I'm not able to game tonight, as the usual host is sick, so instead I'm going to write about gaming. Specifically, I'm going to write about the issues I'm running into regarding environmental penalties and maps in
eXpendable, and possible solutions I've been juggling.
One of the important bits of the eXpendable ruleset is that players can shift penalties (wounds) their characters would otherwise take into the surrounding environment instead, causing things to blow up, shut down, and otherwise screw things up for everyone around them, friend and enemy alike. It should even be possible to use Environmental penalties to your advantage, by shooting out the right computer system, breaking steam lines, wiping out data, sealing off bulkheads, and etc (at least that's my vision of how they would work).
Unfortunately, I don't have the details of this worked out exactly: how much damage can you shift off in total over the course of a battle or of a game? Does the GM set up in advance the various things in the environment that can take damage and thus cause penalties? What effects do Environmental damage cause and in what situations?
To the first question, it seems there's a built-in cap to damage shifting in that Environmental penalties don't go away when you are in or moving through that area, and eventually there's so many penalties you can't even move through an area or have a fart's chance in the wind of making any successful rolls there (whereas you can heal and those do go away -- then again, successful Tech rolls might remove Environmental penalties the same way Stamina damage can be healed).
I had considered one possibility to be each transferred penalty affects Tech, Smarts, or Clarity at the player's option (I'd like to have it affect Stamina or Movement as well, but that really seems to overlap with the normal penalties that accrue in combat). These transferred penalties become bonus dice rolled against a character attempting an action that requires the affected attribute while in that area (or while attempting to interact with an affected system, etc).
Another idea is that Environment penalties are penalties that affect everything that happens in that area, no matter what the roll happens to be. It's simple, but perhaps too simple, and doesn't allow one to use Environment penalties tactically as I'd wanted.
One problem is that I feel the need to come up with a way to fairly decide what becomes a "local" penalty and what becomes a "broad" penalty -- things that only affect the single area and things that affect the entire scenario area. Maybe you can pay local penalties down by making them broad penalties? So you can decide a 5-die local penalty to Tech that only affects you in that area becomes a 1-die broad penalty to Tech that affects everyone everywhere?
Another possibility is to handle Environmental penalties the way ORX handles dice, and give those penalty dice to the GM to distribute on a one-time basis as he sees fit, so that avoiding injury now means things get tougher later. I like this solution, but it is so similar to what I've done before that I'm not sure I want to go that route. I'm trying to do something different with eXpendable (then again, if what you have works, why change it?).
The other issue is how to deal with mapping in the game: straight-up D&D-style architectural plans (ie: "dungeon maps") for everything? Or a more story-oriented mapping approach, where things are connected by the demands of story and established connections in the fiction, similar to how one "mapped" in text-based computer games like
Zork, or how the viewer of a television show knows where things are in that show's setting.
For example, think
Star Trek: bridge is "up there", engineering is "down there", there are corridors, the med bay, storage containers, jeffries tubes, etc, and they exist in relation to each other as needed within certain established constraints, but no one notices if suddenly there's a room on Deck Five that we've never heard of before because it could have always been there but never came up before.
So the reason I don't like D&D-style mapping in this instance is because it creates problems in regards to the Smarts attribute should the player roll successfully regarding the layout of the area or some hitherto unknown room or feature. Changing an existing map is a pain in the ass if every square foot is mapped out, not so much when you can drop things in.
Plus, is the GM going to map out and write down and attribute every possible thing that could take hits in each area? Honestly, that
would solve a problem regarding how to cap Environmental penalties in an area -- some areas just wouldn't let you shrug off your hits -- but that ends up being a lot of extra work without a guarantee those areas will be used or what to do with those area once the players start messing around with Smarts rolls.
More thoughts on all this later.