Showing posts with label the questing beast. Show all posts
Showing posts with label the questing beast. Show all posts

Sunday, May 16, 2010

Relationships

Over at the ol' Story-Games, there's been a flutter of threads about GNS stuff. The link right there goes to a discussion about whether or not Simulationism exists - a chat had many, many times before, for sure.

In any case, the poster JD Corley asked me to clearly define Narrativism against Sim, and, well, I decided something.

Ever notice how many games with strong Narr cred are all about relationships? At least, to me they are. Consider Hero Quest - your character's stats are basically all the strengths of his various ties to culture, spirituality, and family and friends (and enemies). Consider Polaris - your character sheet is literally a relationship web with some Themes (potentially more relationships!) surrounding it.

I think I'm onto something - maybe games that fail to quantify relationships at all are the ones that fall flat, story-wise. Games like D&D and the World of Darkness bunch all have character creation systems that focus only on the individual character (ok, ok, Backgrounds move beyond that a bit, but they're pretty simplistic and non-specific when they DO refer to things like allies and contacts, AND they give almost zero structure on determining the nature of said relationships. Anyway...) and not on how said character is part of a larger world.

I absolutely, 100% think that's why Questing Beast didn't work for me - it doesn't bog you down with too many rules to follow, but the ones it does have are too general - they don't give you much direction for character creation, and the stuff on resolution of conflict only exists to establish authority/credibility for description, nothing else.

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.

Monday, September 21, 2009

another quick one before bed

Big lesson for the night: Story Now! games can learn a lot from other forms of story-media, like television.
Case in point: the premiere of House reminded me just how important scene-framing is, especially pretty aggressive scene-framing, to keep games interesting and fun. Lesson learned -> it's not about emulating other genres, it's about using the tools of other genres to have more fun doing RPGs.
I could have cut a LOT of travel sequences from Mask and made the game a lot cooler. For that matter, I think I should avoid the "see the world!" impulse in games unless it stays within the emotional framework of the story - it is HARD to evoke wonder and awe when describing physical or sensory experiences. No problem at all to get a bunch of oh, damn's from the group when describing an action, between people, but it's damn hard to evoke the English countryside and have that be, you know, fun.
I plan on being a lot more aggressive from now on with my scene-framing, as GM - I may start keeping tabs on the next Bang coming up in the story, just to keep myself from thrashing around in old-school, we-must-record-every-moment style crap.
Whew.

Saturday, September 19, 2009

Derailed by Game Night

So I checked out the weekly Thursday indie/small press game night in Falls Church, at the Compleat Strategist.
It was awesome.

I played Spirit of the Century - amazing! I don't have too much time to get into a whole thing about how it went, but to be fair, we didn't get much further than character creation before I had to jet. Still, the highly collaborative nature of character creation was some hot bees, lemme tell ya. Also, my character was based very heavily on the Kriegaffe from the Hellboy comics - imagine a steampunk cyborg ape, raised by Nazis. Good times.

I also just got Shock: Social Science Fiction (v. 1.2), which looks really exciting - the references to Children of Men (see it!) make it all the more interesting for, like Ron Edwards said, doing sci-fi where the fiction is really about something cool and meaningful (that's more or less what
he said).

Looking back at how Questing Beast went - the players came up with interesting characters, and we spent two hours with a Saxon raid on a village. I wasn't a huge fan of the highly individualized chargen, which sabotaged our brainstorming on how to include the characters in each others' sagas.
The very concept of parallel, individual sagas (Polaris does this too, though I haven't played it yet and can't materially claim that this is what it does in practice) feels like the antithesis of the "Guest Starring..." feature in SotC's chargen - you actually devise some adventure that your protagonist has already gone through, and you randomly determine another protagonist who "guest stars" in your tale. It's totally badass, and really draws the characters together (not to mention taking full advantage of the whole group's creativity; wha-chaa!)

We have another session tomorrow; I'll see what the group thinks of the game so far, how they rate it, likes and dislikes, etc., and then see how the session goes, if we end up doing it.
I say "if" because SotC really opened up my head and showed me cool new things you can do with an RPG to get that creativity pot bubbling; I may buy Dogs in the Vineyard soon to check out their sweet, awesome see-and-raise conflict resolution rules, which sound really neat.

Thursday, September 10, 2009

Real games aren't finished til you play 'em *flex*

Two friends are meeting up with me this Sunday to check out Questing Beast. I'm pretty excited, and I have some things I'm going to watch out for while we play:

- In QB, winning happens very "cleanly", as opposed to other games wherein victory can be achieved only with complications (Polaris, OtherKind, etc.): I shall see whether this feels too squeak-clean or not. The fact that winning on the dice establishes narrative control rather than simply the right to have one's will executed by the roll (i.e. you can narrate for a couple of paragraphs, introduce new props and characters[!], instead of being told 'you win!') definitely makes things a lot more interesting.
Maybe it'll have a "pass the conch" kind of feel.
- QB is definitely a game that has that "inner vortex" Vincent Baker has described. So much of the game that you play ends up deriving from each player's written Romance, which is where you derive your character's traits (this is the Pool system), so it's actually just fine that the resolution rules are so scanty - they aren't the only thing going on. We'll see how it feels to let that manifest, and I shall take notes accordingly.
- I'm really excited about devising an Accord (the kind of Arthurian setting we want) and the players writing up Romances for their characters. I'm also stoked about what sort of characters people will have - I'm imagining a badger squire and a fox lady-in-waiting, for some reason ^_^

Updates to follow, once we play!

Sunday, September 6, 2009

A new stage of development as a designer

I've talked to a Sacramento gaming buddy about this at some length.
I haven't RPed since my player, V, went back to Spain. It was a little demoralizing, frankly. After a lot of thought, I've decided that the Thing To Do is to play more games, get a better sense of what's out there, what I can learn, and THEN maybe (more like "probably", to be fair) climb back into the design saddle again.

I'm still amazed that Baron Munchausen, which appears to be "just storytelling" and lacking any tactical or detail-obsessive elements, actually is a very funky sort of tactical game (realllly stretching the term to its limit) and is, in fact, an explicitly competitive enterprise. Fascinating, captain.

I plan to try out The Questing Beast soon, though I admit I'm skeptical. Anthropomorphic Arthurian fantasy sounds pretty awesome, don't get me wrong; I'm just suffering from Real Game Psychosis, that disease that convinces you that new or different approaches to RPGs aren't "real games", especially if those games are "rules-lite" (in the conventional definition of such, i.e. short books). What makes me a little wonky from reading through TQB is that while the character-writing exercise is intensely, definitively thematic, the mechanics that you use to interact with your character's history (and the Motif points you derive from it) are so free and open as to be a little confusing.

Maybe it's because you get to focus on whatever aspect of Arthurian sagas you like; maybe it's that the setting is not the focus of the rules, but merely a gently attached situation to explore that could be replaced, if you like. Arguably, using the same mechanics, but dropping the bunny knights and the jackal Saxons, would make things feel totally different. The author points out that your character is your vessel through which you explore themes that you've decided on; the point of having a farmer-badger instead of a regular human is that it establishes the character more firmly as a symbol or a mask, instead of a "[pawn] on a board" as the rulebook tells it.

Everybody likes playing furries acting out a verison of King Arthur; we'll see how it goes. Zen is about direct experience, because theorizing is only a tiny fraction of living. So, we'll see ^_^