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Creating New Character Sheet Rules

Morbius

Member
Here's a question.

I work with Jim Ward. We publish Metamorphosis Alpha. I like the looks of this software, and I would like the ability to create character sheets for characters and NPCs for Metamorphosis Alpha.

As a publisher, are we able to create the kit for our own product and sell it through Lone Wolf Development?

How hard is it to create a kit (MA1e is on a par with Basic D&D for complexity)?

Are the developers willing to assist with creating an official kit?

Thanks,

Craig J. Brain
 
I work with Jim Ward. We publish Metamorphosis Alpha. I like the looks of this software, and I would like the ability to create character sheets for characters and NPCs for Metamorphosis Alpha.

I've still got my original copy of the game from the late 70s. Very fond memories, indeed!

As a publisher, are we able to create the kit for our own product and sell it through Lone Wolf Development?

Absolutely! I believe there are two companies actively doing this right now, although I can't share their identities without their permission.

How hard is it to create a kit (MA1e is on a par with Basic D&D for complexity)?

That's a lot like asking the question "How hard is it to write an RPG?" :-( Not easy to answer at all.

There are multiple factors involved. The most important is the overall complexity of the game system. For example, a game like D&D3.5 is vastly more complicated than Savage Worlds. From what I remember of MA1e, the mechanics are more on a par with SW, so it should be reasonably straightforward.

Another key factor is the existence of weird rules that are exceptions to normal behaviors and/or require complex handling. For example, stuff like power arrays with alternate powers in Mutants & Masterminds. I don't remember any of that type of stuff in MA1e.

Complexity is significantly increased by the volume of supplements and new/optional/special rules introduced therein. Again, not a concern for MA1e.

Character advancement can be an issue if it's complex. Level-based progression is simple, while individual advancement abilities is more involved (although the includes built-in facilities to handle most advancement types). Where things get really involved is in a game like World of Darkness, where advancement costs vary based on the state of the character at the time of the advancement. Fortunately, we've solved most of those situations already, so it's all quite manageable.

The level of in-play support included with the data files can increase the work involved. The framework for adding that stuff is already in place, so this is really just a matter of the time involved to crank through everything you want to include.

The final key factor is skinning the interface. The Kit includes a large selection of built-in visual components that can be re-used for any game system, so this step can be completely skipped if you want. However, if you want to develop your own visual look for the game system, you'll need to factor in time to create background textures, icons, buttons, etc.

I think those are all the big pieces involved. If I'm forgetting something, hopefully Mathias or Colen will chime in with it. :-)

Are the developers willing to assist with creating an official kit?

Absolutely! We're happy to help anyone and everyone with using the Kit to create data files for any game system. We put a lot of effort into developing the Kit in the first place, and we want to see support for lots of niche and OOP systems start appearing in Hero Lab.

Once you get started on the project and have questions, I recommend posting them in the forums about the Authoring Kit or user-created data files. That way, your questions and our answers can help other aspiring data file authors in the future.

To discuss the details of how the process would work, please drop me an email directly (rob at wolflair.com).
 
Rob,

Thanks for the detailed response. I don't anticipate there being many problems with creating this.

Character generation is as simple as Basic D&D - even simpler than Savage Worlds.
There is no character progression (XPs or levels).
Mutations can be handled the same way as spells.
There are no classes, only races.

I hope this gives you a better idea.

Craig J. Brain
 
I'd have to crack out my old copy of MA1e from the archives to be sure, but I think it should be pretty quick to put together data files for the game.

You'll definitely want a PDF or other electronic version of the rulebook available to copy and paste chunks of text from. Given that MA1e predates the first IBM PC, I don't know if you have the text of the rules available in an electronic format.
 
MA1e PDF

Rob,

We've been selling the PDF for a while :) I think there's a link in my signature (from memory).

Please PM me your address and I'll arrange a copy for you from RPGNow.

Thanks for taking the time to do this :)

Craig J. Brain
 
I went down to the game room and pulled out my old copy of MA1e. Yikes! I didn't realize it came out in '76. I was thinking more like '78. Maybe I'm remembering Gamma World from around that time, though. It's all a faint blur, going back more than 30 years. And now I'm waxing nostalgiac as I flip through the old rulebook....

OK, I'm back. After doing a quick read-through, the mechanics are even simpler than I remember. Character creation for MA1e will be ridiculously simple to setup within Hero Lab. Starting with the Skeleton provided with the Authoring Kit, you should be able to get all the character creation mechanics into place very quickly. It will take a little bit longer to get stuff like the Dashboard and Tactical Console working well, plus a little more yet to add in-play support and character sheet output. But it should be quick.
 
One additional note. I'm not sure how much 4e differs from 1e. If the differences are not dramatic, it might be possible to write a single set of data files that supports BOTH editions of the game rules. Just something to consider....
 
Rob,

MA1e and MA4e are very different games. MA4e takes place on the Starship Warden a couple of hundred years prior to MA1e - just to make things confusing :)

MA4e has very detailed rules for creating robot and android characters as well as mutants - far more than the original game, and introduces skills and professions.

Craig J. Brain
 
MA1e and MA4e are very different games. MA4e takes place on the Starship Warden a couple of hundred years prior to MA1e - just to make things confusing :)

MA4e has very detailed rules for creating robot and android characters as well as mutants - far more than the original game, and introduces skills and professions.

Got it. Then it doesn't make sense to try and merge them.
 
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