Game Design Insights

By Steve Creech
September 8th, 2003
 
Besides handling the marketing duties for Bastion Press, I also serve as one of the members of the design team that brings you the great gaming products that Bastion Press offers. Designing game elements for d20 products is very much akin to walking a tightrope. If you don’t maintain a balance, you are liable to fall and break something. Those of you who have sat in on one of my game design seminars at conventions will recall much of what I am about to discuss in this article. Game design can be broken down into a few basic concepts: initial idea, mechanical design, testing, and finalization.
 
Ideas come from all manner of inspiration. The books you read, the movies you watch, the games you play and even life in general can contribute heavily to giving you ideas for neat things to incorporate into your campaign. Who hasn’t watched Reign of Fire or any of the Lord of the Rings movies and thought, “Hey, that would be cool to use in my game?” One of the things that struck me when watching the movie Signs was how it had all of the elements to make a good adventure. The pacing of the movie was excellent, giving viewers just enough clues to try to piece it all together but yet needing one final piece before being able to figure it out. Of course, the aliens become the main protagonist and make an ideal monster to throw at your party if you are running a modern or futuristic campaign. With that in mind, let’s tackle creating the alien from the movie.
 
Mechanical design is the next topic on the list and is the meat of this article. Using our alien, let’s begin the design process. The name of the alien could be anything, but for simplicity, I’m going to call it Alien Menace. The creature type is one of the real keys in the decision making process. Type is directly related to the number of skill points the creature is allotted. If this were a standard medieval fantasy world that I was creating for, I would likely be inclined to make the alien an Outsider, but since we are creating for the modern world, we will go with Humanoid. Now a bit of planning is required. Do I want to make the alien menace an exceptionally tough and challenging creature or do I make it something that is better for lower level encounters. Keeping with the theme of the movie, I want a creature that is tough, resilient, but can still be defeated by a mere mortal man. So creation of the monster’s abilities and hit dice are next in the process.
 
Unlike with a player character, it isn’t necessary to roll dice for determining ability scores. You are, after all, the one designing this monster and therefore, can throw certain random elements right out the window. It’s your monster and you can stack the deck how you wish. For our monster, I am going to assign him the following ability scores: Str 12, Dex 14, Con 12, Int 19, Wis 11, Cha 10. The alien wasn’t exceptionally strong, only able to break a few boards to get into the house but not easily break down a secured door or get out of a locked closet that was barred with a piece of furniture. They did, however, exhibit the dexterity to climb down a coal chute, reach through a board and grab the little boy. They did seem to be tougher than norm, able to leap off a roof and run through a cornfield like a deer, lending to a higher constitution. Since they are an advanced alien race, their intelligence is greater, but I’m not so sure about their common sense (wisdom). You would think that a race with a vulnerability to water would not choose to invade a planet that consists of over 70% water. Finally, I went with a relatively neutral charisma because we have no way of knowing the details on interactions amongst themselves and they are just plain ugly to us.
 
Now that the ability scores are set, it’s time to set the creature’s average hit dice. One key scene that demonstrated the physical toughness of the alien was when Merrill attacked it with a baseball bat at the end. The alien took several solid blows to the head (at full swing no less) and was still standing, mostly. This would lend me to believe that they are a more resilient race and would best be characterized as a 2 or 3 hit dice monster. When in doubt, always pick the higher number (tougher monsters are always more memorable to players). So, I am going to set the Hit Dice equal to 3 for our alien.
 
We have two key features set and using them, we can now calculate the total required skill points and the correct number of feats. Humanoid skills (non-classed) are determined by the formula (2+Int modifier) x (HD+3). Therefore, our alien would have 42 skill points ((2+5) x (3+3)). The number of feats is the standard 1 at first level followed by an additional feat every three levels. This means our alien gets 2 feats, one for first level and one because it is a 3HD creature.
 
With 42 points to work up the skills and a maximum class skill rank of 6, a minimum of seven skills may be selected. Going back to the movie, let’s first apply the skills that we likely saw being utilized. Climb is the first skill to consider using for the creature. If you recall in the movie, the alien was first seen standing on the roof of a barn. This coupled with the incident in the coal chute signifies a definite need/use for the Climb skill. Next up is the Hide skill, which is obvious as far as use and those sneaky aliens. Jump is in use by the alien jumping up onto the barn roof and then leaping off to disappear into the cornfield. Listen is a good choice, as is Move Silently (for sneaking around in those cornfields). Search and Spot are always good choices for skills and also have relevance based upon the movie for this creature. We now have selected six basic skills but need to choose at least one more because of the maximum rank limitation. A Knowledge skill would be useful but you could also make a good argument for Balance (think rooftop again) and for Intimidate (the mere presence of the alien is quite intimidating to us humans). For my purposes I am going to go with Balance and Intimidate. A full breakdown of the skills now looks like this:
 
Balance: 3 ranks + (+2 Dex modifier) = +5
Climb: 6 ranks + (+1 Str modifier) = +7
Hide: 6 ranks + (+2 Dex modifier) = +8
Intimidate: 3 ranks + (+0 Cha modifier) = +3
Jump: 6 ranks + (+1 Str modifier) = +7
Listen: 6 ranks + (+0 Wis modifier) = +6
Move Silently: 6 ranks + (+2 Dex modifier) = +8
Search: 6 ranks + (+5 Int modifier) = +11
Spot: 6 ranks + (+0 Wis modifer) = +6
 
 
The choices for feats are diverse, but the selection for this creature is actually limited. Since this is not a combat-oriented creature, the fighter feats are not needed nor are the metamagic feats since this is not a spellcasting class. Alertness fits the profile of the creature well as does Run (think of the speed the creature moved when running into the cornfield). Alertness grants a +2 bonus to Listen and Spot checks changing each skill total to +8.
 
Listen: 6 ranks + (+0 Wis modifier) + (+2 Alertness bonus) = +8
Spot: 6 ranks + (+0 Wis modifier) + (+2 Alertness bonus) = +8
 
Next on the agenda is determining what Special Attacks or Special Qualities we want our alien to possess. Recalling the movie, the only special attack that was evident was the creature’s use of poison. The special quality is the creature’s biggest weakness, a vulnerability to water. I’ve heard some arguments that it was really holy water they were susceptible to since it took the Israelis to figure it out and drive the invaders off and all of the water glasses around the farmhouse set out by the little girl were considered holy because the main character was a pastor. Again though, for the purposes of this article, we are going with just regular water.
 
Defining the abilities into game terms is a necessity now that we’ve established them. In the movie, the poison was a gaseous form secreted by bony protrusions on the inside base of the wrist. Since the poison was reported to be quite deadly (the boy lived only because he wasn’t breathing at the time) assigning a high damage value would not be out of line.  For our purposes, the damage inflicted will be 2d6 Con initial followed by 2d6 Con secondary (temporary damage) unless a Fortitude save against DC 18 is met. The poison may be inflicted upon a successful touch attack only. The creature’s vulnerability to water is easily defined the same way as vulnerability to sunlight is in that each round the alien is directly exposed to water, it takes 1 point of damage (suddenly makes that decanter of endless water very useful, eh?).
 
Let’s take a look at the creature’s statistic block now that we’ve established several of the fields.
 
Alien Menace
Humanoid
Hit Dice:  3d8 + 3 (15 hp)
Initiative:  +2
Speed: 40 ft. (8 squares)
AC: 15
Base Attack/Grapple: +3/+4
Attack: Unarmed +4 (1d3 +1)
Full Attack: Unarmed +4 (1d3 +1)
Space/Reach: 5 ft. by 5ft./ 5ft.
Special Attacks: Poison
Special Qualities: Vulnerability to water
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 11, Cha 10
Skills: Balance +5, Climb +7, Hide +8, Intimidate +3, Jump +7, Listen +8, Move Silently +8, Search +11, Spot +8
Feats: Alertness, Run
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level adjustment:
 
 
The base attack bonus is calculated by taking the HD x 3/4 (rounded up), while one saving throw is selected as the “good”. Speed was set as 40 ft. because the creature was faster than normal. The armor class (AC) is determined by adding 10 + (+2 Dex bonus) and +3 natural armor bonus giving a total of 15. It appears that the alien has no natural weapons such as claws, so its attack will be an unarmed attack giving it no additional bonus other than strength.
 
Finally, the bottom part of the bracket needs to be filled in. Environment will likely be any land because of the alien’s weakness to water. Organization can be solitary, a squadron (2-6) or an entire crew (7-15). Obviously, this is a sheer guess since the numbers were never really established in the movie. The Challenge Rating is likely a 2 because of the creature’s weakness and overall lack of power, despite the strength of its poison. Treasure would be none and Alignment either neutral or neutral evil. To make the creature a bit more sinister, I’m going to go with neutral evil. Advancement should be by character class and Level Adjustment would be negligible and therefore a --. So for our final creature stat block with all fields filled in, including the description and combat will look like this:
 
Alien Menace
Humanoid
Hit Dice:  3d8 + 3 (15 hp)
Initiative:  +2
Speed: 40 ft. (8 squares)
AC: 15
Base Attack/Grapple: +3/+4
Attack: Unarmed +4 (1d3 +1)
Full Attack: Unarmed +4 (1d3 +1)
Space/Reach: 5 ft. by 5ft./ 5ft.
Special Attacks: Poison
Special Qualities: Vulnerability to water
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Dex 14, Con 12, Int 19, Wis 11, Cha 10
Skills: Balance +5, Climb +7, Hide +8, Intimidate +3, Jump +7, Listen +8, Move Silently +8, Search +11, Spot +8
Feats: Alertness, Run
Environment: Any land
Organization: Solitary, squadron (2-6), crew (7-15)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: By character class
Level adjustment: --
 
Alien menaces are humanoids from another planet that stand approximately 7 ft. in height. They tend to be dark green in color with enlarged skulls, bulbous eyes, small mouths and slits for noses. Their arms are longer than a human’s and only possess three fingers and a thumb rather than four. Alien menaces do not speak any known languages and do not communicate telepathically.
 

Combat

Alien menaces only engage opponents when they can catch them by surprise. Melee combat does not typically work in their favor. Often, the element of surprise is enough to catch their opponents aware and allow them to employ their poisonous gas.
 
Poison (Ex): Alien menaces possess poison glands at the base of their wrist that releases a potent airborne toxin that, once inhaled, may suffer 2d6 Con initial followed by 2d6 Con secondary (temporary damage) unless a Fortitude save against DC 18 is met.
 
Vulnerability to Water: Alien menaces find that water is highly corrosive to their skin. Each round the alien is directly exposed to water, it takes 1 point of damage.
 
Testing is the next part of the design phase. You need to find out if there are inherent problems behind your new creation or if it is perfectly balanced, and more importantly, really cool and intriguing to your players and others. That is why you have to put it through the works and make sure it is something that truly works. Obviously, the primary playtest group will be your personal gaming group. Maybe you are going to spring it upon them during an actual game session; after all, there is no better way to test than plunging right in. On the other hand, you may just grab one or two of your friends and sit down for fifteen minutes and test out the creation. Good testing will determine the flaws and help you fix the problems and iron out the wrinkles. At least, you hope your group will be honest enough to point out the flaws. With good, constructive criticism under your wing, the new game mechanic (in this case, our alien menace) will need only a minor tweak before it is ready to be unleashed upon the masses of eager gamers who devour this stuff like the addictive candy it is; to use and abuse and have hours of fun with in their personal campaigns.
 
So there you have a little bit of an understanding about the thought processes that goes into game design and development. It’s not an easy thing nor is it a foolproof process. Mistakes can be made during the process, but if you are fortunate, you will have other people to serve as a sounding board to your ideas and spot any potential problems and flaws that may exist. With luck, you’ll create something that others find really neat, inspiring and downright cool. Good luck and good design!
 
 

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