for descriptive purposes than based on reality.

  • Close Range, Melee Range = 0-3m = Difficulty based on Athletics
  • Pistol Range = 3-10m range = Difficulty 13
  • Rifle Range = 10-70m range = Difficulty 16
  • Rocket Range = 70-250m range = Difficulty 20
  • Atmospheric Range = 250m-3km range = Difficulty 25
  • Orbital Range = 3km+ range = Difficulty 31

Majik is likely to be a bolt'n'build system, where each of 4 main parts of a spell/effect [Area of Effect, Range, Duration, Effect] is bolted together and the result determines difficulty and non-lethal effect on the user.

The City is huge and I've been working to make it consistent, and somewhere for characters to have things to do - but not too safe.

There are lots of people living there, and their life is one of action/adventure/peril, so the City must function.

But there needs to be a place and a role for player characters, who are outside that nice, normal world.

So I'm looking at factions that exist and influence people, things that happen outside the City, the enclaves. And least, but not last, the Feh Aree.

I'm also finalising putting a character together, which might seem a little strange at this stage. Some of the options available to characters are being developed as I solidify things in the City.

Until next time,