Once again , as I breathe in all the internet wafts in my direction, I took this scent..
When Designing games, do players want to actually DO stuff, like making potions? If they don't why do they expect unique outcomes?
I think its pretty straight forward, If you give players 3 ingredients (and order is important), and 3 variant instructions, resulting in 120 variances, and only 1 will result in a healing potion, 80% of them will quit and say its too hard, and look online for the other 20%s answers.
The desired outcome here, is that players can enjoy searching for potion ingredients. the relevant character brews them up into the desired potion, or if the rolls fail, into a random sludge or possible poison.
As my goal for this game, players with no previous experience should take some time figuring out the possible combinations, we should not take away the players experimentation, just to speed along the story. But, once players have discovered enough, or have no interest in this, the rules should obfuscate away the complexity, in favour of narrative flow.
One consideration is varied side effects, and possible 'less than ideal' results.
Lets consider the following. There are 8 possible 'good enough' solutions to the healing potion, 3 of which have lesser effects, crossed over with 4 being cheaper and 2 being expensive, based on dosage of certain herbs, 5 have a mild poisonous effect, 2 have a major poisonous effect.
If the GM counts all 8 of these as failures, as per a die roll, the players never get to experience unknown flawed play. In which characters go through their world with less than ideal potions, and deal withy it as best as they can.
The Scenario: Our group has experimented with the 3 ingredients, in varied amounts, and finally a potion is tested on a goblin victim, who not only survives, but appears to heal quickly from wounds. The group test it on themselves.
The potion costs 3 gold worth of ingredients, much better than the shops assumed 50 gold price tag (they have yet to buy one to try out), though yes, it did cost 500 gold to set up, and test ingredients, but after 11 potions, they'll break even.
The potion costs 3 gold worth of ingredients, much better than the shops assumed 50 gold price tag (they have yet to buy one to try out), though yes, it did cost 500 gold to set up, and test ingredients, but after 11 potions, they'll break even.
Next, the potion heals 4 HP over 2 rounds and has a +10% healing rate for the next 2 days, but has a side effect, the character is also slowed, sluggish and has a -1 to their reflexes & initiative for those 2 days.. its not such a major effect, so the group feels like its a cost they can bear.
The spend the next 3 years of their adventuring life, adding a side quest to pick up the ingredients needed, to each mission, in order to save on those expensive healing potions.
Interestingly, the GM has not told them, that the potions second side effect is to make them smell as delicious for the rock sharks, which has resulted in a +10% wandering monster as a rock shark for all hilly and mountain regions.. the players just thought this area of the world has a lot of rock sharks, and have taken precautions over the years.
Interestingly, the GM has not told them, that the potions second side effect is to make them smell as delicious for the rock sharks, which has resulted in a +10% wandering monster as a rock shark for all hilly and mountain regions.. the players just thought this area of the world has a lot of rock sharks, and have taken precautions over the years.
This one little aspect, this one failure to produce the 'correct' results on their potionsmith roll, but instead from player exploration, has led to a backstory to this group, that makes it so much more interesting.
Moreso, when they, as players, meet other players, in the same game region, with a different potion recipe, swapping stories.. the second group having never encountered a rock shark, begins to ask questions about them, making the first group suspicious.. then in a group encounter, the 2nd group, doesn't want to spend their expensive healing potions, is aghast that the first just quaffs them down, so easily, asks: How do you guys afford so many Healing Potions?
"We make them ourselves, not so expensive that way"
" But, we also make them ourselves, the ingrediant cost alone is in the hundreds, and none of us are good enough to be raiding phoenix nests for feathers, yes its 47gold vs the shops 50, but having 6 days of improved healing is worth it, vs the shops 5 days.."
" 6 days? we only get two.. but pheonix feathers? - Harold, we don't use pheonix feathers, whats going on?"
turns out, the 2nd group has also failed their rolls & gone ahead with the overly expensive, but slightly more powerful variety.. between the two of them.. they may yet discover that even the shops version is not the most efficient.
" But, we also make them ourselves, the ingrediant cost alone is in the hundreds, and none of us are good enough to be raiding phoenix nests for feathers, yes its 47gold vs the shops 50, but having 6 days of improved healing is worth it, vs the shops 5 days.."
" 6 days? we only get two.. but pheonix feathers? - Harold, we don't use pheonix feathers, whats going on?"
turns out, the 2nd group has also failed their rolls & gone ahead with the overly expensive, but slightly more powerful variety.. between the two of them.. they may yet discover that even the shops version is not the most efficient.
This way also, GMs can have a variety of cheaper vs expensive items in shops, lower quality, vs higher quality..
p.s. Bunglmans Burp Potion, has instant heal of 7, +25% per day, cumulative, for 3 days, costs 180 GP of ingrediants, but.. you will burp, from both ends, halving your base stealth, and -6 from ongoing stench, you'll be practically unable to perform any delicate skill, the character sheet has a -7 from day 1, reducing(improving) by 1 per day over 7 days. Its a rare potion, most people who 'discover' it, don't think its worth making, ever, but, as healing potions go, its so powerful, any adventuring party should own at least 1 bottle of the stuff. the nearest equivalent potion, Harthwarks Healer at +6, +20% for 4 days, with a 10% poisonous effect for 1 pt, at a whopping 800 GP, is the cloests equivalent for high powered healing.
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