Archive for December, 2007

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Falling Star- A Burning Wheel Campaign idea

December 31, 2007

Ok, I hacked out a quick pdf of some ideas I’ve been floating for about a week or so- Falling Star.

I wanted to play a game where there’s a cultural clash, where the player characters are negotiating between who they are, what their people want them to be, and what they become, a pretty common identity struggle for many people.

Pretty much the meat of the play is between the Sagara and the Ibal- this uncomfortable shifting line between colonizer and colonized peoples. The Kizo are the “orcs” of the setting- fanatical crusaders who exist to apply pressure and break up the power balance between the Sagara and the Ibal.

Thematically, the Sagarans are modeled after a lot of indigenous people, like the Khmu, Mien, or Hmong, though it’s just as easy to draw parallels with a lot of folks. For contrast, the Ibal just want your stuff, while the Kizo want your soul and identity.

Edit:

Naturally, less than a week later, I come across Bruce Cordell’s brilliant When the Sky Falls, which goes over what would happen in your D&D game if a meteorite hits… It’s also a free PDF download, so check it out!

Edit pt. 2:

Also, naturally, my copy of The Blossoms are Falling arrived a week after I wrote this, so I didn’t know about the awesome rules for dealing with spirits as a Circles test.  I’ll probably digest that, play with it some, then revise this setting idea later.

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Death, Tactics, Design

December 26, 2007

A while back, Troy asked:

In fighty games like RuneQuest, DnD, and Rolemaster, what are some GMing techniques that one could use to incorperate PC defeat without a total party wipe? What are some design tools a game designer could create that allow PCs to lose a fight, not die, and return later with a better plan? How can one incentivize retreat?

Let’s answer in reverse order, since that’ll be easier.

If you’re designing a game, it’s super easy to not have defeat equal death.  I mean, look at Agon, Dogs in the Vineyard, Trollbabe, Primetime Adventures, Hero Wars/Quest or even the old TSR boardgame- Dungeon.   Either make death not a mechanical possibility (PTA), one which you can easily avoid or has low probabilities (DitV/Dungeon), or part of a larger cycle that makes it very, very rare and something you see coming (Agon).

Like designing anything, you can build what can and can’t happen, under what conditions and how often into your game.

The problem with the games you’ve mentioned, is that for the most part, the window between things turning sour and the time you can make a retreat is too narrow to be useful.  For example, Runequest and Rolemaster literally every combat roll can be deadly.  There is no decision space between “I’m ok” and “I’m dead”.  This is the same problem for low level D&D play- each roll can spell death,  and for beginning players (or even players getting used to a new character build, a new team mix, and possibly new players, and thus, new team dynamics)  this is really brutal for the learning curve.

And, pretty much the “solution” most people have come up with is to fudge or fiat away the results.   My suggestion is pretty much similar though formal- hack the rules so character death is less common and that players can make informed decisions and strategize how they want to come at a given encounter.

For example, my D&D pulp death game hack still makes death possible, just that it adds a buffer zone between defeat and death.  Your character is unconscious between 0 to -10 hp, without losing more hp each round. Beyond -10, you’re dead.  And, while some grizzled grognards might think that to be “weak play”, the fact is, the higher level you are, the worse defeat becomes- you can lose magic items, which are a crucial part of character effectiveness.

Now, as far as incentives for retreat- it’s easy.

First, as above, players need a decent decision window to decide to retreat.  Dogs in the Vineyard does this with the Fallout dice that build up, Trollbabe has it’s injury flowchart.  Burning Wheel makes it easy to get injured, but tough to get outright killed.  Players need to see that the tide is against them, and still have the option to opt out.

Second, the cost of losing has to be high enough to make it outweigh winning -this- conflict, here.  You see this in some D&D play where players are holding tight to avoid losing their hard earned xps with character death.  (”some” because raise dead, the instant healing spells, getting xp ONLY for success, and fudging GMs which protect the players from their own mistakes often mitigates this)

Third, retreat has to be a viable option.  If you’re really hurt and retreating gives the opponent a big free attack on you, that’s not good.  If the enemies are faster than you can ever hope to be, there’s no point in running.  The easiest way is to simply make it automatic- like giving in Dogs or conceding defeat in Trollbabe.  But you could easily set up something like Burning Wheel’s positioning tests and make it it’s own subgame.

In other words, the only reason high lethality has been a problem in roleplaying games is simply that it’s been a sacred cow that has been kept around and often getting in the way of what most people want from their games.  Few people want realism, most people want heroic, cinematic stuff that involves heroes who overcome adversity but don’t die like dogs.

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Excited for Quest Cards

December 25, 2007

Finally getting a chance to catch up on the D&D 4E hype.  Biggest thing I’m excited for?  Quest Cards.

So what’s the deal behind them?  Basically the idea is that when you have a “mission” based thing to do- “Find the magic ring”, “Kill the Lich Lord”, “Rescue the town”, you scrawl it down on an index card and get xp when it gets resolved.

Though this doesn’t sound much different than stuff introduced in 2E, the fact is that it is an incredibly useful communication tool between the players and the GM- everyone at the table can know what play is focused on.  And it works both ways- not only can the GM suggest them, so can the players, so it’s like a contract and a reminder in play.   “Dude, I’m still trying to find out about my half-elven heritage and you ain’t given me jack…”

This was also what really impressed me with Capes- simply by writing down the conflicts at hand, it’s so much easier to focus play.  And like most Flag mechanics, it’s a useful way to communicate without having to switch focus from the characters and the fiction.

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Games I’ve played- AD&D

December 22, 2007

This is the first in a series of posts which I will do now and again, just talking about various campaigns I’ve played in, and talking generally about the play overall.

It was 1997, I had moved to Vancouver BC and gotten into a longstanding AD&D2E game.  Pretty much everyone was in their early to mid 20’s, with something like 5-8 rotating players.  The GM had the classic 3 ring binder with the hexmap of the world, including close up maps of various areas and fat pages of town descriptions, NPCs, etc.

The group naturally suffered from rifts in what everyone wanted out of the game…

The GM was pretty heavily into Sim playing his world, which he was really good at- he was excellent at playing a wide range of NPCs, describing thing and adding color.  The setting he had built up was full of interesting locations and NPCs and history.  He also had a funny way of tying the fantastic to real life.   He’d do stuff like show off his construction hammer and point out, “-This- hammer, is exactly the weight of a real warhammer, here, imagine getting hit upside the head with this!”

One player was not so much a gamist, as much as a guy with power issues.  He’d always find some way to argue about the rules, but not consistently- it wasn’t that he was trying to follow the rules in the book, it’s that he’d argue to get them selectively used, always in his favor.  The GM was solid about following the rules, but this guy would eat up about 45 minutes to an hour and half of play with looking up rules because he was always finding something to argue about.

Pretty much the rest of the players were there either on the same Sim play goal or for the simple purpose of hanging out with friends.

The big thing I walked away from the game with was a strong appreciation for the GM’s descriptive techniques and roleplaying characters.  He really did a great job painting the world and making it feel wonderous.

Second, he also had consistent rules within his setting about how money got spent.  From a game design standpoint it worked well because our party was never overloaded with goods, there was always a reason to go treasure hunting, whether we wanted to up a mage’s spellbook or get more level training, or simply afford passage to the next island.

This was probably the only Sim game I got into, and mostly because it was pretty much built like a “Sandbox” game.

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The Emperor’s Heart update

December 22, 2007

I’ve finally updated the playtest documents for The Emperor’s Heart.

I still have a fat stack of feedback notes sitting at home I need to incorporate, but honestly, I’m just happy to clean it up from it’s initial mindspew stage. I think the rules part is actually readable at this point. I will forewarn you though, I did this all on my friend’s outdated PC, so I had to save the rules themselves as a Word document instead of my usual PDF methods.

The big changes instituted thus far include an “icebreaker” technique to help tie together the Heroes with each others’ Drama cards, more fiddling the numbers to make better opposition on the part of Villains and Supporting characters, advice on conflicts with more than 2 sides, more setting bits, and hopefully just clear writing all around.

I’d love for folks to play it and give feedback.

The Emperor’s Heart playtest rules (12.20.07)

Drama Cards, set 1

Drama Cards, set 2

Outlaw Faction Cards

Hero Archetype Cards

Scenario Cards

Villain Cards

Things still on the to-do list: Examples, a name list, and updated cards. Hopefully this upcoming year I won’t be scrambling as much and have a little more time to set that all up.