Showing posts with label BlogThought. Show all posts
Showing posts with label BlogThought. Show all posts

Thursday, 4 November 2021

Blind Faith will not make a kickstarter work, if its the 2nd time round

So imagine, here's me, a couple of weeks before releasing a medium to large sized kickstarter project, my "boss" is asking for the rulebook, usually the last thing that's finished in a campaign before print, so if he's asking me to finish the rulebook, then the KS pages must all be complete? right? 

Nope, So I go to interview a prominent Youtuber in the games industry, and I have to use a half assed project page to go through. I see it.. I'm shocked, I make the excuse its a work in progress, 90% of what the Youtuber says, I already said to 'my boss', some things we both missed, forest for the trees.

I tell the creator, "This was embarrassing, this was worse than 1.0 KS page" He's upset, I think he pouted, promised to do better.. and then proceeded to do worse, deleted the all-in, took out images of things that were not quite done, but didn't put them back before launch with better ones.. just didn't put them back, all the videos he promised, gone.. 

Its not wonder when we launched it was dismal, it was a shockingly dismal launch, we turned it around, but at what cost.

How not to do a kickstarter.. post mortem

If its your first kickstarter, I think some audience will forgive you your janky page, missing bits, things that don't make a lot of sense. Not everyone, they don't all look to see how many KS's you've done, how many projects you've created, they just compare to what they know.. that's human nature.

But when they see a shiny project created with a project manager, a graphic artist, a marketing agent, a copy editor and several consultants. They compare to a page done by 3 dads part time. Its not going to be the same.

But a 2nd project? C'mon, the whole point of your first campaign it to study what worked, what didn't and fix it, get better, prepared better, and be ready to go to market. 

Why? Because first impressions are lasting impressions, and most KS projects have a larger number of first to your product customers than usual. You have to have your A-Game to this, each and every project.

What we did to solve some of this 

We turned it around, we convinced the owner this was not good enough, we delayed a month, rebuilt all the graphics, added all the animated gifs, did some videos, a lot of work, sleepless nights. We put in 40 hours a week on top of our families and jobs for 4 weeks, and it was 'passable' (not according to dice tower, but who cares what they say)

In the end we hit 200% funding (my lowest funded project % to date) but it was dismal, for all that work and effort, we should have done twice as much work and got twice as much money for our time.

I understand, Kickstarter are not about profit, but I'd like at least more than $5 an hour at some point.

So here's what you MUST do for a successful kickstarter, Especially if its your second project

Build some kind of Audience, at least ten times as many people as you need to fund. If you need $40 from 500 people to raise $20,000 for a minimum production cost run. You need 5000 people to be aware of your product launch.

Facebook advertising brought in less than 0.5% of views, we spent $5,0000 on 40 different adverts, with a range of 0.3% to 1.1% and barely raised $5-10k (not profit, just raised). We could have done better, but I doubt it would have been worth it for a niche product.

Don't rely on that as a number, having them out there, only helped stop all the comments from backers asking "why don't we advertise more" placating them that we were 'doing all we could'

Due to the time frame, we did not do enough pre-launch listings.

Pre Prepare everything, months in advance and get a LOT of feedback. (don't listed to all of it, but aggregate the main ones)

This was certainly our biggest downfall, the lack of preparation. Sure, I can say I was asked to help with only the rulebook 6 months in advance, and I started play testing against myself for months and months (developing mini solo rules as I was doing it). But the Campaign? I was asked a week before we launched to help and the entire thing needed a complete overhaul.

Pre-Prepare to Succeed and also to fail. What's your backup plan if you go down the gurgler, and what's your cut off date. Mine was 100% in the first 48 hours. We didn't hit it, so I argued against going ahead. I presented the facts for both going ahead and barely struggling to fund, vs, relaunch at getting 150%.

But I also prepared for 500% ( was shot down several times to try for that, and in hindsight I hope the "boss" sees that this was a mistake as at time of writing we are at 415%) I set out profitable stretch goals, sorted out plausible stretch goal costs, so when we were panicking to put in new Stretch Goals, we had some that would not burn us later. 

This isn't a normal marketing campaign in a normal company, this is public, under scrutiny, don't try to fake anything, you'll get found out and it'll burn you.

Several campaigns came out in 2020 and 2021 done by people from other countries, not used to the western way of doing things, and they were burned to the ground under witch hunts of 'bad practices'.

Possibly this is from several years of snake oil merchants in the past, trying to pull the wool over the eyes of the consumer, and the rise of the same in the 80s, the modern consumer is armed with several 'lists' of red flags that can pull a KS down into the pits of failure.. even if its a legit product, doing everything right, if they don't prepare their campaign for the 'key points's and have transparency up front, the KS mob will come and burn them down. its scary, I've been in the middle of several campaigns, as a creator, thinking its a legit campaign, and its starts to go down, and go down fast as the trolls pile in for a witch burning..  

Post Campaign Prep is just as important, what's going to happen when, and show this list to your backers. Even if you don't show it, have it, because you need to know when each part of the list goes ahead. When you need to get artists to finish, when you need copy finished, when the printers need the files to prepare the product. If you skip any of those, your project will be late (But aren't they all?).

Backers have gotten used to the lateness, and some companies have lost confidence as a result, so now, gain confidence by beating your own timelines, deliver early and get talked about as being one of the 'better prepared' companies.

If we'd have done all this, in my opinion, we'd have hit a million easily. The product we have is far superior to most in the same genre, just needs a lot more careful preparation in how its presented to the public.

King of Average says "Make Games not Campaigns", yet I'd change one word 'not' to 'then'/ the campaign is as important, but should be a 50/50 split. You're not selling a game over years to spread out your campaign skills & budget, you're doing it all as a one shot. and it should be done right.  

  

Monday, 27 July 2020

Turning the Blog Around

Its been a long slog of a roller coaster, and I've been sporadic. Honestly, I just didn't have focus. The rules are in several documents, my life is in several locations, I'm all over the place.

So its time to clean it up. 


I'm going to turn this blog into what people used to expect from a Blog.. what I expect from a Blog.. a Web - Log of what happens in another aspect of your life.

This is called Dungeonworld Dev for a reason, it was the development blog, but when I wasn't developing, I was just throwing stuff at the wall, and seeing what stuck. There are over 100 'articles' that didn't. I didn't press publish. For a myriad of reasons, fears and the like.

I might still go back and click publish, but, like I've said before, I'll tag them, so you, dear reader, can see the difference.

What I'm going to do, is push forward with this like a proper log of events. When I Write, Draw, Create or do anything related to Dungeonworld, MY game. I'll blog it in here.

Why? Because I think its what I want to read.. someone else making a roleplay game, and all the trials and tribulations of that process.

Where I'm starting.. 


* I have a 99% complete map for my Kickstarter. since it took a year and a half to get here, that 1% will likely be another 2-3 weekends. I need to scan reworked images, crop them into the giant map, and publish it.
* I have Several, Half finished, roleplay documents. Core Rules for Dungeonworld v4/12, Core Rules for DD12 v0.7, Cataclyzm, barely a chapter, Pirate Cave, barely a chapter, Alita ripoff, some NPCs, Paladin Concept, a design draft. An Almost finished Magic Synopsis, written in by my in world alter ego.
* I have a card game, to help GMs make plots for that session/scenario/campaign, based on player input.

I have several ideas for several other things.. another map, but for a city, another map, but for a mega-dungeon.. these need to wait, til map #1 #2, #3, #4 and #5 are finished..

I might migrate this.. I think, a cleaner start might be a good idea.. but maybe not? I might duplicate this to another forum, such as medium or minds.. and 'start' from the next post, or maybe this one..

Good luck to me..


Lets see if this pans out, or its just the coffee speaking.

Thursday, 3 January 2019

Happy New Year to All

Happy 2019 to everyone, those whom are reading this, those who are not, and everyone in between.

Do you celebrate New Years in your game / world?


Every now and then, I check the notes of the calendars of my world and see if its appropriate that locals are having a festival.

Festivals are important for people, to mark the passage of time, If you want to really get into this, go interview some people in small towns about their local festivals, how they plan it, how much time is put into it, and what they do inbetween time.. often its 'plan the next festival'

If we look at modern times, what with the work week, schedules, productivity and such, we've lost a lot of good ole fashioned festivals. We've managed to hang on to a few religious ones, a few non religious ones and some cross-overs.. such as Christmas, New Years and Easter.

Christmas and Easter, might be a tad hard to just plonk into your world, Maybe a great hero from a great time, might have stood for some goal, and people celebrate his birth and death, but I think its a fair call to say that marking the passage of time, the end of the year, would be universal.

So what do your folks do for New years? Local Wizards blowing off some fireworks spells?

In Estonia, we walked to the gravestones of ancestors and gave thanks, said hello. So maybe witches might summon up the spirits and communicate each year?

Russian New years is kinda like Australian Christmas, hand out pressies, eat a big meal, stay up to midnight and give your besty a hug before falling asleep somewhere that's not often your bed.

What of the aftermath, Russian New years is 10 days long, no-one goes to work, they just stay indoors, eating, drinking and so on, If your adventurers arrived in town mid-festival, would they find closed shops? full Inns? people sleeping in the street?

How about mid adventure...

"Hang on guys, before we enter the next room and solve the traps and kill the monsters, I'd just like to say a few words and count-down for New Years, about how much I appreciate you all!"


Tuesday, 4 September 2018

The Gorgon: DD12 Cataclysm & Beyond

Backstory: DD12:Cataclyzm is the survival horror scenario for Dungeon Delvers Twelve world/system. Your group has 'arrived' on this world, and before they have time to even think, something in the shadows and darkness has decided that you are its next meal.
The Male Gorgon.. minus snake hair...

The Gorgon:

So what is a Gorgon?

According to several mythological stories, the gorgon gets a wide variety of descriptions, from snakes, snake haired, bulls with volcanic or metallic flesh, other things with scales, wings, claws, tusks, mixtures of all the above, even the sphinx, satyr, hippocampus and mermaid are considered a gorgon.

All of the above.. maybe
So likely gorgon means demon, more than specifically Medusa and her sisters, of which they are likely demons.

So what is a demon? well, for a medieval peasant, anything that's scary enough to have come up from the depths of hell (if that's their local religion).

So Gorgons are just labels for demons.. but more commonly, demons that are mashed together bits of other animals. So, a hybrid right?

More like the Colchis Bull or the D&D gorgon here





Except, not theriocephalic, because that's just head of an animal, body of a human. and we're not talking humanoid, because that's a whole nother set of monsters.

So Gorgons, are hybrids, Heads like humans, or at least faces like humans, and then a whole mixed bag of what the rest of it is..

Except also, that any of those body parts, could be parts of humanoids, or theriocephaloids?

Whoa, where is this going?

So In Cataclyzm, the idea is that anything could come from anywhere, and as such, alot of it, might not so do well on a world with gravity, or air, or sunlight or a lack of sunlight (like nighttime) and so, a Gorgon, in this context, is any creature of anything that the GM comes up with, a mishmash of bits and peices, resulting in something the players might run away from, get eaten by or manage to hack apart and use.

Cataclysm was about lack of resources, cave-people of the Coyn World, you start with nothing and you build something, on a wider scale than a standard RPG where you start in an existing culture, and rise a little bit in comparison to all that is around you, to a well known hero.

Catacylsm won't have grand overarching bag guy plots, or heroic status when visiting nearby towns, not instead people will probably just have a general Awe and Fear for someone who managed to travel from one location to the next, and not get eaten.
Googling Gorgon can produce many varied results

So, The Gorgon is a multi-roll (or choice) on a chart that gives the GM a thing that he can describe, maybe its a bull body, a fish tail, arms of a rhino and the face of a chicken, it breathes air, but lives in a 0.5x gravity. As a result the GM can double the creatures Initiative costs, making it slow, it has a peck attack, and horns, it stomp around on two legs and maybe has a slap attack with its tailfin.

More interestingly, when you defeat it (if you do) you've gained access to cow leather, fish scales, large fore-arm bones, horns and probably a strange beefy-fish meat, with intestines, organs and the like.

Surprisingly, no Heart as Meat Potion images exist in google
While Early DD12 Cataclyzm notes had leather, horns and bones, more recently I've added in the organs, intestines and such so you can play as a shaman who gathers strange exotic liquids and meat sacks to attempt to brew up some very weird things indeed.

The Gorgon, gives us the ability to create some truely weird things, without the need for the exotic locations and the plot on how your group got you there.

Cataclyzm works well as a "westmarches" style game, each week you can have a whole new set of players, make up characters based on the villagers that still exist. They go out into the wilds to discover whats around, maybe they survive, maybe they don't, they bring back information, resources and new skills, so that hopefully, an established location can be added to the historical maps.

Gorgons should be used somewhat sparingly, once a month if you're playing weekly, its a freak of ... well not of nature.. it might be defeatable, it might be able to live in the world and become a re-occuring nightmare.

While the name Gorgon, brings up images of snake headed women, or metallic bulls for some, I do wonder if the controversy of keeping the generic "abomination" called a Gorgon would be a good idea or maybe the old adage, "All publicity is good publicity", if they're talking about my game, who cares if its trash talk?


Monday, 14 September 2015

The Lit Streets Issue

I might come back and edit this, but for now:

Why would Fantasy Medieval Streets be unlit?

Or Trapped Fairies? - Art by Aimee Stewart
In a fantasy city, that includes some kind of magic using group of skilled or talented people, there would exist an early understanding of creating fire, through magic. Most, if not all decent systems of magic have a ways and means of casting a spell, so that it can become permanent.

So, given these two premises, there is no reason to not have street lamps, with permanent cast flames
or light sources. With a metal cage around it, to protect, both the flame and the user, maybe the inclusion of glass, some little engineering to provide reflection, flow of air (if need be) The idea is pretty much a stable concept, if not in every city, at least the higher ranking streets of the capital (or the main castle).

This is the concept that a lot of Games designers forget to think about when inventing spells, powers, magical artefacts and the like. The effect it has on society.

These little things are what makes a world real, alive, rich and interesting.

So you've probably gotten here from a link to this, where I brief on the subject or go further into how, this is not supposed to spoil the game, not supposed to have any negative effect, far from it, its the requirement of its inclusion. Without considering Lit Street Issues, you're just building a dull boring, unplanned, unthought-out generic world.



Wednesday, 2 September 2015

FATAL Critical Failures!

For a blog I'm doing research for (will edit link in here after I post it) I was researching other games systems, ones that did things poorly or horribly, and what they did that I should avoid for my own. During the process, I encountered some interesting (and shocking.. NSFW.. I mean for the average non roleplayer its Extremely NSFW in which writing I found my self cringing and re-writing this blog) roleplay systems, amongst the complaints from standard systems, Often people would cy...

At Least its not F.A.T.A.L!

Oh, and Gang Rape was the
plot for character
team building / formation.
For those not in the know.. FATAL is a system, created by Byron Hall, who probably didn't do a lot of market research into making RPGs, but did a lot of research into medieval environments, much of which seems to be D&D, medieval movies from the 80s, maybe some shlock horror, the Rutger Huer Movie "Flesh & Blood", typical teenage basement dwelling humour.

Whats not surprising is the amount of flak he got for daring to publish his ideas (well, a PDF at any rate). As it stand FATAL is listed as the worst, for all time so far, worst RPG system ever..

So of course I had to download it.

I downloaded the first version : Fantasy Adventure To Adult Lechery

The title gives away main reason why people hate it.

This the 2nd version cover..
The More safe for work version
Its a Great big overly detailed, and I mean comparative to Rolemaster or GURPS overly detailed, list of so many things a Gamesmaster should consider (and then discard what doesn't match their system) when designing their own system, Its just that FATAL included ALL of them.. 900 pages of rules and rules and rules..

Now, there are some glaring problems with it.. Layout, Design, 900 pages, tables of tables.. It could be salvageable, if it had some kind of underlying something to it worth salvaging. The book goes into great detail about diseases, phobias, psychological traits, aspects of dealing with life as a medieval peasant. Occupations, Skills and Equipment.. all before telling me how to play the Friggin game.

And Oh, My Gawd is it overdone.. 4 lines to explain what water is, another 4 for milk!.. If players need a Thesaurus of common terms, maybe you have the wrong kind of players..

So I'm not going to go any further, (as much fun as it could be) into picking apart a bad system, Discussing how, splitting it into Standard rules, Gamesmasters rules and the Adult material could have helped, nor how the Structure or format needed to be more player friendly..no, others have done before me. I'll focus instead on what a lot of people have focused on.. poorly.. the Adult Lechery.

If you read the reviews and counter reviews of the author, you'll come across how the bulk of people focus on the fact that your character can have an [here it is... no.1 reason for its ranking ] anal circumference, because, if and when you get raped, you need to know how much pain you're going to be in.

In comparison to the size of this blog.. that one line represents the percentage of filth in the book. But for 900+ pages, thats still 20 odd pages of filth.. and another 100 pages of dubious material.. And for typical human reasons, its the only thing anyone will ever remember of it.

So Why Write about this filth?

Normally I might read up on hundreds of pages of articles, double check my references, make sure what I'm writing about has plausible credibility to it.. I do the same for my own system. I might never point out some things I read, because its not what I like to share with others..

Yet like a car accident, We imagine how it might have been us.. and I looked back at my earlier works and wondered... would I have been so unlucky if I published in 1998?

Total 100% accurate of how players
Act in game, but real life?
Then, while travelling by train across south Russia these last few days, I had some pdfs in my tablet I could read, and one of them was Critical Failures. .. About a DM who has the power to send his a group of players, who are behaving like the worst players you could get, to the fantasy world they're playing in, when their behavior gets them into trouble, time and time again...

I didn't feel like I was reading something that someone had made up, I know people that behave that way.. I don't roleplay with them, and probably never would, but I remember being 12 and sorta maybe acting that way. So I could identify easily with who they were

The writing of Critical Failures is poor, language badly chosen, some serious flaws in the style, but heck, its better than mine half the time, and at least the guy wrote it and made it available for download.

But the funniest part for me, I didn't feel like they were playing D&D, even though that's the parody the author went for. No, I felt that they were playing FATAL.. and Byron Hall was the DM, and the RPG Net were the players... and then I took a look back at the RPG environment of the 80s and 90s and felt sorry for the Author of FATAL.. because it looks like that's what he's gone and done.. Made the RPG for the audience that has since, grown up, while the Author had not.

In the 80s all manner of things, with 20/20 hindsight, seems racist, sexist, misogynist immature and just plain wrong. RPGs were not immune, depending on the system & Gamesmaster, Characters would typically devolve into murder hobos, ultra powerful bad guys, or all manner of worse. Half of today's memes are based on 80s RPG fail.

So FATALs Author seems to be a GM whose inclusiveness went over board.  instead of putting down his foot and saying.. "hey guys,too much.. this is never going to be popular on the market.." no, instead the author thought that all roleplayers were like his group.. raping and pillaging across his game world.. so he added more rules to match all the consequences..

I got out of the standard roleplay scene when this seemed to be happening around me. Players were joining the brand new Vampire games, where killing and raping innocents became part of the norm. The teenage angst of lack of control in the real world bleeds into the control they need to exert in the roleplay world, lashing out at anything that offends them, and with power, allows them to avoid or beat back any social problems that may arise.

Lessons to be learnt

It asks the question, Why do we roleplay? Is its the Escapism? to get away from this world that we lack the skills and control needed to be successful and the desire to be so? To go to a place (even if its in our minds) to be able to be skilled, powerful and in control?

Is this an immature desire? I've had maybe a few handfuls of 'adults' in my life try to tell me that roleplaying is a childish thing, and that I should grow up. Now that I'm 40, a dad, I've researched what games are, what play is, what is a roleplay game, and how roleplay has a very critical aspect of learning about it. Gamification is mired in roleplay, Schools actually teach us to role play scenarios out, in order to solve problems.

"Train A is headed from the West at 20km an hour, Train B from the East at 30km an hour, they start 100km apart, at what point do they crash?"

Albiet, your not playing a Train, but the puzzle is set in a way that allows the student to visualize the problem in real terms, which is one of the cores of what a roleplay game is.

The Concept of Games & Play has been coming up in my discoveries over the last few years, and I'm quite seriously considering my PhD in this field. How much of the desire to roleplay is the desire to escape our own mundane vs the playground of the mind to learn?

Conclusion

My Own system went through stages, Complex, Simplified, Improvements, Mess, Restructuring. If I had published at any stage prior, I'd expect to be ripped to shreds by the RPG community for attempting to publish anything less than a half decent set of rules.

The current 'popular' RPG seems to be rules lite, narrativity styled RPGs, possibly due to the influx of females to the gaming industry over the last 20 years, So attempting to bring a new system, more complex than most, is bound for failure, let alone adding sexuality (No, mum, not that kind of roleplay), obfuscated layout, and adult themes (plus, claiming its all historically accurate).

Yet I have a complex system, So I guess I have empathy for this guy.. he thought that his differentiation, that 'thing' which would make his game interesting, is the first person to publish a game which dealt with the smut & puerile humour that many games devolve into. To cater to those teenagers and their angst at a lack of sexual experience. Not realising, that is the worst kind of roleplay, and the community as a whole would rather pretend it never existed, than admit that yes, once, they too tried to 'get it on' with a barmaid, and the teenage GM asked to roll for penetration.


Post Script

Further topics on this to come:

* Will Roleplaying games of the future be boring, or will Roleplay become obsolete, if we get too politically correct?

* How to Use failed roleplay systems, and identifying failure within successful systems, to build a better system. (Building a better mousetrap?)

* What IS roleplay, and what IS a roleplay Game? Does a conversation about a vorpal sword working on a Jabberwickerbasket count?


p.p.s. I Always thought it would be fun to run a roleplay group of evil (i.e. bastard) characters, while several other roleplay groups of good guys were hunting them...






Monday, 10 August 2015

[Thoughts] Roleplay Gamers, World Simulation Vs / And Story

I wrote this topic several moths back, after discussion online about Simulation vs Story, then recently someone pointed me in the direction of the GNS Theory from Ron Edwards and Aaron Hoffmans opinion of it. Yes, it seemed to match up with my Simulation vs Story theories, but introduced the third Gamist (which I always thought of as a immature board gamer who disrupts the real RPGers)  to the table.. So now I've had to re-write this blog notes:
Arguments of World-Simulation vs Story-Roleplayer, now add Board Game Geek and maybe a Gamificator for good measure! 

Are you a board gamer, a war gamer or a listener?

My Initial foray into the psychology of roleplay was about the two. Simulationist vs Storyteller. This was aimed more at GMs, I felt that often a Storyteller was more railroady. The Players make some choices that follow the story that the GM (or for World of Darkness, the actually storyteller) has in mind, and provided the GM is the wolf and the players are sheep, they all get to have their own kind of fun.

Can you tell that I'm a Simulationist?

I have/had/will have again players who care not for their character sheet, level progression, bonuses, etc, they want to act out their part, partake in the story and enjoy themselves. They ask the rules lawyers what would be the best choice in their character progression. My own system was designed to guide these players to make it easier for them, the player is a fighter? he fights? he gets experience as a fighter and his fighting skills get better. He knows he's a fighter and feels like a fighter, so there is no need for him to care about min/maxing his skill set with a stealth attack or a spell, and besides, he's probably forget to use them, because when a creature walks into the dungeon, the fighter grabs his weapon and fights.
https://xkcd.com/393/
Then there are the rules lawyers, they study their own numbers with meticulous care, and make sure that they have their stats just perfect, balanced in the best way possible. and I'm covered there, because I think that way myself. (I think that to be a half decent game designer, you sorta need to be a rules lawyer to GM)

But when I encountered board gamers, I was always under the impression, they had just not yet learnt how to roleplay, and like a child in school who just doesn't get the lesson, they lash out in ways to 'make the game fun' or 'amp up the excitement' I never once thought that this was a sub-group unto itself.

GNS Theory

Firstly, While a long time reader of Psychology profiling, Personality Bartle Tests, GNS is new to me, so forgive me for the errors in interpretations, this is my own take on what 've read so far.
https://en.wikipedia.org/wiki/GNS_Theory

So Gamism is when you make the decisions based on extrinsic motivators. You form a party, and you are instantly friends, because that's the way the game is played. You go to the tavern and talk with the old man, to get the quest and then you complete the quest and get the gold and the girl/boy/victim and save the day. Because its a game, man! Meta Gaming could be considered gamism, checking on your friend in another room because you know that he just fell in a pit of acid, but you state.. "I haven't seen GunThar in a bit, I might just go check on him. "

Board Games that mimic roleplay (Descent, Heroquest, Talisman) are very Gamist, its practically the definition of a Gamist Game. So Often when I was balking at D&D and Pathfinder, It wasn't that those games suck, it was because they cater to the Gamism mentality, which I like some of, but as a Simulationist, I can't cope with. [I re-wrote the rules to Heroquest just months after I got it for my 14th Christmas to include XP]

Narrativism is roleplaying. Special voices, being angry or sad at appropriate moments, making sure you make choices, not based on if its the smartest thing to do, or the most efficient, but because its what my character would do. Well, maybe that's the simulationists perspective on Narrativism.

I've noticed alot of games are pushing towards Narrativism recently, which I applaud when done well, but they seem to be pulling away from the other end of the spectrum(s) Games coming out with little to no rules, arbitrary decision making, the GM is more like, telling a story, and the players are like, following along.. like Vampire, but without a character-sheet and experience points.

Simulationism is a Virtual world, Immersion by the players is achieved by making sure nothing outside of the parameters of the world, and rules, is broken (except the occasional 4th wall for humour). The game rules ensure that the world and its 'defined bubble of physics' is kept whole, so the players can make decisions quickly to create a fun experience.

Now, its pretty true that not many games can achieve this, and the ones that do are sometimes so grey/bland across their system, that takes away from the game play itself. I've read from some posts, players quoting how little fun it is to create a character and then get killed in the first session, because of realism. GMs are expected to fudge the dice to keep players alive long enough for the plot to become apparent, then if the player makes a stupid move, its his own fault after that.. Not every tavern would have an old man, and not every quest should be tailored for the players level.

Now, while I tend to lean towards the Simulation, I am trying as hard as possible to find the middle ground in all three. Or.. possibly, if I was to follow other theories.. all four:

http://www.whatgamesare.com/2011/12/the-four-lenses-of-game-making.html
  

Saturday, 25 April 2015

Encounter lists, why are they so drab?

For quite some time, I've been using a computer database for my encounter lists, but recently I ran a few sessions in a different system, and found the encounter charts to be abysmal, so I quickly threw in some ideas that I thought I'd share with the community [note, by this I mean, unedited ramblings]

Why do I need to fudge encounter chart lists?

Back in the day, when I was a green GM, a DM if you will, players would enter a room in the dungeon and I would roll up the next encounter from a chart and they would fight it. I was 13, I had no other idea about anything other than the expensive (read: I couldn't afford so I made my own) pre-written adventures, which in hindsight, seemed to be a writer doing the very same thing, then giving some actual explanation why a beholder is in the room next to 20 orcs, in a Crypt that has been sealed for 50 years.

As I progressed, they of course became the 'random encounters' that characters would 'cut their teeth' on before the adventure, so they could test their 'leadership' and 'tactics' with the opportunity to heal up and even return to town, before they would repeat this process 3-10 times in a sealed environment.

Years Passed, and I found myself rolling, 2-3 times, and picking what seemed far more logical, rather than what the dice said.. but it felt wrong to fudge the dice.. going against fate, as it were..
Which Encounter to Choose.. Hmm, Maybe All? Seems logical!

So what was wrong?

Looking back at those charts, I see monsters too high a level, assigned only 1 value on the d100, while common creatures assigned several values.. but just like the casino, the house always wins. If you have a dragon on your chart, eventually the players will encounter it.

recently, a 12 day trek through semi-dangerous forest resulted in this:
Day 4, Dire tiger, day 5, Treant, day 8, 4 Bugbears, Day 9, 11 goblins & a Barghast, Day 12, 2 assassin Vines. All for a group of 4th levels.

Ahh TPK, how Schadenfreude
The Dire tiger mauled our tank, who couldn't participate in the fight with the Treant, so the whole group got wrecked, we had to camp to rest, but that made us vulnerable to the Bugbears, So while the goblins should have been a walk in the park, they almost slaughtered us and the Vines TPK'd the group.

Now, ignore the group.. lets look at the creatures.. We have a Dire Tiger and a Treant, within a days walk of each other.. The Scent of the Tiger, should have caused the Treant to be wary, which admittedly could have alerted him to come investigate, but in turn the Treant should cause the Dire Tiger to be wary or moving on from this neck of the woods..

Databased System

As I said, I use a Database system, which wouldn't allow such things to occur. creatures have a threat radius, a scent radius, a territorial radius and a position, some creatures ignore these things, others stay well back from such things, so certain creatures wouldn't be found dead, (literally) within the radii of other creatures, and others would (be found dead).

Another feature of databasing is that when players kill the Dire tiger, its gone from that neck of the woods, and the creatures react to the power/territory vacuum, some creatures increase their territory & breed more, others randomly move into worse neighbourhoods, perceiving the threat to be gone, to find a worse threat which annihilates them.

No DataBase.. how can I make a better list?

So after starting this game, in an area with no database, no system, I had to revert to my old knowledge of encounter lists, and thought.. surely there has to be a better way to do this.. hence this blog.. and I came up with a solution.. I'll be sure to put this into my own system for publishing later, but I think its cool enough to share with any reader:

First we start by ordering the danger rating of the encounter list, At the top, 01 - ? is the 1st level creature, keep the '% values, but scale it up to 300%.. i.e. if goblins was 3 numbers before (41-43), its 9 numbers now (41-50), if unicorns were 1 number, they're 3 numbers (actually for unicorns, I'd scale them back to 1 number and bump something else up by 2). Shift these around as you see fit.. creatures who would likely not care about other creatures, scents, territorial etc, give them higher %, while other more territorial, a lower %.

Next, Add in these two charts:

Encounter Modifier & Encounter Style.

Encounter Modifiers I leave 01-75 as "no modifier" and for each 25% I add in an increasing addition, such as " & pets (add d4 dogs of appropriate type)", or "increase numbers (increase the dice of creatures from d4 to d6+1, or d6 to d8+1)" or "aggressive, (+1 to hit, +1 to damage)". These also go up to 300.

Encounter Style I have things like, 01-25: Not here today, 26-50: tracks of _(roll on chart again).. nearby, 51-75: dead body of  _(roll on chart again).. 76-100: Ambush, 101-125: -Bandits, 126-150: Roll again & have fight each other, 151-175:  Boss monster of encounter roll. etc etc up to 300.

So here's where it gets interesting..

When you roll on the "do I get an encounter today %" initial listing, and get "nothing" you roll d3 and add 10% or 20% (normal vs dangerous terrain) to one of my charts (bit of paper behind the screen, add a notch, marker, etc) so I know that todays encounter could be nothing, or this could be the beginning of something worse, maybe the characters have entered the territory of some hideous beast. each day of "no encounter" is just increasing the likely hood that the next encounter is going to be bigger than before. The first 3 styles listed, are of ways that the group will not encounter this larger than normal beast, and if that happens, I'll have the next few days also be no encounter (this land is so dangerous, nothing wants to go here, but luckily the characters managed to 'bypass' its horrible lair) but the players won't know that they bypassed, instead they're thinking they are getting closer and closer to something even worse!!

Encounter a Lair, ensure no encounter rolls for trip home
My own lists include in the styles (at 01-25): Within the Lair: Ignore the modifier, and roll again at -25%, keep the modifier for future rolls, So while travelling trough the hills of the hill giants the players encounter some kobold travellers, easily defeated, but the danger of Hill giants is still close.

With a few test rolls, (and a spreadsheet for extensive testing) I had around 80% success rate, that the larger, deadlier creatures turned up far less often, in close proximity to anything else.. ensuring that if you do encounter something rather large, you'll have enough time to rest up, cause nothing with any brains, is going to be coming to the lair of this (now dead) beasty anytime soon.

and the GM doesn't have to feel like he's cheating, fudging the dice, anymore.

Thursday, 23 April 2015

Thought of the day, There are no Magicians in Harry Potter

A common question from my play testers and groups is : Can I do X in your game? how would that work?

I've said it a few times, I developed the system to be compatible with all known books on the subject, and am constantly updating, tweaking the parts that I know I haven't spent a lot of time on.

Train hormonal teenagers with nuclear level powers? I don't think so
I have also vocalized my dislike for the Harry Potter system/world, reducing magic to a school subject that children learn is probably the reason why the world is in such peril to begin with, As I belong more to the group that prefer Gandalf and Merlin style worlds, the rare few that can truly understand magic, while a handful of hedge wizards scramble around with a few rabbits & hats.

But all that changed when someone asked, If all systems can fit in your system..

How does Harry Potter match your system...?

The discussion started with how mages cast spells.

Firstly there is conjuration, the usage of 'mage power' or 'mana', difficult to master, rare to be a master in. We don't see magic glowing from their fingers.. so that's not it.

Then there are incantations, The words of magic learnt by the mage, cause the spells to activate the inner magic or mana.. usually this is a string of variables infused into the magic, causing an algo-rhythm of magic to create the desired effects.. at first this looks like HP magic.. but it isn't, since the kids rarely create the spells, they merely say a final word.. 

But wait, isn't that (not actually vancian) D&D style 'activation' word? do the kids pre-cast their spells and then activate them? no..

 Ok, so Material spell components? I remember some classes being about potions and plants, but the bulk of wizards just wave a wand.. so surely then it must be..

Magical Items! Of course.. the Wands, magical items that store magic, and are used to focus spells or cast spells for the user.. quite often a wand has pre-built spells into them allowing lower level magic users access to a wider range of spells, rather than having them learn said spells over years and year.. Oh wait.. what's going on here... The wands.. they are 'chosen' to ensure the least dangerous effects to the child.. the wands cast spells that the kids say the 'activation word' for, the child never actually casts a spell, it's always the wands.

Not only do the children use wands, adults do too, and have done for years.. the school has been around for centuries, they all have wands, it seems that only the goblins & house elves have anything to do with any real magic, and that appears to be limited (though wandless)

In Conclusion

I can only surmise that the Harry Potter world and its magics were somehow accessed by someone years ago, who had actual magic (Merlin?) and wanted to train the gifted into spell casters, but finding that humans for the most part divided into muggles, who were unable to use even wands, and mages who could, but couldn't be trusted to learn real magic, because it's far too powerful, decided to ensure the survival of the species, by creating a society in which mages are 'shunted' off into the HP world, where the residual magics allow the fantastic creatures to exist, all spells have been 'pre-scribed' into wands, made by the goblins, allowing these mages 'magic' but in a controlled fashion.. and it's been going on so long, no-one knows anymore that real magic can do so much more..

Except Maybe This guy, 

Maybe the guy stirring his coffee with his finger.. reading a book on time by stephen hawking