Showing posts with label Background Points. Show all posts
Showing posts with label Background Points. Show all posts

Wednesday, 18 November 2020

Character Retirement, computer games and roleplay games and mine

 One of the interesting disconnects in C.RPGs is the 'new' character. When a player dies/retires their existing character, and brings in a new 1st level, how the system treats them.

Character "Retirement"

At some point, a character retires, or is forced to retire, or is physically forced to retire (death & no phoenix down). In more classic roleplay games, the player rolls up a new one, comes up with a plausible reason the heroes have taken on this new recruit, and goes on their way.
"Oh, all this time, I've been training this young apprentice, he'll inherit all my worldly worth, and my gear"

Yet in earlier computer games, fueled by 20c coins or quarters, Death was a means by which the owner earned money. So often games were a tad bit harder as the game progressed, players had to improve their concentration skills, memory skills or their wallets if they wanted to keep playing. But it taught us a valuable lesson, skills = reduced cost.

When Computer games dealt with death, they too had ways for the gear to be passed down. Diablo had the gear fall to the ground, to be picked up by the resurrected hero, but rather than having the player start again at 1st level, because there was no incentive for the start-over mechanic of coin-op games, and they were often competing with other games on the market, they needed to have players only temporarily lose equipment, to be pick up at a later point to continue.

Was this new character the resurrected one from before, or just another hero of an almost identical skill set, arriving in town, penniless and desperate to gain wealth.

The Psychological Aftermath

As a result, we have three styles of players in roleplay, one end of the spectrum, typically called rogue-like, mimic the coin-op games style of death = death, start a new character from scratch. This style of retirement based far more on realism, typically has toned down monsters, events and such, where is any given event can kill a player, there should be, or should have been some way out, if only the player was skilled enough.

The other end, more narrative play, has a auto-ressurection like style, when a players character dies, they roll up another, of equal level, gather up their fallen gear and get on with the adventure. The lives of the heroes are quasi-irrelevant, the plot is far more important. As a result, game styles can be far more extreme, more gonzo, more deadly since death is not the end

Then at some middle ground, we have the OSR styled games, death happens, and if you don't have the cash to buy a spell or magical trinket, you start again, new character, or as I started in the first paragraph, players sometimes have squires or apprentices, whom take on their masters role, trying to fit their shoes, so to speak. The concern here is that players sometimes feel trapped in the character or role, as their apprentice can only be a few steps of difference, else the loss in training or gear matching results almost in a whole new character anyway, as per the permadeath option

I have an issue with all three, from the first, we've taken everything away from the player, completely, if the player retires the character at the end of a mission, its as bad as dying, so might as well go out in a blaze of glory which also bleeds into the OSR style. Yet in both narrative and OSR styled games, players wanting to change characters will often suicide them to trigger the new character coming in, with part or all of the levels and gear of the former.

Karma, or How I deal with this

So, what I learned, from my many years of killing off players, so they could try other classes, and players walking away from the table, because their favorite character died when they attempted to fly off a cliff into a dragons mouth, was to award players for playing the character to their fullest.

When a player dies (or retires, see below), I multiply their level by the number of attended sessions, and they receive that much karma.. as a player. The player can use the karma to begin their next character at either a higher level, or with some added bonuses from the backgrounds system, or some physical wealth from their family fortune, or any other number of ways to 'start again, but with more'

A further advantage is, as a GM, having built my world, I can choose to rarify races, setting a karma cost to play something outside the ordinary. If players want something exotic, they need to play first as a standard classic race of the region, then retire them at a village and earn bonus +2 sessions +2 levels for karma purposes, more bonuses for some modifiers. Then they can use the karma to buy in for an exotic race / class / background, and since the GM has chosen these 'prices' they've already factored in the affect this will have on their world and priced accordingly.

Some players, take some disadvantages to their first characters, in order to increase their karma ratings, banking them over several campaigns, so that in some later campaign they can play as some extremely powerful and rare race combo.

I don't see players throwing away characters, they earn more for each session they survive and more for retiring, so its in their best interests to go for as long as they can, and bring their character home safe.
Death is still very real, the loss of the bonus retirement karma is enough to dissuade, and furthermore the gods will halve your karma if you suicide a character. (or commit evil acts too)

GMs can nudge games in ways, by pre-setting karma costs and benefits, without outright denying a player.

Furthermore, if a player plays well enough in one GMs campaign, and another GM has trust in the first GM, their karma can be 'transferred' allowing a GM a break.

Also, some GMs wanting a more powerful campaign can start their group with campaign karma, (non transferrable) to 'buy' a boosted character that will still be balanced, so the group can either learn with training wheels, or being powerful heroes for harder storylines.

This is one of the less tested parts of my game, as it happens so infrequently. So I will probably make some tweaks at some future point. 
 

Thursday, 13 April 2017

Levelling your Race

A thought occurred while discussing races with my group.. can you level up your race?

I'm a 5th level elf

If classes or professions are a 'set' of bonuses that are applied as you level up, why can't we have a set of 'racial' bonuses that we can choose to 'level up' as well?
I'm curious as to if any other game systems do this too, One that seems closest to the bill is Legend, but its not exactly a specific "level up" so much as just getting Boon bonus's to your race skills.

For the d20 fans, It would essentially be a set of skills, feats and increasing bonuses such as night vision or will save. A decent DM/Games designer could probably come up with a decent list, but the questions for such a system would be, why bother to level up my elf, when I could level up my class?

Maybe if DMs were a little more restrictive with their classes, then this would be a viable idea. i.e. Elves are not allowed to take rogue classes normally (alignment, disdain for such a career), yet elves are stealthy, especially in a forest, so maybe an 'Elven build' with stealth skills, ref saves and the like, Evasion, Uncanny dodge, but none of the Sneak attack, Backstab, Pickpocket skills.

For full Dungeonworld rules, there would be no real point, all skills are able to be increased, and only your motivations to increase them hamper or help this. I already have background skills lists, so this too serves its purpose and you may choose to practice and improve your background skills as you choose..

Yet, Dungeon Delvers Twelve, the simplified version rules, relies on the tropey level up sets of bonuses, pre-chosen to help newer players in understanding their characters better, guiding them. 

This, would be useful to have a 'levelling system' for your race, it would represent the players choice in increasing their background skills.. it could be an interesting set of bonuses, traits (and or flaws) skills and racial goals.. as you think more of your culture, your family and your race, as you return year after year to continue your racial training, you learn more of the racial divide between certain cultures, possibly racial hatreds, which give you combat advantages when fighting the 'enemy'

Just a few thoughts at this stage.. we'll see if I introduce it or not.

Sunday, 5 February 2017

Childhood to Adult: Character Creation



Most Recent Update - Character Creation process

For a very long time, I've had one big missing element: Character creation. Now you might think this quite insane. How can you have a roleplay game without character creation... well ok, so I mean that it was not so much missing, as, my definition of character creation is a bit more 'plot' based, and that chapter wasn't properly written... at all...hence missing.
This isn't "CHARACTER" creation, beards and hair colour, even rolling stats isn't character creation..
Character Creation is creating "the Character", where was he born, what kinds of family did he grow up with and what skills did they teach him, How did that affect his choices to become a hero. 
    The Version that existed, and still does (as of this blog) is the template system. This is what most people think of when they think "character creation". Players would roll the dice and consult a chart to see what was a good character to make with the numbers they rolled. Pick a race, add race template, pick a Lifestyle, add Lifestyle template, pick a hero career, add Career template. It is/was fast, quick, efficient, and got you a character.. without any character. I had a few players who complained, wanted a more in depth creation system. claiming they felt their character was just a bunch of number and had no life (like most systems).
    So I developed a more in-depth, more story and plot based character creation, and I added a decent amount of crunch to go with it:


How Far do you want to go back?

Technically, if you want to start with your grandparents, you can. Roll up their stats, find out what they did for a living, and how that affected you. Then roll up your Parent Modifiers, adjust your stat sets and finally arrive at a set of characteristics that represents YOU.


Well, maybe not that far


So, Most players will simply roll up their own stats. I've never really been a fan of the point buy system, so while I have created a balanced system for players to use, I've also spent a bit of time creating a structured system for rolling that gives players the ability to balance things themselves (more on that later). 

My system encourages character creation to take place over 1-4 roleplay sessions. You roll up your stats, take a childhood skill list based on where you were born (and where your group will roleplay) then an apprenticeship, which gives you an approx 12yr old.. then you and your 'group of friends' can go out and discover things (Session #1)
Next, your progress your characters to teenagers, take a Journeyman skill set, based on whats available, and roleplay your 'friend circle' as teenagers.. get in trouble, have a local fight with the rival gang, or get lost discovering some ancient crypt & tunnels, that everyone has gone through before, but maybe 1-2 coins were left behind (a treasure to a teen, worth 10 years of pocketmoney) (session #2)
Lastly, why did you become an Adventurer.. take on the Adventurer path that suits you, grab the skills from it, but it also lists skills that you can choose to take, Now the player gets more choices, where to become more skilled, things that don't match the mundane life you left behind..your gang finds some clue, maybe something you already had in your attic, a map in a painting frame, with a stashed coin with holes in it.. now you take your team of adventurers and go find one eyed willies treasure (session #3-4)

Why this works better than the old man at the fire

The old man begins to tell you a story of a dungeon...
The players, realise its a plot hook and leave the campsite..
The DM cries, as all his work for 3 weeks is useless
When players come together, create characters and start roleplaying, there is a missing element of 'how did we get here' its assumed that this will be filled in afterwards. It often never happens. When it doesn't, and a conflict within the group arises, there is no logical reason for the group to stay together, they 'just do' and deal with the conflict 'offline'.. what I mean by that is they don't deal with it in game, so these characters have some unknown reason why they suddenly hate each other, draw weapons, start to fight, but calm down and are best of friends, without ever resolving the reason why they fought.

By including a whole 1-3 roleplay sessions prior to the main plot, all those 'unknowns' become more obvious. Turns out that all this time stevenson and harold were at odds because stevenson got the extra treasure when they were kids and it just ate into harold, and made him resentful to stevenson. (in real life, their players just don't get along, but now we have more backstory)

Also, maybe its just my groups, but I only ever really had 1 player write detailed backstory for their character, sometimes this backstory would be 3 pages and often included some very dubious connections, in that the player was now noble blooded, friends of three other noble families and received a monthly stipend of a few thousand dollars.. game & plot breaking backstory.. 

So now, all players have a backstory, all players have something to refer to in game & in plot.. Also they have a little more than 5 minutes of 'love' for their character.. in this method, I've yet to have throw-away suicides, so they could get a 'better character', though I have had plot reasons for players to 'need' to wade into a suicide missions, which again, made more sense because we had backstory.

This is not for everyone.. or is it?

If your group is only playing 1-4 sessions for an adventure, then having a break and playing a different system, then obviously this isn't for you. But if your going to play for anything longer than two months, I'd suggest this as a viable option, and remember, you can always do this in stages.. flashbacks are a wonderful 'break' from the regular..

The Flashback

I've attempted this quite a few times, and with one exception (I'll get into next) its a great way for players to develop a better background.

The biggest factor is the introduction of your characters in a more unique way that average. You start the game, lets say at 5th level, progress for several adventures and you're around 7th and about to take down the end boss.. all seems hopeless, then the GM points out that you've all forgotten something...

The GM passes the characters blank charactersheets and has them copy the basic stats over, and they're all level one or two, the characters are mid adventure, they're entering a simple tomb, and begin play...

The adventure is a fairly straight forward one, nothing too extreme and guarenteed the players are going to win, but just 'how' they win is important.. push to make some lasting effects on characters, wounds that can become scars, rare, exotic burns or items mundane but interesting, powerful artifacts that do nothing.. once they have acquired the end goal, return them from the 'flashback' to the main story.. that artifact, the one they acquired all those years ago? its the object required to take down the end boss.. they've been carrying it all these years and didn't realise it.. 

Mechanically.. the Flashback is the same as RPing the backstory, just later in the game.. Some GMs might award the XP gained from that adventure to the group, based on their choices and results, some might chalk it up to 'backstory', but the point is, you've added more 'character'.


Dungeon Delvers Changes

Since Dungeon Delvers emulates Dungeonworlds System but as a quick "we made most of the choices for you" kind of way, We needed to made backgrounds and races a kind of "sub-profession" system, This has some interesting nuances that many game systems should probably consider.. I'll blog about these in more detail, but in essence.. you can level up your race and background, to represent your backstory & flashbacks, without breaking the flow of the game. 

Wednesday, 4 February 2015

Meta Gaming your Players

What I'm about to write, I have not read elsewhere. As a Games designer for computer games as much as for PnP Roleplay, this is something that I borrowed from threads and posts, took a good hard look at it and said.. why not? and morphed it into what I do as Gamesmaster.

Character Progression doesn't always have to come from play.


Meta Gaming

Wikipedia says : Metagaming is any strategy, action or method used in a game which transcends a prescribed ruleset, uses external factors to affect the game, or goes beyond the supposed limits or environment set by the game. Another definition refers to the game universe outside of the game itself.
In simple terms, it is the use of out-of-game information or resources to affect one's in-game decisions.

I'm not talking about that.

Meta Gaming in Video game terminology is about the game outside the game. The points you earn after each parkour run, that buys you speed boosts or the tower defence weapon upgrades or the Berzerk Ball world upgrades. Its the Game outside the game, that improves in inner game.

Its about the 'improvement to the game' that you earn by 'playing more often'.

So in that context, I give you: the Meta Gaming Rules I use, to make my roleplaying experience more enjoyable for players

Roleplay Points

In my older Posts I've mentioned Roleplay Points, Points I award players per session for several reasons:
  • Roleplaying, and not Meta Gaming!
  • Being there for that session
  • Making a good quote, pertinent to the situation, which causes much hilarity or groaning
  • Using Voices, drawing character models or 'adding' to the experience
  • Being a good player
I also ask the players to nominate one player each week to get the 'player of the week' Bonus +2 roleplay points

Roleplay Points, are currently used to buy two things: Quests and Hero Points.

Quests allow players to nominate something their character wants to achieve in the next few sessions. They declare a quest, assign 5 roleplay points to it, and during any roleplay session, they may refer to the quest, to assign more roleplay points to it (it must be roleplayed to give it these points)
When the quest is completed, the characters gain a massive boost to their character sheets. Background Points, Karma Points (for both see below) and a chunk of Experience Points.

The Chunk of XP is typically at least half a levels worth for many game systems (often as much as a full levels worth of XP, if it was a 6 session quest for example) above and beyond the normal XP

In this, I no longer need to dole out XP as game rewards, XP is for doing what you should be doing.

Karma Points 

This is where we get real meta. When a Player Dies or retires their character, we add up the number of roleplay sessions we had with that character (approx 3/4 of number of weeks since we began for average) multiplied by their Levels gained (i.e. minus starting level if you didn't start at 1st) and if they chose (retired) we double it.

Karma allows that player to 'buy' a better character for the next session.

But when they have Karma.. Then, now things get interesting... Firstly, they probably buy some Background Points

Background Points

When I get a new player, they start as a Human, with a boring dead end job, who becomes a somebody. They decide one day to stop being who they were, and be something more than that, and join the adventurers/gang/group. This is all justly evened out using Background Points. Humans 0Bkgpts, Average parents 0Bkgpts, Average Job 0Bkgpts.

But after earning a few Karma, and buying some background points... they can choose a more interesting race, a more interesting beginning profession and maybe some contacts in some high places(or low places) a dash more starting cash.

Is your world primarily human? with some dwarves and elves? 0Bkgpts for them, but what if the player wants a half-Orc? are they rare? add a Bkgpt cost to them, are they slightly imbalanced? more Bkgpts, maybe you'd even allow a construct, with a soul of a dragon.. IF they spent the Bkgpts for it.

The GM can now 'balance' his world by making the harder to find races use up some of these points, so plays can see the benefits, match up with the costs.
Character Progression by Whimsycatcher on Deviant Art

We also use background points for flashback events, remembering the past and discovering your heritage, which are roleplayed events (more in my blog)

Back to Karma

But Karma has more going on, While Karma can buy into some nice Background points for that one character.. the best way is to earn enough to buy Karma bonuses. +1 to Strength for every single character you ever play in my game/campaign with friends who GM my world, or at Cons that I participate in.

Longer Term Gaming

Some of this I developed when I ran a games club, and wanted to entice players to come back time & time again.. but its also a great way to reward players who realise that their character is getting old, or just plain dead. So, While I may have balked at Meta Gaming in its negatives, I'm glad to have looked past to see the positives.

Thoughts?