Showing posts with label step on up. Show all posts
Showing posts with label step on up. Show all posts

Thursday, October 28, 2010

lair of the cyclops, first test run

I got to try out my Swords & Wizardry adventure tonight. It went awesome!
Also, this:

We had a whopping FIVE players to start; this whittled down to four when one guy lost interest as the equipment list came out (I swear, equipping a PC is like a minigame in its own right).

We almost lost another over a rules dispute (someone basically wasn't listening when I called a house rule to a vote - - I had the players arrive at consensus over each house rule I wanted to use - - and he literally did not understand what we had agreed to, and got for-real upset when the confusion arose). I was nicer and more conciliatory than I should have been.

The house rule was: spend 10 min./spell level of a spell you wish to memorize, and you may memorize it right then and there. However, you're still constrained by the number of spells you may have at the ready at any particular time. The idea was to focus the constraint of resources to the bounds of a particular encounter, not a particular day of game time. On reflection, one of two things could happen instead: a) if time is a resource, it needs to matter consistently, and b) maybe just allow this with information spells/I chose to employ this idea BECAUSE of information spells.

Anyway. It was super-awesome: my notes were in pretty good order, the rules definitely had just the right level of complexity (on the low side, with lots of wiggle room), and I got to see what it's like to have PCs be a hair's breadth from death.
I fudged one thing, one time: I made a fall cause d3 damage, not d6, since a pit trap I'd placed ended up affecting three players at once! Oh nose!
This is why we ask what the marching order is, though ^__^ Next time, no fudging: I will let that character die, and have the player roll up someone new and see where it goes.

The players were pretty ingenious, asking good questions and giving me good chances to flesh out details that I hadn't really considered (but were totally the right kind of details that matter just enough as Color that it's worth thinking them up).
Also: I had a great time being a very neutral Referee, callin' it like I see 'em and being consistent and fair. Fun stuff!

The mini-con where I'm running this again is on the 6th - next Saturday! Holy crap! I may end up just taking a day trip to DE instead of a whole weekend, for my brudder's birthday. Whoo!

Wednesday, September 22, 2010

0e D&D has those little details...

Just lookin' at the Swords and Wizardry text, and I noticed that the ability score descriptions don't actually reference the "meaning" of the scores, only their mechanical effect. "Strength" does not measure your character's power, it "gives your character bonuses when attacking with a ... melee weapon." Very straightforward, almost jarringly so.
The best of these has got to be Wisdom:
Wisdom is the Prime Attribute for Cleric characters, and any character with a Wisdom score of 13 or higher gains a 5%
bonus to all experience point awards. If a Cleric has a
Wisdom score of 15 or greater, he gains an additional
first level spell.
Note the utter lack of reference to the fiction. Wisdom serves literally no other purpose than to, potentially, give you a bonus to experience and Cleric spell-casting. I cut my RPing teeth on much more complicated tables for ability scores - anyone else remember 18/01-00? If you rolled an 18, you got to roll on an additional chart to see what kind of 18 Strength you had - it's basically a minigame. That, and, who knows why, the 2nd edition design team decided to make 18 and 19 Strength very, very different values - they were preserving the might and majesty of rolling an 18, I guess?
Speaking of minigames - the whole 0e ability score thing is really six short games that give your character little party favors for winning - the physical stats grant bonuses that seem so triflin' that it draws the power of a good Int or Cha roll into question - you mean to tell me that +1hp/level is as much of an accomplishment (more or less) as knowing four languages? If you're a magic-user, the access to 7 out of 9 magic levels is pretty rad, too.
Maybe since every character has a score in all six abilities, they're just being granted a "suite" of different perks, a sort of grab bag with categories or something. I dunno.
Tomorrow I may sketch out some ideas for Level Three of The Lair of the Cyclops - it's technically the fourth area from the start of the dungeon, but I read a thing, and decided to hold off on Level Four encounters for now.

As it stands, the XP to be gained in these four areas gets you most of the way through the 3rd character level (jeeeeez, is that ever an overused term, with multiple, distinct meanings ^_^;;), unless of course you're a bad-ass Cleric with +15% XP - - Clerics already advance in level about 25% faster than Fighting Men, and 40% faster than Magic Users, so the extra bonus is just crazy - you can level up your Cleric twice(!) as fast as a Magic User if you rolled good Wisdom and Charisma (and the MU didn't). Is that why they're considered the most powerful class in the default S&W game? 'cause they get to access their higher-level content so much more quickly?
Honestly, I think it brings us back to being a polyglot (high Intelligence) vs. getting a single extra hit point every level - you have to claw and scrape for every little extra bit of help on dice rolling, but if you're clever you can possess advantages far beyond those of mere combat perks. Maybe? I don't know - it seems like Magic User is an "advanced" class - they rely the most on careful rationing of resources, but those resources can result most readily in "crazy shit happens" - consider how easily a lowly Hireling could reason out a mundane equivalent of a Fireball spell, and how hard it would be for a Magic User to reach the fifth level. So, you need to be super-careful with what you've got, but in exchange, you don't have to think as hard to get it to do what you want. Maybe?

It's late, and I'm trying to delve into the design ethos of the game. It's kind of interesting to ponder the role of "talking through" challenges - certainly, MU's have to think things through when it comes to combat situations, but they may have some spell on hand that's perfect for a puzzle or other non-combat encounter. The notion of being that careful both in and out of combat seems like a natural space for the Thief role to fill, but to properly do that, you'd need a character with very little explicit in-game resources of any sort. That would be a true "master class" for 0e - you literally have only your wits with which to win the day. (for that matter, the Fool archetype might very well make more sense here than that of the Thief, just to highlight the character's lack of special tricks or tools at hand)

This makes Clerics kind of the un-thinking-man's character - you have healing spells and attack-magic, you can turn undead, you can fight pretty well well... you've got it all!

It's pretty odd, in this light, that Thieves, who could be the aforementioned "master class", have so many weird little tricks in dungeon-crawl games (they do lots of damage with Backstab, they can circumvent drawn-out puzzles with Pick Lock and Disarm Trap...), and the nature OF some of those tricks seems to center around obscure or unusual situational rulings in-game:

"Well, instead of talking about tumblers clicking, or the shape of the key-head, let's just say that *your* dude can roll dice to open the door. Well, instead of pouring sand in a bag to get the idol's counterweight just right, let's just say your dude rolls dice to bypass the giant-boulder trap." This rambling thought-train stems largely from the enthusiastic suggestions of the "Quick Primer for Old School Gaming", most especially the "sixth Zen moment", that is to say,

This is a game about exploration, not combat.

Even when you're in combat, the point is to turn every possible, literally conceivable, advantage to your own ends, meaning that combat is just another puzzle. Your character's magical or martial powers act as a golf handicap or a buffer against having to use pure reason and description to get every little thing you want. This ties in to the "second Zen moment", or,

Player skill, not character abilities.

I was going to say that there is no [Forge alert!] "Conflict Resolution" in 0e, but that'd be incorrect - the conflicts you're tackling really are composed entirely of their component tasks. That's why you can't fudge *how* you do the thing you're doing; you get to fudge the How in games when the What (are you trying to accomplish) is more important. All we have here is the How - the game is all about encouraging and rewarding skillful players. On some level, the degree of seamlessness between What and How is pretty much complete, such that the rule book doesn't really cover anything else.
Hell, the bit about p.c. alignment is pretty sparse - to the point where they're basically saying, "Okay, this particular 0e game was actually published in the 21st century, long after other games had started using alignment. We don't really care one way or another, and there is absolutely no game effect for choosing whatever you want [for your p.c., that is. Protection from Evil is a 1st-level spell*]. But, hey, if the little bit of color it adds is important to you..." I have to respect the designers' complete apathy to the notion of Telling a Story, or The World Making Sense, in the face of Beating the Game.

*one last thing: I read the spell description, and it actually protects against "enchanted monsters", including both demons and the generally neutral-seeming elementals. Also curious: the Cleric can make this spell last for twice as long as the Magic User can. That feels like plain old niche protection; [Forge term] "Color" be damned!

Monday, September 20, 2010

Well, ahem

I have been convinced that I have misjudged Luke Crane's game designs.
I have been sold on trying out Mouse Guard.

Basically, the concept of Beliefs finally clicked for me - I was reading a Narrativism explano-thread over at Giant in the Playground (because, apparently, I am still a wee bit obsessed with definitions and Forge wonkery), and then I read a review of Mouse Guard at a site called... ew... Gnome Stew.

They started talking about how Beliefs are part of MG, and it dawned on me that, yes, a character's Belief(s) could really be like their own personal Premise - something to hang their moral choices on, with a little structural presence additionally. Cool!

Now, one might fairly ask, "Do you *really* only get excited about a game if it supports Narrativist play?" Well, what gets me down is a game that's Incoherent; I think the past few months have shown me that all CA's, when supported effectively, can be just as enjoyable for me as good ol' Story Now.

To be fair, my yearning for Gamism is fairly limited, and extends to mostly D&D-esque fare. The thought of playing a comic that I didn't find hugely enjoyable, in a style that doesn't usually grab my attention, didn't sound very interesting. I guess if you could fix one of those things I'd be sold on it.
Speaking of, anyone ever play the Slaine d20 RPG? Ha, just kidding - no way, man. No goddamned way. Ick. I love(d) the comic, yeah, but I think there are some pretty sharp limits to what kind of system, overall (wish I had a link to someone I once read who claimed d20 wasn't really a complete game system) I would wade through for preferred content.
Naturally, writing the preceding paragraph has convinced me that I must write the actually-good Slaine RPG. Sigh. Just got back to writing my novel, too...

/out

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.

Ice Station Nerdly, Theory, Etc. [2 of 3]

Best Friends was kind of strange - it seemed to have the least amount of "game" to interact with, at least the way it played out. The regular game involves a bunch of teenage girls who are frenemies, and a GM concocts a scenario or set of situations (not exactly sure) that could push the girls to compete with one another. We played "Gay Hairdressers Edition", though, meaning that our characters were twentysomething gay male cosmetologists on a reality TV show akin to Top Chef, etc., with elimination challenges and a big, final prize of 10,000 dollars and a salon of one's own.
Character creation was a lot of fun - you have Pretty, Cool, Smart, Tough, and Rich for your stats, but you don't get to determine them yourself. Instead, you go down a list and decide which other player you hate "because he's Prettier than me", "Cooler than me", etc.
Next, you go around the room and ask each person what they put (if you have 6 players, it adds up quite evenly; fewer means you have some repeats, which works). For each person who decided they hate you 'cause you're prettier than they, you get a point in Pretty. And so on, through the five stats.
My character, a Russian gay guy in the US on a student visa, had 4 points in Cool (a "gargantuan" amount of coolness) and 2 in Smart ("significant" smarts), but 0 points in everything else. 0 means I'm completely useless in that respect - my looks, my athletic ability, and my finances will never be of any help to me.
Actual play is divided into a) the GM announcing a premise for the current scenario and then b) going around the room and asking folks what they'll be doing for it. In our case, each scenario involved trying to accomplish a goal AND trying to shoot down as many other players' attempts at same - you start with three chips, and if you want to stop someone from succeeding automatically, you spend a chip (which you then give to the person you marked as [blank]er than you, whatever the relevant stat is). If your victim would really rather succeed, he has to spend a chip in response.
The way it plays out is this: people who have the highest stats in something do best when that stat is used a lot in play - if Tough is important, whoever's Toughest at the table will be getting chips a lot. If you play to your own strengths, that's a safe move, too - provided you're the best at something, there'll be lots of times when someone has to hand you a chip to try to make you lose! Each time you get your way, either because you went unchallenged or you spent a chip in response, you get a victory point. Those add up at the end to determine who got their way the most frequently, and was thus the overall winner.

The game was a lot of laughs, but overall I felt like the flow of play was quite choppy, and many times players felt very on-the-spot to devise their latest revenge plot; a simple who's-ready show of hands might have worked better than going around the circle every time. This game is very high on reversals, betrayals, and alliances, but/and it's kind of easy to get lost in the immediate screw-your-frenemy hijinks and forget where the overall victory tally stands. Still, our GM was good to point out the current totals on occasion, which helped us maintain more solid priorities. Also, in the late game, we started coming up with ideas that amused one another enough that the final round was largely conflict-free; there's definitely an element in the game whereby you could drop the direct competition, but/and if you do that enough there's no clear winner, if you don't like that sort of thing ^_^

So yes, the game is straight-up competition and challenge, but there's enough wiggle-room for going between cut-throat and kind play styles that alliances and cease-fires are actually pretty meaningful - two characters hooked up towards the end of the game and had a sexy non-aggression pact, and despite my efforts to turn them against one another! Definite, pure-and-simple Gamism, with a fun and super-easy premise/setting to serve as the backdrop. The specificity of the premise is so non-essential that we came up with some bizarre alternatives - Best Friends: Senate Subcommittee and Best Friends: College of Cardinals! Surely, other alts besides Gay Hairdressers could work too, and without hindering the fundamental Challenge goal of the game.
I think it could use some tweaks to smooth out the rounds of play, but a group that's really rolling creatively could take the game as-is and run with it.

Next: Radiant! And maybe some theory stuff, too.

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.

Saturday, January 16, 2010

0e D&D

Here's something I'm obsessing over, of late: Swords and Wizardry, the open-gaming-license version of "original" Dungeons and Dragons!

It's a Gamist design, through and through; what's more, their design ethos is this - simple rules means something customizable and easy to pick up; it also makes referees more flexible and able to adjudicate on the spot, rather than being trapped by complex design.

I. Am. Fascinated.

Download the core rules (and a whole bunch of other cool stuff!) right here. It's all free!