I've been playtesting Cataclyzm to get a feel for how the game flows well, as its not a traditional roleplay and has moments where even I as GM get fazed and left wondering if I'm making a fun game or forcing an idea. So I decided to blog my thoughts..
DD12 Cataclyzm Playtest Diary #2
Ok, So this week was a bit of a bummer..
A) With a two something week hiatus from Christmas and New Years, we all sorta forgot where we left things.
B) We were down 50% of the group, Normally I would cancel if I know that 50% are not coming, its the threshold, too many decisions are left unanswered with half the group being mute torch bearers.
So, when half your group is going to miss out on XP, plot, mapping, adventure.. how can you continue? Side-Quests!
except.. and this is probably where Cataclyzm is lacking right now..
In a bleak, rocky, dark, nothing terrain, there are no side quests.. yet..
Normally I have a backstory for the world, whats going on in nearby villages, what things are problematic for the locals. I've had brave peasants ask the very high level heroes to dispatch goblin camps, for a few gold they managed to scrape together. Or on the other end, I've had lower level characters asked if they feel up to taking out the evil wizard that has set up a lair in the mountains, complete with crypts, graveyards and some giant undead dragon guarding the front door.
Its up to the players to gather the information and make an informed decision on if they want to take on a side quest.
But here I was, 3 players, ready to play, I have zero side quests. Nothing..
So, my fall-back.. character development.. While camping between travel, what do your characters talk about? Who ARE you? This was a little lacking, as 3 players down, meant we'd have to repeat all this again next week.
So what else could I focus the plot on? Starvation..
Cataclyzm is supposed to start getting your characters thinking about where they are, what they are doing.. walking around looking for food is the draw card to get players to move, look around, find stuff. sometimes horrid stuff..
They went back to the Turtle thing from the previous week, poked it with a stick, got some flesh from the carcas, but then promptly discarded it when they realised it'd likely be off.. They tried to clear some of it, so they could use the shell as a huge shield or something, but that acid blood kept them at bay (the idea, not any actual acid blood)
Eventually, they decided to carve their bone clubs into weapons.. Now, I was thinking, this is where it'll get interesting.. cept it didn't really..
The Skills system in DD12 is more static than full Dungeonworld, and as a result, crafting rules are less creative and more 'roll=>pass=>apply modifier', I'm thinking, at the very least, DD12 Cataclyzm would need the full crafting rules..
Thats an aspect of the differences that I've been working for..
Lets say your players LOVE combat, combat stats, working the numbers.. so they start with DD12, then add the DW-combat system into it, the rest of the rules on all other stats and skills are DD12, nice, simple, clean, easy.. but combat, uses all the bells and whistles..
Eventually when all 12 rule sets are structured, it'll all work nicely, but until its all built. its a mishmash of rules and broken mechanics.. work needs to be done, play-testing needs to be done.. and it all takes time.
The Encounter rolls were interesting.. first they found a fellow human, I rolled aggression and got way above 20, so this 'thing' was an insane leftover warrior.. he'd lost his tribe, gone nutz and was just eating anything and anyone he fought.. I adjusted his health to account for the battles he'd gone through, even still, he fought a good fight before going down. The group gained some battle scarred weapons and armour, that'll likely help them for a fight or two.
Next was a Wraith.. The point to rolling up things that are impossible to battle, is to show how the world works.. The Wraith had no life-force, its very existance was eating away at itself, exertion, of any kind, just drained itself away to nothing.. the players managed to startle the thing into moving, which caused 8 of its last 10 HP to blurr away into nothing.. the players figured it out, but decided to try a different approach, and they used their crystals. One player now has a red "wraith infused" crystal.
While I was GMing, I was asking myself.. what would other GMs do? How can I make sure Cataclyzm is playable by other GMs with less experience, less creativity?
I'm thinking of making several random charts, with random effects, but after playing a few games with decks of cards, I feel the aesthetic of drawing a card from a deck, so players get a sense of what it is they are facing too, is very pleasing and adds to the game play.
Roll on a chart for a base monster.. ok you got a Wraith, its 7th level, the group is 3rd, so draw two flaw cards, the 1st?: Slow.. ok cool.. and 2nd? dying.. niiice, ok, so my players now have a chance to defeat it, and I don't have to re-roll.
Normally I have a backstory for the world, whats going on in nearby villages, what things are problematic for the locals. I've had brave peasants ask the very high level heroes to dispatch goblin camps, for a few gold they managed to scrape together. Or on the other end, I've had lower level characters asked if they feel up to taking out the evil wizard that has set up a lair in the mountains, complete with crypts, graveyards and some giant undead dragon guarding the front door.
Its up to the players to gather the information and make an informed decision on if they want to take on a side quest.
But here I was, 3 players, ready to play, I have zero side quests. Nothing..
So, my fall-back.. character development.. While camping between travel, what do your characters talk about? Who ARE you? This was a little lacking, as 3 players down, meant we'd have to repeat all this again next week.
So what else could I focus the plot on? Starvation..
Cataclyzm is supposed to start getting your characters thinking about where they are, what they are doing.. walking around looking for food is the draw card to get players to move, look around, find stuff. sometimes horrid stuff..
They went back to the Turtle thing from the previous week, poked it with a stick, got some flesh from the carcas, but then promptly discarded it when they realised it'd likely be off.. They tried to clear some of it, so they could use the shell as a huge shield or something, but that acid blood kept them at bay (the idea, not any actual acid blood)
Eventually, they decided to carve their bone clubs into weapons.. Now, I was thinking, this is where it'll get interesting.. cept it didn't really..
The Skills system in DD12 is more static than full Dungeonworld, and as a result, crafting rules are less creative and more 'roll=>pass=>apply modifier', I'm thinking, at the very least, DD12 Cataclyzm would need the full crafting rules..
Thats an aspect of the differences that I've been working for..
Lets say your players LOVE combat, combat stats, working the numbers.. so they start with DD12, then add the DW-combat system into it, the rest of the rules on all other stats and skills are DD12, nice, simple, clean, easy.. but combat, uses all the bells and whistles..
Eventually when all 12 rule sets are structured, it'll all work nicely, but until its all built. its a mishmash of rules and broken mechanics.. work needs to be done, play-testing needs to be done.. and it all takes time.
The Encounter rolls were interesting.. first they found a fellow human, I rolled aggression and got way above 20, so this 'thing' was an insane leftover warrior.. he'd lost his tribe, gone nutz and was just eating anything and anyone he fought.. I adjusted his health to account for the battles he'd gone through, even still, he fought a good fight before going down. The group gained some battle scarred weapons and armour, that'll likely help them for a fight or two.
Next was a Wraith.. The point to rolling up things that are impossible to battle, is to show how the world works.. The Wraith had no life-force, its very existance was eating away at itself, exertion, of any kind, just drained itself away to nothing.. the players managed to startle the thing into moving, which caused 8 of its last 10 HP to blurr away into nothing.. the players figured it out, but decided to try a different approach, and they used their crystals. One player now has a red "wraith infused" crystal.
While I was GMing, I was asking myself.. what would other GMs do? How can I make sure Cataclyzm is playable by other GMs with less experience, less creativity?
I'm thinking of making several random charts, with random effects, but after playing a few games with decks of cards, I feel the aesthetic of drawing a card from a deck, so players get a sense of what it is they are facing too, is very pleasing and adds to the game play.
Roll on a chart for a base monster.. ok you got a Wraith, its 7th level, the group is 3rd, so draw two flaw cards, the 1st?: Slow.. ok cool.. and 2nd? dying.. niiice, ok, so my players now have a chance to defeat it, and I don't have to re-roll.
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