Friday, 9 October 2015

[Dev] Character Creation vs Generation

I was part of a discussion on reddit, and found myself looking at things from a different perspective on the whole "no Levels" argument. A most interesting one came from this slipped comment:

Character creation in Dungeonworld* takes six weeks!

Top 10 'modify and dress your avatar' systems
Tell anyone that character creation is going to take 6 weeks and they'll balk! 6 weeks to create a character? what are you Nutz? just roll the dice, pick some skills, spending little more than 30 minutes so they can "get into the game"... Yet they'll spend hours tweaking an MMO characters looks, when Charisma/Looks is usually the dump stat for the same players..

But the reality is that to make decent characters, you have to spend hours, days even weeks.. but that's what we call roleplay right?..

Whoa!, What? say some people? Roleplay your character before creating them? how .. what.. I'm confused!

I have several ways that I introduce players to my game & system. For a single session, such as a Convention or an Intro session for newbs, I would of course, pre-roll a set of fairly standard trope adventurers, using the rules lite characters. The session would likely be 3-5 hours, and I don't want to waste a minute of it, discussing which spell would be better for the wizard.

The Second method is for my lite rules system. I have a 3-6 week pre-written adventure, characters are unlikely to gain a rank withing that time, or if they do, its plot related. So I want the players to have more choice over their character, but again, not get bogged down more than an hour (including maneuvers, spells & prayer lists). Players roll standard 4d6 for the characteristics, and choose two 'classes' from a list of eight. This gives the players all the stats and standard gear for those classes, with a few choices.. "So you've chosen Warrior and Rogue, More of a Footpad with a Spiked-Club or a Mercenary for hire, with a sword."

But Full roleplay, when the players are expecting to continue for the next 6 months in the open sandbox, possibly interacting with up to 75 other players from 10 other GMs. That means some proper character generation.

Character Generation

Character Creation, is more realistically, the beginning dice rolls. before any choices are made. The first choices are almost forced upon you.. good strength, good dexterity, poor wisdom, might be a fighter... but nice charisma.. well..

You choose something that matches your rolls, figure out how you'd take advantage of what you've got and pick a class...

But what if, instead of just 'taking a class' you start out as kids. Getting to know the world, the setting, the background, all in a fairly safe environment.

So Character generation, players play out a scenario, the first RPG session, as kids. Getting to know themselves without skills, without training, just plain base stats.

When a player displays an apptitude for some skill, (Derrik climbs the balcony of the ruined house, so the GM takes note, and award Derrik the climbing skill bonus) the GM can award that skill to the player, and it becomes known by the players, that Derrik is the climber.

The first session should be understood as a tutorial mission. Something to cut your teeth on, learn some background skills, some of which may become irrelevant to the character, but builds character.

Session Two becomes the Training and intermissions. Characters join guilds, travel locally, do chores, study books, and take holidays at festival times. So have the players manage to 'catch up' in this time, and take on that nasty old bugbear thats been haunting the ruined mine all these years. (and discover it was just a costumed old man, looking to cash in on the gold mine when the lease expired - "and I would have gotten away with it, hadn't it been for those dang kids and their dog")

Session Three, the characters should meet up under circumstances, hopefully plot related. Maybe that gold mine was haunted after all, and the town gets the famous kids back to solve the mystery, maybe someones family member has become ill and cash / an ingredient is needed. This brings the players back together for a reason, hopefully plot hook.

Session Four, The characters should do some kind of income improvement related mission. Maybe tied in with Session Five. Something that's less dangerous, more likely to just set up some contacts for the future, some knowledge of the local area, and an idea of how much income can be gained from more mundane jobs, so when they do an actual adventure, they'll 'feel' how rich they've become.

Session Five introduces the need for a base of operations OR a travel pack mule/horse/cart that takes care of the bulk of the mundane. I've given players an escort mission to show them how much easier it is to have the gear in the cart, vs having to waste the first round to take off backpacks and get out gear.

Session Six, starts with a shopping session, has a 'find X to get Y' mid session and finishes withe the characters getting that 'upgrade' that makes them feel like their ready to take on the world.

Now don't take this list literal, I'm just giving you a feel for how one such gaming character generation works.

The whole point is to spread out the 'parts' of character creation, roleplay each one as a memorable event, so players can get a far more real immersive feeling for their character.

Players are constantly griping about how they should have taken skill X instead of Y. This style of play lets them choose the skills as they are needed, Let the player 'build' their needs. Players are more in tune with the world you want them to be in, little things that break immersion and cause argments are often the expectations of the world and their character, and how they feel cheated, because they couldn't foresee what skills they needed when they chose them.

In this style, players acquire skills, weapons, armour, spells, all on the go, while roleplaying. They feel more in touch with them, know when and how they got them and why they got them. Nothing on the charactersheet is 'given' from a book, its all earned.

Lastly, Since the players "grew up" together, they have a tendency to be a more coherent group, more likely to watch each others back, rogues are less likely to backstab their fellow players, Leaders are formed rather than chosen and players choose skills which compliment the group based on needs as they go, rather than clash because three players have herbalism, but no-one has first aid.

Note: For those adventures which are 'strangers coming together' obvious a different style is needed. If tension is part of the plot, having players develop their character independantly is the obvious choice, but if you can handle the initial build time, have them roleplay each heroes arc before the meeting, with whole other groups if possible, then have them meet up.

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* p.s. I have recently discovered that another Dungeon World title exists under the Apocalypse World brand. I have zero affiliation with them. DungeonWorld(tm) was created in 1993, registered in 1993 and trademarked under Australian Law.

Friday, 2 October 2015

Devils Advocate to RPG-think

An interesting read at the ConTessa blog, about worldbuilding and how 'trope-heavy' RPG worlds are broken:
and
Got me thinking about how this is a very simulationist way of thinking (I use the term only because I have yet to find/invent something better), but I wanted to address the many points, and posting heavy text blocks in someone elses blog seems.. excessive.. or even rude.
So I'm going to play:

Devils Advocate to RPG-think

I won't assume you've read the article, instead I'll sum up the points and address them from the narrative perspective. 

1. Magic Shops: The Premise

So, the idea is, that in each and every town is a supposed magic shop full of ingredients and components, spell books and scrolls, potions and the like. The likelyhood of this happening is next to zero, so why does every fantasy RPG do it?

Lets set up some understandings. to be an RPG world, you can't have just one set of heroes. Its not a 'these are the only heroes there are' story, because if it was, the entire premise of anyone having magical potions available for heroes is preposterous. Every single potion, scroll or magical weapon would be unique items, made by unique people, for unique reasons.

Ye Olde Madgick Shop
So then we are left with two possibilities: The world has a fair number of heroes, or the world is filled with heroes.

With a filled with heroes concept, then its obvious that every town or village should have a magic shop. They become the 7-11 of the fantasy world. This in itself should require the simulationist GM to need to label the bottles 'McDonalds Healing Potion" or "Healthy Meal" with 1 potion, 1 ration and 1 charm (one use) resist all.

The 'fair number of heroes' premise, would be something more akin to a car salesman. you're not going to make sales often, but when you do, you pay all your bills for the year.

Personally I like this idea.. little old man, alchemist, retires, has a little shop front, makes salves for the locals, in case they scratch their knee, but need to dance that evening. but once in a while, he breaks out the expensive stuff for the heroes that pass through, the gold they dump on him, buys the next 2-3 sets of ingredients to brew them up again, pay off any debts/tabs built up since the last time, plus some change to buy Christmas gifts for the next 10 years.

For Narrative GMs:
Players are not really taking note of the reasons for the magic shop to exist. There doesn't need to be a magic shop in every single town, it just so happens, there is in every town the players happen to go in.


2. Thieves Guilds: The Premise.
 
Suprisingly (or not) finding images of a Theives Guild was hard
Mostly just in game images. Art by Isriana

Here, the idea is that, since earth has very little proof of guilds of thieves existing, therefore, they didn't exist. This suggests that they were just good at what they're supposed to do. Remain hidden from public. The Mafia always seemed like a thieves guild to me.
Moreover, the concept is that any kind of 'guild for one class' would have far reaching effects upon the world at large, heirachy, dues to the city council, power play, etc.

Now, the effect would be far more prominent if we have a filled heroes world because almost every hero would belong to a guild, and there would be some kind of guild in-fighting.

A fair heroes world, would be more likely to have singular guild halls, with affiliations to other guilds. Asian fighting schools had this, students could travel to a nearby town and talk to the dojo master about his own master, and if they were friends.. he could stay for the night, maybe even train somewhat.

For Narrative GMs
Unless your plot involves or revolves around the interplay between guilds, there is no reason for the players to see any. Ignore this and include them as you will.

3. Temples for each god: The premise
 
City of Churches You'd need a city just to fit one of every church - Art by Chao Yuan Xu
For each Cleric/Paladin/Priest to access their spells, they need to pray to their god in a specific temple? I was not aware of the rule myself, but even if we disclude(yes, the taking out of an included item) the requirement, pretty much most villages have a local temple to the local pantheon.

I'm not really at all sure why this is considered strange. All across Europe I saw temples and churches to multiple religions, if the town was big enough. Cities would have hundreds of them. Not one temple would turn away a person who wanted to pray, regardless of religion.

Now, sure, maybe some gods hate other gods, so praying in a rival gods temple might be considered rude or worse. But surely the gods wouldn't require their followers only worship in a temple. They'd lose half their followers (I was mid adventure, but my god didn't answer me, so we called off the quest)

For Narrative GMs
Again, your players are traveling to places where your god has sway, unless the plot requires that your cleric has limited access in these lands, creating a power sink for the group, to make the next scene more dangerous (and the players have to think more with a low/no powered cleric).

Conclusion
Worldbuilding, can be in many ways, the opposite to Plot building. Maybe instead of Narrartive vs Simulation, it should be called world-built or plot-driven styles of play.

For Narrative/Plot driven play, there is no need to care if your world 'works' or not, the shop keeper is surly because the story works best that way, not because he had a bad argument with his wife the night before, about the lack of flowers for her anniversary.

But for World Builders, these things are critical. You can't have magic shops, thieves and fighters guilds and player specific temples in every town, you need to map out the influences of each of these forces, and how they came about in the world, to ensure that they are robust. 

More to come on this train of thought.