Showing posts with label exalted. Show all posts
Showing posts with label exalted. Show all posts

Sunday, November 13, 2011

What Story Now play looks like

So I feel like play-style is a pretty stable thing; I, for one, will pick a relationship, goal, or situation in play and charge at it, hands outstretched, in order to get a good grip and squeeze drama out of it.

Relationship? No one can tell this person what to do but me! This way, interacting with him/her will be charged with potential conflict.
Actual play example: [game: Storming the Wizard's Tower][my character: a fisherman, father to a (secretly) pregnant shepherdess] The blacksmith's apprentice is my daughter's best friend. She knows about the pregnancy, and (out of character) says as much aloud.
Best part? I made a Charged Conversations roll, then asked, "Is my daughter actually pregnant? Is that the truth?" GM thinks about how to respond (since I was asking about something a player said, not a character. Yes, quibbling is a big part of what RPGs are about ^__^), and then says, "Yes. She is." I really liked knowing something as a player, but not as a character, and having the dramatic irony give off an awesome vibe.

Situation? I will seek the origin of the curse upon your house, and later we will ret-con that I actually placed the curse, myself! Hahaha! Now, there is another twist in the emerging situation, and it pits us against each other in a bad-blood way. Cool!
Actual play example: [game: Polaris][my character: a Knight of the Stars who is a skilled male midwife; tasked with concealing the deformed byblows of another noble house] The women of the House of Corvus, it is whispered, give birth sometimes to reptilian monsters that do not live beyond birth. It's my job to dispose of them discreetly. Then, one day, when I'm burying one in the courtyard, I discover a lizard-figurine buried in the dirt that's just stinking with dark magic. (I enter this element into the story because it seems like a fun answer to, "Why is House Corvus cursed?")
The sages inspect the thing, and determine that it is, indeed, the source of the curse. Another of the Knights (a fellow player), cynically suspecting treachery on my part, narrates, "Sir Fornax moved the curse-lizard from the courtyard of his own House into ours. He means to push his own line's barrenness onto the Corvus clan!" Ha, well, I didn't challenge this assertion using any Key Phrases, and decided it was just too awesome a twist to turn down.

Goal? I will pick the worst (best?) possible moment for my quest to conflict with yours, so as to achieve delicious drama.
Actual play example: [game: Exalted][my character: an Abyssal (a champion of death) who truly believes in the purifying power of Oblivion] My master, a Deathlord, is uninterested in anything but his own consolidation of power. When this means fighting other Abyssals instead of banding together to spread our dark power, I rebel, flee the Deathlords, and throw myself on the mercy of the Solars (champions of the sun, my people's implacable foes) rather than serve a lord without integrity.

Note - Exalted lacked any direct means via the rules (explanatory text about background and setting is not "rules" in the normal sense) for me to address theme in the way that I wished. On the other hand, if goals/relationships are not tied closely to the game system in some way (explicitly, or emergent in play), it can be tough to find your "way in" to that. My character was pretty crappy with the dice rolls in this last example, so really the only recourse I had was in my allegiances, not my actions, in play. I wasn't blocked from exploring Theme all on my own, but it would have been a lot more satisfying if character creation had gotten other players thinking in this direction, too.

Bottom line: rules can't stop you from playing as you wish, but if you follow them, they sure can help with a particular style. You can tell pretty quickly (during character creation, maybe; definitely in play) whether the game is working with you or against you. Is the game too creatively demanding for your tastes? Does it get lost in the "fluff" instead of who wins and who loses? Is it too creatively constraining? Lots of things can go wrong; playing a game that seems to "get" your style is an extra-awesome experience.

Saturday, May 22, 2010

Ice Station Nerdly, Theory, Etc. [3 of 3]

Finally, we get to Radiant. As I'd guessed, this game is definitely inspired by Apocalypse World - the rules summary, which is nice and short, has a series of headings that basically go "To do X, roll Y, then spend your successes on Table Z." AW has a bunch of these, called maneuvers, and so does Storming the Wizard's Tower.
It's hard to guess why people compare it to AW more readily, given that a) Radiant doesn't divide any of its maneuvers by character class and b) Storming pretty much has the same thing going on - though stuff like "to read a situation" or "to show someone up" are more in AW's format, whereas Storming divides these things into broader classes like "Controlling Others" and "Charged Conversations". Fundamentally, the mechanics do not differ very much, although Radiant has you rolling great handfuls of dice instead of a simple 2d6, AW-style.

Anyway - - this game is, to put it one way, an attempt to play Exalted with rules that are actually good. The basic Exalted book is required as a reference for play, as it contains all the setting information and the list of Charms (magic powers, akin to spells) that PCs get. The skill system is interesting in that a regular-use word like Lore refers to solving problems by knowing more than someone else does.
The GM had prepared some pre-made characters for us, along with the scenario he was going to run, which made things a little easier to get started - - digging through our sole copy of the Exalted core book to pick Charms would have been kind of a pain. That's the only detail of character creation that's very time-consuming, though - like in Storming, you establish things like A Friend and An Ancestor, as well as original categories like I Love, I Regret, and I Fear I Will. These things help to color play, and maybe introduce NPCs, but they're mainly a characterization tool rather than a mechanical implement.
I'm still wrapping my head around the conflict system, but essentially you look up a relevant maneuver, roll, and spend your successes on the chart. If it's a competitive action, especially combat or some such, things are a little different - combat tends to involve spending successes to knock points off your opponent's skills, like in Donjon. Reduce someone's relevant skill to zero, and they start losing Essence points instead. Your Essence drops to zero and you, officially "enter a coma", but we took that to mean, generally, that you'd be totally useless and incapacitated for the purpose of the conflict rather than comatose per se.
We never actually engaged the Health Points system, which sounds like a much tougher route anyway - you get to add your Essence score to your pool when you roll to defend yourself from attack, so your opponent has to be substantially more powerful than you (Solars get three Essence, compared to everyone else's two) in order to actually wound you. Given that skill damage is more immediately useful, I can only guess that you go after someone's Health Points when you really, really have to make sure they die.
Another neat, funky thing you can do, either offensively or defensively, is shift the conflict. You can roll the skill+attribute you want to force someone to confront you in a particular way. There's an element called Mobility that I'm not quite clear on yet, but it seemed to play out like this: you have to roll skill+attribute to begin a conflict with someone, and if you succeed you get both the terms of the conflict as you like them (Martial arts! Arguing! Archery! Or whatever!) and you start the process of wearing down their relevant skill points.
If you fail this initial roll, I think they can break off from the conflict and keep their distance from you, keeping their lovely skill points intact. I'm having no luck locating a .pdf of the game, but a story-games.com search will probably produce results when I can get around to it.

Overall, it was a surprisingly flowy, abstract take on a very flexible, action-packed game. The conflict system is fueled powerfully by four factors: creative description, teamwork, and birthrights and charms (cool items and cool powers, respectively). There's a table of bonuses awarded on the character sheet - those factors are the Y-axis and standard/environmental/impressive make up the X-axis.
A good description gives you one extra die to roll; if you work a pre-determined element of your surroundings into your description usefully, that's worth a total of two extra dice. If your description, more or less, impresses everyone at the table, you get three extra dice AND a point of willpower, which can be spent to a) give you one more success or b) if you're defending, knock out all your opponent's successes. Yes, several willpower-bidding wars happened during play; it was great! Given that willpower is required to power Sorcery (very powerful Charm-like stuff, basically), our sole sorcerer in the party had to be very cautious with her willpower, and worked hard to earn it.
If you throw yourself into making really awesome descriptions, you'll have a powerful defensive/middling offensive resource to wield. You can gain willpower from combining Teamwork with Environmental, though, which is nice.
Charms give an absurd amount of extra dice - four for a decent Description, then 8 for Environmental and 12(!) for Impressive. However, Solars have to worry about their auras revealing their nature, the more Charms and Sorcery they use, so lots of sneakiness was called for. Still, we were able to do lots of cool stuff both with and without Charms, so we didn't feel stuck.
I really don't have any complaints at all about this game, aside from the somewhat tricky nature of Shifts in Conflict. That, and a bit of unclarity around how Willpower may be used. Aside from that, it's a solid challenge game with an enormous amount of color and spunk just flowing off of it - good times! It really redeems the Exalted setting and puts it toward some good use.

Sunday, January 24, 2010

On game design theory and its applications

As you can certainly tell from past posts of mine (check posts marked "creative agenda" if you don't believe me), I'm not one to shy away from Forge-style theorizing. Over time, and especially in the past year or two, I've had a wonderful opportunity - meeting up with a lot of folks from Story-Games has given me the chance to seek out all these cool indie RPGs I'd heard so much about.
When I finally got to play Polaris, for instance, it was a little bit like a rite of passage. Though, I have to admit, it was a lot more inspiring to put together La Familia and, somehow, have it work even better than I'd imagined.
So yeah - I've gotten to see the concrete results of what some would call theory-wank. I've definitely met my fair share of folks who don't much care for the deep end of RPG theory/design, and usually that's a-okay.
I say "usually" because I've definitely gone through a period wherein I've proselytized on behalf of story-games in general, and Narrativism-supportive games in particular. When this proselytizing has worked, so much the better, and my excellent! recent game of Polaris shows that pretty well.
But when big-time RPers haven't been interested in what I'm pushing, I've come to realize that there's a sort of fault-line between us. Nothing personal or ideological creates this divide; it's not as big or as complicated as that. Plain and simple: I had bad experience X, they had bad experience Y, and while X led me to seek out a fundamentally new way to RP, Y simply led other folks to seek out new people with whom they could play.

Let me unpack that a little: for me, the biggest bad experience I had in RPing was, bluntly, a big difference in priorities at the gaming table. I can even point to the precise moment when this started to really gel for me as something I needed to address; it was after a couple of years of lurching around at the Forge, where I had yet to really grok anything about the Big Model, but I was very eager to try out all these cool new games I saw - the subject matter, the creator-owned nature of the games, the collaborative process of design via the forums - - it was all pretty great.

But - my precise moment. I was playing a game of Exalted, and I was running an Abyssal, essentially a sworn soldier of darkness who drinks blood to gain power and wants to unleash oblivion upon the world of the living. Fun stuff! I didn't just want the cool powers available to him; I was also really interested in his story - why he was a death-knight, what he thought of oblivion, his dark masters the Neverborn (shudder), etc.
I'll spare you a lot of the details, but he eventually realized that he really, truly believed in total, worldwide destruction, you know, as a good thing, and quite sincerely at that. His dark masters, however, were content to jockey for power between one another, fighting each other as much as they fought their sworn enemies, the Solars (sun-themed heroes). So, over the course of the game, I explored the relationship between my character, other Abyssals, the Neverborn, etc., trying to drum up fellow "true believes" to the cause.
It didn't go well, but at least one of the other player-characters was also an Abyssal, and so we schemed and argued together about the point of unleashing destruction.
At the end of the game, we all confronted a Big Bad of some kind, possibly a servant of the Neverborn, a rogue Neverborn, something like that. There were some Solars fighting the creature, too, and I decided the best possible way to finish my character's story was to try and join the side of the Solars, begging their forgiveness and wanting fervently to have comrades who were just as true-blue as me.
They were very, very hesitant to accept me, what with our races' vendetta and all, not to mention the battle going on, but hey, they didn't kill me! That was the last session for the campaign, as well, and I felt, at long last, like I really got to tell a story! with a game, instead of being actively thwarted from doing so. Sure, the game mechanics got in the way (whiffing sucks! I advise all game designers against it), and only one of the six people playing with me actually showed any interest in what I was doing (they were content to be "run through" the scenario in a very traditional way).
Realizing I was out of step with the group wasn't new; realizing what it was that made me out of step was a bolt of light in my eyes!
Since then, I've gobbled up every Story Now game I can get my hands on, and I've even made forays into Gamist play, as well.
But, like I said, I've noticed that some people just aren't as excited about trying new ways of gaming as I am, and sometimes folks who *are* that excited don't have any desire to elaborate on it in the kind of language that I do.
Which is, you know, okay and all, and I'm definitely thankful to be around more people these days who like indie games.
It's a little weird to also note how quickly the *application* of theory, or at least the observation of Forge theory put to practical use (i.e. a game design, and then the playing of said game), makes all the verbosity of forum theorizing kind of melt away - I can much more intuitively guess at what Creative Agenda(s) a given game system supports best, as we play, which I've mentioned before (in the context of how simple CA really is, once you see it in action). Other concepts, like Fortune in the Middle, turn out to be equally simple in application - it's as simple as "can I affect the final result after we roll the dice, or do I need to put all my Boost Power in *before* I roll?"
And yet, naturally those little tweaks can make a huge difference. Fortune at the End does not do well with a Story Now agenda, as it really saps player agency away (in my opinion). If Fortune happens, and then we can tweak it, even if said tweaking is limited and finite, it at least gives us one more meaningful choice to make, as players. [lol i totally meant fitm WITH TEETH]
I was playing Last Night on Earth, uh, last night - it's a zombie apocalypse board game. There's a touch of Fortune in the Middle in there, as it happens - when you're inside a building, you can either move or search (as opposed to just moving, if you're outside), and searching gives you a one-card draw from the Hero Deck (Human Deck? I forget). The FitM part is there because you roll the d6 to see how far you can move, and then you get to decide whether to take that move OR search. It's nifty!
Heck, come to think of it, Step On Up play is all about meaningful choices, too - they're just more strategic or tactical instead of thematic. So yeah, FatE (ha, irony) has been a procedural default for some decades now, in most games I've encountered, but when you make that tiny tweak (courtesy of theorizing Forgies, thank you verra much! ^_^), things begin to flower, as Mao would put it.
Anyway - I've learned that RP theory has undoubted practical applications (duh! Actual Play!), but not everybody wants to see under the hood, or think about how to build a better car, when they like their driving experience just fine, so far.
End.

Sunday, June 7, 2009

Oh, duh. On metagame mechanics [warning - vanity post]

So. Instead of making up weird conditions for spending Honor and Infamy, I think I'll decouple their use entirely from context, given that they're already earned contextually.
I had some ideas for a mod for Mask, based on Exalted. One of the main add-ons involved revealing one's immortal nature at an inopportune time, in exchange for metagame reward (stat buffs, in this case).
What I'm going for is this: in addition to the Reputation Vote rules, you can gain Honor/Infamy whenever you're in Disguise and choose to reveal yourself for in-character, not metagame, reasons. Thus, if your character couldn't take another moment of hearing the guards besmirch his clan's honor, and blurts out who he really is when he really shouldn't, you've earned some immediate Reputation! Not sure if I still want to have a permanent Reputation stat, but I think I'm still just reeling from the fistfulls of dice that one of my players seems to always have on hand.
The solution there is probably just to reduce the number of stat points that characters get. Changing the stats and skills around, too, would also be good - I have a whole slew of ideas for a Greek-themed setting, something that I would feel a lot more comfortable running. That would necessitate changing the names of the Reputation traits, but meh.
Meh, I say!
Off I go! The Emperor is probably going to become the Persian Emperor, or something.
Annnnd before I go, it occurs to me that stuff like gods and monsters are way more important now. Hm. Hm, indeed.
Well, at least now I can have sailing as a skill. Exalted has it; why can't I?