Archive for July, 2016

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Tactical games, stats, and balancing

July 13, 2016

This is a pretty excellent video explaining the issues around balancing with attributes and stats, and the issues of things like dump stats and so on.  Since the videogame in questions is directly descending from D&D, and the speaker is also a tabletop gamer, the information is very directly applicable to tabletop games and design.

What I think is really interesting is that he highlights the difference between characters being “viable” vs. “optimized” and that the greater the difference between the two within your given game, the harder it becomes to balance encounters.  He also points out that if something is basically required for viable play, it shouldn’t be optional, as there’s no real play value gained by hiding “gotchas” or traps in character creation, which is a pretty common problem for tabletop games.

 

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Preparing to Prepare

July 11, 2016

As I get older, and it gets harder to coordinate time to game, I find myself spending more time doing some things which save a lot of time in the long run, but are things I would never have thought about when I was younger and less experienced at seeing how campaigns work, or don’t work.

First off, I like a lot of different kinds of games and a few different kinds of genres.  So, what I’m in the mood for changes every few months.  When I get an idea in my head, I now start here with these factors:

Feasibility

How much time does this game require to get a good play cycle from it?  One session? 10? What will I need to run it? A map & minis? Tokens? Etc.   Most of my players are split up around the country, so we play online, and the electronic versions of some of these things is a giant pain the ass, especially since we may be on all kinds of platforms or working from secondary computers or devices.   My in-person games tend to be pick-up games or on short notice, which also precludes many games.

These issues determine whether it’s even reasonable to suggest some games or not, knowing who I have available and our time/logistics constraints.  I think about all this even before I pitch a game.

Teaching

What do I need the players to know to play the game?  Can I make a 1-2 page summary of the most important rules and best practices?  Do they need to read pages upon pages of setting? (alternatively, do I need to find a way to focus whatever setting/background they may have in their heads to a common vision, especially if it’s something like a movie/comic/book series that has multiple interpretations?)

How long will all of this take?  Are the players into this level of detail, or tracking?  How much can I teach in play? How much is the gameplay experience negatively impacted if you don’t know the rules well?

This is actually the first level of “prep” I do – I look at making quicksheets of rules and setting, each being a page (front and back) at most.  This not only works for teaching the players, but also helps me have my reference materials and brush up on rules I may not have seen for years.

This also tends to be the point when I maybe junk some ideas because I realize the logistics of play is much higher than what I remember.

Buy-In

Assuming I clear those two hurdles, then it’s about a pitch to the players.  If I don’t have an enthusiastic push, I junk it as well, now.

For me, pitches are easier face to face – you can flip open a book, share related material, and communication is quick.  You can read body language easier and everyone can get into a flow of conversation that makes it easier to pick out what kinds of games are going to work for everyone.

The enthusiasm level has to be much higher for online play.  The overall communication process is slower, and when you play online, you are competing every moment of play with the players’ focus against emails, chat windows, cat videos, etc., and it becomes easy to lose your momentum.  (this is also why I try to keep sessions online short).

I’ve seen and been part of too many “Well I guess I’ll play…” campaigns and they just kind of hobble along, and nothing particularly great comes out of them.  It’s a lot of effort for so-so enjoyment.

And then I finally prepare…

If I can clear those hurdles THEN I finally start thinking about what I need to prep in terms of stats, notes, etc.  It seems like a lot of work, but it ends up saving me a lot of time and headache these days.

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Found Loot – an initiative to help game creators

July 7, 2016

I Need Diverse Games is starting a great initiative to help diverse game creators:

Found Loot is an initiative inspired by and modeled after Fund Club (created by Ashe Dryden ofAlterConf and Shanley of Model View Culture) to help fund gaming & gaming related projects by diverse creators. Funding is provided by members who agree to a $50 per month donation directly to the organization or group that we pick each month.

Found Loot is needed among a lot of other initiatives to fund gaming projects, diverse work and creators. There’s a lot of diverse, game related projects that don’t quite fit into a Kick Starter, IndieGoGo or Go Fund Me campaign.

Sometimes creators need a little extra to cross the line from idea to fruition, to make the difference between a prototype and a finished product coming to the masses. What we want to do is help those folks who need that lift to continue their work.

If you wish to donate, you can join here.

If you’d like to apply for funding, you can fill out the forms here.

 

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Set Piece Battle Design – example

July 2, 2016

I’m going through old files and I found a half-written document for a D&D set piece battle designed to get that fun sort of Jackie Chan mayhem in the fight.  (This was written before the year I fought cancer so my memory is completely shot around then).

Although it’s lacking a map and monsters, there’s a few things I think it highlights really well:

Teach the Players

This was something I learned a lot from running old Iron Heroes – you need to highlight what are opportunities or options, at least early on, so players can know that these are in fact options.  Pointing it out on the map helps too.

Although telling the players EXACTLY what mechanical effects are in play seems a bit much, it allows them to properly gauge threats – a lot of players may be used to games where drowning is an extremely likely situation or that a fall will kill you instantly, and such, be unable to prioritize their risks and choices.  I assume that the characters are competent and this helps players make informed choices – just as much as a trained acrobat can estimate what kind of jumps they can make, the players use the mechanics in the same way.

Bumping the focus of rules

The special rules around falling and swimming are both designed at emulating the genre, where these things are penalties but rarely “finishers” in and of themselves.

Guiding the GM

Notice it’s entirely a walkthrough for the GM on how to teach and share this, but also advice on how to manage all the characters and environmental bits through play in a step by step process.

Obviously, your own notes can be as sketchy and light as will work for you – however, here I am, 4 years later, reading something I don’t remember writing (thanks chemo!), and going “Oh, yeah, this makes sense” because I was smart enough to write it for others.  Always assume you will be tired, half fried from work, and perhaps stressed by the time game night rolls around – so you might as well put in the work now to make it easy for future-you to be able to play the game as easily as possible.