Showing posts with label la familia. Show all posts
Showing posts with label la familia. Show all posts

Monday, February 1, 2010

new games! plus different gaming styles, expectations, etc.

I just had a bit of a gaming bender - four days of intermittent MMOs, RPGs, and TCGs! All that was missing was a board game, but the mood didn't strike ^_^

First things first: new things. I played Warhammer Online finally, and it was substantially better than other MMO's I'd played before. Mainly the interface was cleaner, the graphics a bit clearer and with a nicer art style, and a few small improvements have been made, which I don't feel like going into. I will mention Public Quests and Open Parties - the former are quests you can pick up simply by being in the area of the map where the quest is happening, and you can see NPC drama between characters unfold (like Lord of the Rings Online has, but it's not instanced), and you get a timer to let you know how long it'll be til the whole thing resets, once it's ended. Everyone who contributes to completing the PQ's objectives gets a crack at *something* - no Ninja-style theft of loot to worry about! If you contribute, you get a personal bag of loot (a choose-one scenario, there)!
Open Parties are a little similar - you can search for a group of players to join up with in the area, if it looks like they're on the same quest, but the unique thing here is that you can just join the party, *snap* like that - in time to help random strangers kill a bad guy you've been questing for. It means less work for players, less time spent bargaining with strangers just to get help with a stupid quest, and so on. I approve!
Also, okay - gear is way prettier in this game than I'm used to, in that you actually look cool fairly early on. It's Warhammer, so it's over the top, but not action-figure-goofy like in Warcraft. Very nice.
One more thing about that - it's hard to explain, but item crafting is a highly customizable process that's easy to pick up; it also has a really, really snazzy interface. I have a Chaos character who's a Butcher/Apothecary, meaning I can loot animals for special items that I can then turn into potions and salves and things. The creation process and the interface for it really make it amazing - try it!
Lastly, they have a "free forever" trial - you can't play past level 10, can't do auction-house stuff, and a couple of other things, but you can do PQs, crafting, parties, etc., AND you can have a full allotment of characters (10 per server, an unknown max), AND these trial characters never go away. Ever! Yeah!

Okay, that's enough about that. Super exciting game, though.
Mooooooving on.

We played La Familia this weekend; it was set in Ankh-Morpork, of Discworld series fame, and it did not disappoint ^_^

Also - we picked up the weird-old-west card game, Doomtown (defunct since 2000, sadly) - it's funky, it uses a poker hand to resolve who goes first and who wins in combat, and you've got all kinds of crazy stuff going on - cowboys, bandits, Indians, shamans, dark wizards, walking dead, mad scientists, corrupt businessmen, radioactive coal called Ghost Rock, pirates along the quake-shattered coast of California (which is now known as the Great Maze), and so on! It's great fun.

As far as play styles are concerned, expectations, etc., my friends and I had some good talks about winning, losing, whether/when that's fun, and how to find the right type of game to accommodate everybody's interests, comfort level, and such. It seems that immersive, collaborative gaming that doesn't focus on cutthroat conflict or high-stakes challenge is the best fit; sounds good to me! We actually had a much more extensive chat than this, which included ideas for hacking Settlers of Catan into a discovery-style game with a map that's revealed over time, in-character dialogue, and lots of negotiation as to what's REALLY going on with the Robber :)

More to come!

Tuesday, November 3, 2009

hero wars/heroquest thoughts and stuff

So I've been eying my newly-acquired copy of Hero Wars, and thinking about a concept used in the game's Extended Contests (big, important conflicts use these, as opposed to a simple, single die roll): the concept of Action Points (now called Hero Points in the new edition).

So. Action Points.

Basically, these represent your overall mojo, combining ability, equipment, emotional investment in the conflict, positioning, tactics, allies(!), etc., all thrown together in a single numerical value. It's, overall, how well you're doing.
Here's the kicker: you don't lose until you are completely out of Action Points. And by "don't lose", I mean you basically don't suffer any just-you-personal consequences until this point is reached. Heck, you can even bet a few points to possibly gain a bunch back, and then you're still in it!
That bit about not losing? It means that, in a combat Extended Contest, you don't get wounded in any meaningful way (beyond a cut or a bruise) until you run out of APs. This is that kind of thing I was trying to achieve in Mask of the Emperor, the idea that you have to corner your opponent (verbally, physically, whatev) before landing a blow on them, as befits actual fighting between actual fighters.
[ready, go, tangent!] Even if you skewer a guy on your sword pretty quickly, there are probably a few shield-blocks, parries, dodges, and feints that happen first. If not, then the scenario would probably consist of your (apparently masterful) swordsman facing multiple foes, and stuff. The point is that I think it makes total sense to have some back and forth in a conflict before anything decisive happens.
Anyway.
APs.
So - you run out of APs, and THEN you get your hand severed, or the baroness throws her drink in your face, or whatever. As this Forge forum thread reminds us, you can get down to 1 AP and still pull off a win, and then keep your hand or your dignity intact.
I think that's pretty damn cool. One thing it doesn't do (potentially) is account for Pyrrhic victories, a la Otherkind. We shall see if that's the case, and if it matters, the effect that that has on things, etc.
I can see the logic behind it, though - both the Intact Skin approach (one guy wins and one guy loses, cut and dried) and the Mel Gibson approach (a la any movie he's ever been in where there is violence, and his character gets an ass-whupping even if he wins the day) have their merits. The former pushes for a vision of combat as either deadly OR merely "to the blood" - different rolls and results will of course dictate how that goes, and I betcha the Extended Contest result table has some kind of "you both suck" result. Alternately, in social conflict, the former approach would suggest a sort of "you end up looking awesome, handing someone's ass to them as well as looking good to passersby". This approach seems to suggest that once things start tipping in your favor, they keep going that way, OR you get a very clean reversal - again, you don't get chopped up until you totally, definitely lose, although you might take some light flesh wounds and your followers might all die (I'm thinking Braveheart, where Mel takes a couple arrows to the chest at Falkirk but then gets back up and rides after King Edward. 'cause, you know, whatever).

The latter approach suggests that combat is a bloody affair, and arguments make everyone involved look bad - in the case of violence, there's that old saw that people wear armor because you can't swordfight without getting chopped up once in a while. In the case of social conflict, it's possible that browbeating, haranguing, or otherwise nailing someone's verbal ass to the wall has lots of fallout and makes you look like a tool. This approach is one of "you have to give it to get it" - if you want something, you're going to have to crawl through crap to ensure that it's yours.

Oddly enough, both of these approaches expect and demand a lot of risk-taking: these aren't conservative strategies by any stretch. The former, in particular, could be very see-saw-y: win big or lose big! The latter, at least, lets you get mangled up a bit and maybe decide that you concede, after all, having reached your depth.
Things to think about and research, at any rate.
Oh, one last thought: the Otherkind mechanic exists to draw in more conflict like a fisherman's net, grabbing problems and pulling them towards the PCs. The Hero Whatever mechanics may or may not really do that, and seem a good deal more trad win/lose in that respect. They let you handle a conflict that arises, rather than find one for you. Maybe. We'll see.

My intention is to finish up Questing Beast soon (I'm done meandering...) and then get folks in the group to check out Hero Wars. Hotnessss! Character creation flowcharts await!

[Edit] Quick, last-last thought: Extended Contests and Otherkind do something similarly - in the Braveheart scene I mentioned, the EC is arguably resolving the entire battle! Let's go with that. The Scots get flanked by English reserves, the film personalizes this reversal through Willaim Wallace (his facial expressions, his arrow wounds), and then the battle's outcome is personified through William alone - he gets on his horse (while the Scots try to rally alongside their newfound Irish allies) and rides after King Edward, only to have the (surprise!) turncoat Robert the Bruce joust him right off his fucking horse. He lies there in the dirt; the contest is over.

ECs handle this by saying "hey, look at it go back and forth, with the English steadily widening the AP gap". Each reversal is exciting, and roleplayed to the hilt because we care, and when it's over, the Bruce helps William into the arms of an Irish rescuer; that's all post-EC developments. It's all important, yeah, but it's probably "off the map", i.e. it's devised by fiat, by on the spot creativity, without interacting with dice mechanics.

Otherkind dice handle things in general as jumping-off points for more and more conflict; it seems like conflicts are less officially "happening" and "not happening", given that, quite clearly, each roll of the dice can lead into more and more problems and complications. It's like the EC system says "ok, we're in conflict now", while O says "okay, roll. Okay, five more things go wrong. Okay.... roll again. Repeat."

The real difference might be that O sort of checks in with the players more often and says "ok, hey, here's some consequences. At least in terms of handling time (huge difference, no doubt), O gives us resolution pretty quickly. If what you're looking for is a lot of back and forth, then EC might be the way to go. If you're looking for really punchy, pithy moments that cause the plot to pivot, then O might do it.

O seems more suited for gunshots, sudden bursts of action that die down quickly, that sort of thing, the kinds of decisions one makes rashly and quickly regrets, whereas Hero Wars is pushing a sort of more nuanced, you've-got-time-to-think back and forth thing, like a fencing match.

Not that one or the other can run situations or scenarios that the other couldn't; I'll report back when I discover what's better at what!

[EDIT EDIT] Apparently in both Simple and Extended Contests, if both sides roll badly enough (technically, you roll against a Target # and THEN compare to your opponent), both sides can screw the pooch. So to speak.

Wednesday, October 21, 2009

La Familia - starting the first playtest campaign

I might be running a playtest campaign of La Familia soon. As Anna pointed out in our first get-together tonight, LF could totally work as an early-19th-century Cosa Nostra game, set in Sicily.
But that's not the coolest part: a mob game set in Sicily in the 1920's, where Benito fucking Mussolini is the Tyrant (quick recap: the players play members of powerful families; the gm plays a central authority figure in society, called the Tyrant). It would be RAD to play Mussolini.
One of Anna's suggestions was to blur the distinction between the gm and the other players, such that it's not a really "gm'ed" game anymore. I think the easy way to do this is to call one player the Tyrant, give him the power to set Laws, and make his protagonist the Tyrant of the setting. Easy peasy. The word "gm" is incorrect, anyway - the only diff between the Tyrant and the other players is that the Tyrant creates Laws.
Given that you could basically run The Godfather using LF, Anna also pointed out that I should consider putting specific kinds of scenes into the rules - some kinds include Betrayal (maybe a scene in which a Grudge's rating is increased), Retribution (taking revenge for the increased Grudge), and Placation (smoothing over the source of the increased Grudge).
I'll give it some thought.