Difference between revisions of "PCGen Support for Savage Worlds"

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Hi Folks! Maredudd here!
 
Hi Folks! Maredudd here!
  
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. PCGen does not currently hold permissions for this material, but I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems.
+
This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is [http://www.peginc.com/ Pinnacle Entertainment Group's] Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved [http://pcgen.svn.sourceforge.net/viewvc/pcgen/Trunk/pcgen/docs/acknowledgments/publishersandsources.html#PinnacleEnt permissions] for Pinnacle Ent. Group's '''Savage Worlds''' product line.
 +
 
 +
= Status Update =
 +
* [[Savage Worlds for PCGen - September 8, 2013 Update]]
  
 
= Team =
 
= Team =
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|-
 
|-
 
! align="left" | OS Monkey  
 
! align="left" | OS Monkey  
| Vacant
+
| [[LegacyKing | Andrew Maitland]] for some stuff
 
|}
 
|}
  
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= Approach =
 
= Approach =
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World" Explorer's Edition'''. The final steps in this project will be to develop LST files for at least one Savage World game setting, which has yet to be determined.
+
The gameMode files and data files will be developed in parallel in support of the core rule set as described in '''Savage World Deluxe'''. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of "The Savage World of Solomon Kane", '''Red Sands''', '''Necessary Evil''', '''Dead Lands: Reloaded''', '''Rippers''', '''Fantasy Companion''', '''Horror Companion''', and '''Super Powers Companion''', so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:
 +
 
 +
# Space 1889: Red Sands
 +
# Fantasy Companion
 +
# Horror Companion and Ripper
 +
# Super Powers Companion and Necessary Evil
 +
# The Savage World of Solomon Kane
 +
 
 +
'''Note:''' As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.
  
 
= Challenges =
 
= Challenges =
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== General Questions ==
 
== General Questions ==
 
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?
 
* Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?
 +
: ''I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say:'' '''Yes'''.
 
* What new LST Tag/OS Token support is required?
 
* What new LST Tag/OS Token support is required?
 
* What GUI modifications are required?
 
* What GUI modifications are required?
 
== Specific Challenges ==
 
== Specific Challenges ==
* Attributes (stats) are identified by a dice type, not by numerical value.
+
* Traits include both "Attributes" and "Skills":
* Skill ranks are, like the attributes, identified by dice type, not by numerical value.
+
** Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.
* The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the "Fighting" skill from d6 to d8 costs 1 point if the "Agility" attribute is d8 or greater but costs two points if it is d6 or less.)
+
** Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.
 +
** Derived attributes include Charisma, Pace, Parry, and Toughness.
 +
** Skills will be implemented with a combination of the "skill" object to track the RANK and the "ability" object to handle advancement.
 +
*** The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the "Fighting" skill from d6 to d8 costs 1 point if the "Agility" attribute is d8 or greater but costs two points if it is d6 or less.)
 +
*** This is being implemented as a pair of "Trait Advances" (TA) with a PREVAR looking at the skill "RANK" and the relevant attribute. One TA will cost one point, the other will cost two.
 
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.
 
* Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.
* Savage Worlds seems to be a classless system, at least the core is, so I will be creating a "Generic CLass" that will form the foundation of all characters.
+
* Savage Worlds is a classless system, at least the core is, so I will be creating a "Generic Class" that will form the foundation of all characters.
* Output Sheets
+
* Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.
 +
* Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.
 +
** Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.
 +
**This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to "CL/5+1" and using an "ability" that grants templates for each "Rank" at the appropriate levels.
 +
*** Example: <code>TEMPLATE:Novice|PREVAREQ:lvlRank,1 <tab> TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 <tab> TEMPLATE:Veteran|PREVAREQ|lvlRank,3 <tab> TEMPLATE:Heroic|PREVAREQ:lvlRank,4 <tab> TEMPLATE:Legendary|PREVAREQ|lvlRank,5</code>
 +
* Output Sheets:
 +
** Development/Test Sheet - troubleshooting preview sheet displays attributes and skills.
 +
** Character Sheet
  
 
= Status =
 
= Status =
I have the gameMode files started but not tested yet and am starting on the Skills and Abilities LST files.
+
I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet.  
  
 
{| border="1" cellpadding="5" cellspacing="0"
 
{| border="1" cellpadding="5" cellspacing="0"
 
|+ align="left" | '''GameMode Files'''
 
|+ align="left" | '''GameMode Files'''
 
|-
 
|-
! align="left" | LST File !! align="left" | Status
+
! align="left" | LST File !! align="left" | Status !! align="left" | Comment
 
|-  
 
|-  
| equipmentslots.lst ||  
+
| equipmentslots.lst || In Place || Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules
 
|-
 
|-
| level.lst || Complete/Untested
+
| level.lst || Complete || Functioning
 
|-
 
|-
| load.lst ||  
+
| load.lst || Complete || Untested
 
|-
 
|-
| miscinfo.lst || In Development
+
| miscinfo.lst || Working || Still working out what MUST be included to make a valid gamemode
 
|-
 
|-
| paperInfo.lst || No Change
+
| paperInfo.lst || Complete || No Change Required
 
|-
 
|-
| pointbuymethod.lst || In Development
+
| pointbuymethod.lst || Complete || Untested
 
|-
 
|-
| sizeAdjustment.lst ||  
+
| sizeAdjustment.lst || Working || Not sure how size works in Savage World
 
|-
 
|-
| statsandchecks.lst || In Development
+
| statsandchecks.lst || Working || Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system
 
|}
 
|}
  
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|+ align="left" | '''Data Files'''
 
|+ align="left" | '''Data Files'''
 
|-
 
|-
! align="left" | LST File !! align="left" | Status
+
! align="left" | LST File !! align="left" | Status !! align="left" | Comment
 
|-  
 
|-  
| ability.lst || In Development
+
| ability.lst || In Work || Hindrances and Traits (attributes and skills), and Edges are in and selectable. Powers in work.
 +
|-
 +
| abilitycategory.lst || in Work || Preliminary categories done and working. Initial  trait pools loaded here instead of in class file.
 
|-
 
|-
| abilitycategory.lst || In Development
+
| armor_profs.lst || Complete || It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Armor" proficiency that every piece of armor will get.
 
|-
 
|-
| class.lst || In Development
+
| class.lst || In Work || Class works. (Initial trait loading moved to ability category file.)
 +
|-
 +
| companionmods.lst || N/A || At least for now
 +
|-
 +
| deities.lst || N/A || At least for now
 +
|-
 +
| domains.lst || N/A || At least for now
 +
|-
 +
| equipment.lst || On Hold || Will implement after I get the core gamemode and character development working
 +
|-
 +
| equipmods.lst || On Hold || Will implement after I get the core gamemode and character development working
 +
|-
 +
| feats.lst || N/A || I needed to add a dummy feat to get PCGen to load a saved character but rather than create one on the FEAT file I created a FEAT in the racial ability file.
 +
|-
 +
| kits.lst || On Hold || Will implement after I get the core gamemode and character development working
 +
|-
 +
| languages.lst || On Hold || Had to include one language to squash log errors
 +
|-
 +
| races.lst || In Work || Only one race will be developed for now. Other will be added after character development is working
 +
|-
 +
| shield_profs.lst || Complete || It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Shield" proficiency that every shield will get.
 +
|-
 +
| skills.lst || In Work || Preliminary skills in place and working. Not sure what else needs to be done here.
 +
|-
 +
| spells.lst || On Hold || Not sure if this file will be required or if "spells" will be implemented with the "ability" object.
 +
|-
 +
| templates.lst || On Hold || Will implement after I get the core gamemode and character development working
 +
|-
 +
| weaponprofs.lst || Complete || It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Weapon" proficiency that every weapon will get.
 +
|-
 +
| savage_worlds.pcc || In Work || Preliminary PCC completed but will update as necessary
 
|}
 
|}
 
  
 
= Roadmap =
 
= Roadmap =
Line 93: Line 147:
 
! Link !! align="left" | Title !! Status
 
! Link !! align="left" | Title !! Status
 
|-
 
|-
| || TBD ||  
+
| [https://sourceforge.net/tracker/index.php?func=detail&aid=1328300&group_id=25576&atid=384722 1328300] || Variables that can hold text || '''Open'''
 
|}
 
|}

Latest revision as of 02:29, 23 September 2013

Introduction

Hi Folks! Maredudd here!

This project is a personal project I am taking on as an unofficial effort, yet with intent, to explore PCGen's flexibility when it comes to non-d20 gaming systems. The game system I have selected to work with is Pinnacle Entertainment Group's Savage Worlds Game. I think it will be a great vehicle for proving PCGen's flexibility for supporting non-d20 systems, and PCGen has recently recieved permissions for Pinnacle Ent. Group's Savage Worlds product line.

Status Update

Team

Data Monkey Maredudd
OS Monkey Andrew Maitland for some stuff

Schedule

There is currently no time frame in which this project is scheduled to be completed. In addition, PCGen's 5.16 and 6.0 developmental cycles are focusing on adding support for 4E/Pathfinder and the conversion to CDOM respectively. You can, on the other-hand, watch this space to see what kind of progress we are making. Please note though that no data sets will be provided for distribution until permission from Pinnacle has been granted.

Approach

The gameMode files and data files will be developed in parallel in support of the core rule set as described in Savage World Deluxe. The final steps in this project will be to develop LST files for at least one Savage World game setting. I currently own a copy of "The Savage World of Solomon Kane", Red Sands, Necessary Evil, Dead Lands: Reloaded, Rippers, Fantasy Companion, Horror Companion, and Super Powers Companion, so it is likely that once the core rules are demonstrably working, I will start working on some of these game settings. The priority will be as follows:

  1. Space 1889: Red Sands
  2. Fantasy Companion
  3. Horror Companion and Ripper
  4. Super Powers Companion and Necessary Evil
  5. The Savage World of Solomon Kane

Note: As of this update PEG is working on a SciFi Companion. When it comes out I plan on picking it up and will insert it into the implementation list just after Red Sands.

Challenges

A few challenges exist that will need to be tackled. (Others will be added as identified.)

General Questions

  • Is the character generation and maintenance effort required for Savage Worlds complex enough to warant adapting PCGen to the system?
I have been told that SW is simple enough not to need a Char Gen but there are a number of PCGen's competitors that have implemented SW Char Gen, so I'm going to say: Yes.
  • What new LST Tag/OS Token support is required?
  • What GUI modifications are required?

Specific Challenges

  • Traits include both "Attributes" and "Skills":
    • Traits are identified by a dice type, not by numerical value. (e.g. d4, d6, d8, etc.) PCGen is currently capable of doing this, though how this propagates through the rest of the program has yet to be seen.
    • Attributes, or stats, include the following: Strength, Vigor, Agility, Smarts and Spirit.
    • Derived attributes include Charisma, Pace, Parry, and Toughness.
    • Skills will be implemented with a combination of the "skill" object to track the RANK and the "ability" object to handle advancement.
      • The cost of a Skill Rank increase depends upon the value of the attribute (stat) to which that skill is tied. (e.g. Increasing the rank of the "Fighting" skill from d6 to d8 costs 1 point if the "Agility" attribute is d8 or greater but costs two points if it is d6 or less.)
      • This is being implemented as a pair of "Trait Advances" (TA) with a PREVAR looking at the skill "RANK" and the relevant attribute. One TA will cost one point, the other will cost two.
  • Hinderances and Edges (equivalent to feats/abilities) should be able to be implemented via PCGen's ability object.
  • Savage Worlds is a classless system, at least the core is, so I will be creating a "Generic Class" that will form the foundation of all characters.
  • Characters advance by level, gaining points for stats, skills, and edges, but few other calculations are based upon the character's level.
  • Every five levels a character advances in 'rank', a text-based 'Level' designation, beginning with 'Novice' and moving up to 'Legendary'.
    • Each rank increase advances an attribute/stat of the players choice. This can be implemented with a simple variable for tracking purposes, but I'll have to find a way to get a textual representation.
    • This can be implemented as an additional derived attribute, i.e. CharacterRank, that is set equivalent to "CL/5+1" and using an "ability" that grants templates for each "Rank" at the appropriate levels.
      • Example: TEMPLATE:Novice|PREVAREQ:lvlRank,1 <tab> TEMPLATE:Seasoned|PREVAREQ:lvlRank,2 <tab> TEMPLATE:Veteran|PREVAREQ|lvlRank,3 <tab> TEMPLATE:Heroic|PREVAREQ:lvlRank,4 <tab> TEMPLATE:Legendary|PREVAREQ|lvlRank,5
  • Output Sheets:
    • Development/Test Sheet - troubleshooting preview sheet displays attributes and skills.
    • Character Sheet

Status

I have the SW set to the point were I can create a simple SW character. Traits, hindrances, and edges are in and are accessible for character creation and advancement. The effects for the hindrances and edgs have not been activated yet.

GameMode Files
LST File Status Comment
equipmentslots.lst In Place Not sure what will go here as Savage Worlds doesn't use equipment slots as an element of the rules
level.lst Complete Functioning
load.lst Complete Untested
miscinfo.lst Working Still working out what MUST be included to make a valid gamemode
paperInfo.lst Complete No Change Required
pointbuymethod.lst Complete Untested
sizeAdjustment.lst Working Not sure how size works in Savage World
statsandchecks.lst Working Lots more to do here to implement underpinnings of Traits/Hinderance/Edge system


Data Files
LST File Status Comment
ability.lst In Work Hindrances and Traits (attributes and skills), and Edges are in and selectable. Powers in work.
abilitycategory.lst in Work Preliminary categories done and working. Initial trait pools loaded here instead of in class file.
armor_profs.lst Complete It looks like armor proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Armor" proficiency that every piece of armor will get.
class.lst In Work Class works. (Initial trait loading moved to ability category file.)
companionmods.lst N/A At least for now
deities.lst N/A At least for now
domains.lst N/A At least for now
equipment.lst On Hold Will implement after I get the core gamemode and character development working
equipmods.lst On Hold Will implement after I get the core gamemode and character development working
feats.lst N/A I needed to add a dummy feat to get PCGen to load a saved character but rather than create one on the FEAT file I created a FEAT in the racial ability file.
kits.lst On Hold Will implement after I get the core gamemode and character development working
languages.lst On Hold Had to include one language to squash log errors
races.lst In Work Only one race will be developed for now. Other will be added after character development is working
shield_profs.lst Complete It looks like shield proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Shield" proficiency that every shield will get.
skills.lst In Work Preliminary skills in place and working. Not sure what else needs to be done here.
spells.lst On Hold Not sure if this file will be required or if "spells" will be implemented with the "ability" object.
templates.lst On Hold Will implement after I get the core gamemode and character development working
weaponprofs.lst Complete It looks like weapon proficiencies are not being used in SW but in order to enable equipment use I need to adapt PCGen proficiency system. To do this I have created a simple "Weapon" proficiency that every weapon will get.
savage_worlds.pcc In Work Preliminary PCC completed but will update as necessary

Roadmap

This is the collection of trackers opened in support of this effort.

Development Specs

Link Title Status
TBD

Feature Requests

Link Title Status
1328300 Variables that can hold text Open