Showing posts with label Dungeonworld System. Show all posts
Showing posts with label Dungeonworld System. Show all posts

Tuesday, 18 December 2018

DD12 Cataclyzm Playtest Diary



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 #1

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A Typical Afternoon in Cataclyzm.
Cataclyzm has alot of great ideas, but alot of crummy ones too, so I've decided to play test them out, and see what works and what sucks.

First Characteristics: Most games start with long sessions to create characters, but the draw back is, long character creation = far less desire for players to lose their character. Also, rolling vs choosing, both have their draw backs, but what about situational voting?

So what we do in Cataclyzm is give the group the choice.. Here is the situation.. who is going to volunteer to solve it, why are you volunteering, because you're the best at it, group votes if they should be "the best" or "just good", if they are "the best" they should also choose something their 'not so good at' to balance..

i.e. The Players awoke in darkness, tore the membrane/cloth that covered their face and looked around, the first thing they saw was some insane crossbred horse/turtle with a mouth of teeth. The first to get up and go towards it, would likely be the most courageous, the group votes him "most" courageous, a 21 is assigned as his courage score, and he steps forward to the beast.

As play progresses, We discover who our archer/ranger is because one of them decides he wants to throw a rock, and he wants to be good at it. We discover who our warriors are, because the grab rocks and start stabbing at the thing, one is a fast warrior, the other strong.. again, because the group voted yes to each of them being 'good' at it.

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Imagine its dark, that head is twice as large and 7 ft tall!
When One of the group got bitten, the question was.. Do you have enough health to survive this? why? do you have any skills that might mitigate this situation?

As the turtles neck spun around in his direction, our warrior quickly turned his body away at an angle, the bite was harsh, but escaped being deadly as his bones halted the crushing jaws of the beast, just long enough for him to pull free.. a gaping wound, but one that could be survived.

Of course, We can't all be heroes in all ways possible. eventually most players had 3 defining stats of 21, 19 and 17, with 3 counter stats of 4, 5 and 6, while other players had more averaged 18, 16 and 14, with a 6, 7 and 8, the rest of the numbers were in the 10-11 range..

Play testing, I had allowed players to 'spend' the spare points to round out their characters, but they of course min-maxed a few stats, for the future I'll ensure the rule is 'average' out the remaining points.

Skills:

At first I was all "Oh you can be anything you want, are you a medieval peasant, or a caveman or a guy from present day earth or someone from star wars or warhammer 40k", the caveat is, they have to take skills relevant to their character, not the situation.. Also, their characters all have amnesia to begin with, "who am I" so their skill list is empty.. the problem is, they take skills as they need them anyway, not skills that are character relevant, but situationally useless, I'm going to have to bring in some kind of lists and have them roll or something, players could later invent their own lists and hand them to the GM.. they know what skills they 'might' get, but not when they will 'remember', or they could even not remember anything and just learn their skills from the GM never really knowing who they are until weeks into the campaign.

Again, this is to get the game flowing fast, decisions in character creation slow people down, take away the choice and direct their agency into interpreting the situation, gives players creative freedom with creative barriers, often best used when you're not sure whats best.

As the character settled down for the night, lost as to their place in the universe, the pondered their existence. They chewed on their uncooked turtle-horse leg meat, tended their acid wounds, and kept watch.. for the endless night sky and vague silhouettes in the lichen-glow suggested any manner of nasties, ready to devour them.

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Ok, so lose the trees, the sunset, the glowing tents, pretty much all light.. so.. nothing like this photo.

Tuesday, 18 July 2017

Careful what you say you may ruins someones play.

This blog goes into a few different topics, I'll try to break it up with headings.Mostly its about GMing

Pro GMs Chatting with Casual GMs

Sometimes when your talking to someone that seems to understand what your saying, is on the same page as you, you might get a bit deeper into the topic, but if the other person wasn't really there on the same page, and they have a different world view on the topic, your deeper thoughts can trigger negative thoughts. 

I belong to several RPG chat groups. Its quite common to engage in discussions about new rules. Its as common to me that people pull the strings of rules to see if they are knotted well, or robust enough, so that players won't pull said strings in the middle of the game.

When describing how the players can or might pull at the strings, examples are given.

So, when I saw a fellow community member mention a new rule, I did what I thought was normal and pulled some of the strings of the rule, presenting ways in which a player or a situation could ruin the rule.

Instead I offended the guy, he got extremely defensive of his rule, politely attacked me and when I apologised, politely slapped my face. I was of course miffed, I had too late realised it was a public post, not a group post, so I was likely jumping into his realm and just rambling on about his rule having holes.

Facepalm: Meaning, Oh, Oh sorry, I made a mistake, my bad.. lets look at this differently.

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Player Agency: This was my point in the pulling of strings. And brevity was my downfall.
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I have often forgotten that I'm not thinking about things like others do, and I often don't want to write a paragraph of explanation to get people onto the same page as myself. So I'll often not bother, but when I think that I'm talking to a fellow games master / games designer, I just jump straight in, and I'll talk at the person, like they know exactly what I'm talking about. which often gets mis-interpreted.

Gamesmastering is not simple or easy

Case in point: Story Telling is an Art, not just in that its artistic, but that it requires an artist, to get it right. One key factor that many casual GMs will quote "its just a game". The problem is that regardless if they think its a game or not, Its also an exercise of the mind, it teaches us things, about ourselves, our players, and the world in which we live.

If you present your players with a cliff, and they talk about how to scale UP this cliff, they spend minutes talking about pitons, rope, how far up is it, your players are engaing in player agency, you've given them a chance to shine, for them to solve the problem in a creative way. Do they have pitons, do they have rope, does anyone have the climb skill, do we have spells that can break the laws of gravity, can we go around? Is there anyone nearby that can supply us with tools for scaling? should we actual scale it? is it a good idea. The discussion of how to solve the problem is players engaging in the game. Its part and parcel of roleplay.

You know what it also does? it teaches players, regardless if you want it to or not, it teaches them to be creative in their ability to solve problems. It makes them better people.

Its one of the reasons why Roleplay IS such a great medium. The Agency of creative thought.
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Two ways you can destroy this part of a roleplay experience, either directly or indirectly, is to take away this agency, the players choice in what solution should they use. Because players will often, if not always, take the path of least resistance.

The First, is why the above disagreement happened: Give players an out. Give them the choice to teleport the simple material objects, pitons and rope, to their characters, without any consequence.

If players can, teleport or retroactively buy components, tools, arrows and the like directly to their character, they will always do so. No need to ask around town before leaving, 'what kind of terrain will we cross' and pre-buy the goods needed, No need to worry about packmules for the goods, nor the path chosen, to get to the quest, not even a care, if the character steps on a weight based trap.. his back pack is now empty, but later, it'll be retroactively full, breaking the immersion of the game.. 

The Second, slightly less common, is when the solution is so impossible to solve, that the players, having 0 agency in the situation can only give up, a frustrated GM can't understand why the players can't see the forest for the trees, and the frustrated players can't understand how the GM can think they CAN see the forest, since they're in a desert.

As an example, back at our cliff, no material objects and the instructions clearly say they need to walk this direction, but the players are being chased by a dragon. They cannot think how to solve it, the GM keeps saying he's given them all the hints, and yet the dragon arrives, the GM has to fudge the encounter (the players gain too much XP and become OP for the rest of the campaign) change the plot (the big nasty dragon is actually goblins in disguise, but if that's so.. then how did the goblins manage to enact all those creature powers & fly & breathe fire?) or stick to the reality and kill off the party with a single flame of the dragon.

Face Palm.

The GM points out after killing off the players, that they needed to 'walk' up the cliff, its enchanted. The quote "walk this direction" was so obvious.. was it not? 

Well, unless the players had ANY experience that walking up the side of the cliff was even possible.. this is 0 agency.. they can't make the choice, because they can't foresee it being possible.

The Problem is that Casual GMs might see that arriving at the cliff without pre-purchasing pitons and rope, as 0 player agency, so giving them a retroactive purchase seems like a good idea.

But its not. because you made the choice for the players: You will need equipment, I want you to use equipment, but I know you won't buy the right stuff, so I'll let you buy it retroactively. you took away their agency.
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Player Agency, Don't take away choices
I had a player, who wove elven nets into his clothes, and carried a ball of string. He'd tie objects to his body as A) access easy items and B) crude armour. When in town, he'd buy up sets of things that he felt were needed by the group. often he was asked "why are you buying a fishing hook? we're going to a dungeon!

I had another player who would guide the group on regular outings to find rare and curious material components for spell casting. Each and every time, he'd end up with something curious, and as often as not, the group would encounter some creature, guarding its lair or out hunting or protecting its territory. Not often so horrible, but always a welcome side quest, with XP.

Another player, loved to try out different woods to craft arrows, sharpening his skills as a fletcher. At one point he managed to craft a masterwork redwood sapling arrow with a crystal holder head, allowing a crystal of ice to create his +6 distance +3 armour penetration +6 ice damage arrow , which helped take down a malicious fire demon. 

If I played any of those games where arrows, spell components or mundane equipment and or backpack arrangement was cast to the side by the game or the GM, those players would not still be talking about those events, to this day.

Player Agency allows players to choose to create interesting games, They can do things, without needing to change the plot or rules or interfere with the world building.
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Yet.. for all that's said and done.. players need choice.. so if your players are new.. get them used to the nitty gritty to start with, get them experienced with how it 'can' be done.. then after 5-10 sessions, let them relax on those rules, and present them with faster approaches to do the same thing.

in Dungeonworld, we have a thing called "down time" between adventures, Its done instantaneously for us, but takes weeks in game: Often while the warrior is healing, the mage gathers components, the rogue brews up potions, the archer crafts arrows and the merchant straps all these crazy things to his next set of armour.. Facepalm. 

Wednesday, 24 May 2017

Does Story trump rules? Only in cartoons and comedy

Over at Raging Owlbear, There is a thread about how Story trumps Rules. He makes some good points, yet at the same time misses some (IMHO) critical issues. This is not just Owlbear, This has been seen across the board with so many threads on so many forums, and its really scary that anyone should/would box RPGs up, to exclude anyone that doesn't agree with this.

If you haven't or are not going to read it, or just to clarify what I think he's saying:

Story Trumps Rules:

Owlbear talks first about how rules provide a framework for us to tell a story so we can have fun. He then goes into why you should not break the rules, I agree . Then how you should learn the rules, so you can know when to break them.. and lastly, When to break the rules, mostly this was "is it fun? then break the rules"

Whose fun?

The bulk of the posts these days seems to be "oh, the situation is too hard, just let them have their fun, scale down the difficulty, pull out the problems, let the players have fun"

At whose expense?

Owlbear doesn't go down this path, he uses example that seem fair, realistic, but read between the lines, and you can see that none of these 'rules' needed to be broken.

How do I portray this to you, the reader, clearly.. How about this: for the older crowd: We all knew it was illegal to record shows from TV onto a VCR and watch it later, the law was to stop people from setting up micro-cinemas, and showing lots of people, denying the production company the money to pay for the movie/show. For the younger crowd, Its Illegal to record Youtube Videos, and watch them later, same reasons. Yet people do it, why? because the rule is broken, its a blanket rule to cover all situations. Laws can't cover all instances fairly, neither can roleplay game rules. and that's why the Gamesmaster exists, She/He can gauge the situation and determine, does that rule apply to this situation or not.

Scafford of Consistency

When Owlbear talks of not breaking the rules, he talks of Consistency: A scaffold of consistency allow players agency to use their own world knowledge to play the game without needing to know the rules off by heart. If in real life, they think they can jump from a pillar to a window frame, they should be able to, If in real life, they can 'target' the head, with their sword swing, they should be able to. The Rules, are supposed to be an abstraction of physics to game mechanics, to allow players to do what they want to do.. or at least try.

Newer GMs

Newer GMs don't know when to use rules and when they don't, Often they'll break immersion to look up a rule, players go off, get a drink, return and have lost some of the flow of the game. so GMs learn quickly or look up on the internet how to do it better and what do they hit first?, 'break the rules to make sure the fun doesn't stop' and like the VCR/Youtube example above, they'll do what everyone does. to get done what needs to be done, so the game doesn't come to a crashing halt.

One of the reasons I advocate that new GMs should first be DMs, is to get familiar with a stricter set of rules. Dungeonworlds: Dungeon Delvers Twelve, puts the DM in charge of a dungeon, players have a more structured environment, a Dungeon, to get familiar with the rules, but so does the DM. Over time, after learning how to run a dungeon a few hundred times, they might advance to GM to deal with the outside world, the travel between locations, the open world, the sandbox and all the aspects of roleplay that both players and GMs need to get used to.
As they go though, they'll get used to what rules work in certain situations, but not others. If a rule doesn't exist, (like 99% of the time) the GM has likely learnt enough on how to gauge the situation, use a rule that matches best, and if no rule exists, make a ruling on what to do. No rule has been broken, players can maintain consistency, keep their agency and get on with the game, without thinking "Oh, the GM just fudged that, ok, so I don't need to think about what I can do, I should instead think about what is cool, fun, exciting and the GM will allow it, because 'fun!'.

Maybe they do that subconsciously, maybe the make a decision to do so, I know I fell into the trap, when my GM wanted my character to succeed, I felt no push-back to my antics, so I just kept pushing, not on purpose, just to know the limits. I quit the game when I should have died for the 3rd time and he just hand waved me through.. for plot.. sorry, I want to enjoy the challenge, and to understand the challenge, I need to know the bounds of the game.

What kind of fun? What kind of story?

Everyone has an opinion of what fun is, as they do what a story is. Romeo and Juliet is a classic tragedy, its an awesome story, its known around the world, yet I can't see a shred of fun in it. So why does fun trump story again? I think restricting all forms of roleplay to only 'fun' stories, is like limited TV to only cartoons and comedy. when so many other genres exist...

This is really another topic, but at the core of what we're talking about:

Limiting Roleplay to Plot and Story is, to my mind, akin to Railroading. Any kind of decision by the forces of nature (the GM) that pushes the plot in any direction, especially for Plot (story) will be viewed by the players as taking away their agency. So if Fun trumps Story.. doesn't that mean that guiding the game, to be more fun, is another form or railroading? What if the natural progression of the 'story' is to become a classic tragedy? If the GM obeys the fun rule, it forces a comedy, from what could have been an awesome tragedy, to something in the middle, and no-body wins.

Yes, Personally, I'm a Sandbox GM, I think we create stories in real life from moments of the mundane, I went to the shops, met a man, who sold me some beans for my cow and when I got home my mother scolded me.. Each of these events are fleshed out in roleplay, and more so in life, but when we tell them later, we only state the sentence that sums up all those events "met a man", did a GM somewhere make an encounter roll? sure, and he did so for the 20 people that met that man before me, but each one failed to swap the beans, and they went to different stories, not one of them is going to include the "met a man with some beans" in their story, unless its somehow relevant. Not everyone has the beanstalk 'fun' but for some reason, this topic keeps popping up, telling new GMs, misguiding them from the path for this 'fun' version of roleplay.


Saturday, 8 April 2017

Craft Based Roleplay - the Missing Element

     While some might think its a bad idea to reveal your ideas, lest someone steal them for themselves, I don't think that either my idea is new, nor unique, just that I'll be adding it in a way that hasn't really been done in roleplay games. Crafting for adventurers...

Crafting for your Roleplay Group

     One thing that irked me in many systems for years was the inability to really make a half decent magical weapon. At least with a semi-realistic sense of the idea.
     My first encounter with the crafting rules was from Dragon Warriors, Book 2: Simplistic at best, once a Mystic reaches 4th rank, they can begin to craft +1 items, 6th for +2 and 9th for +3. The mystic must go off to a place to remain in solitude, and fast in order to 'attune' themselves to the mystical powers and then begin the 'creation' of an item. There is no talk of 'costs' other than time, 25 days to make a +1 arrow, 100 days for +1 weapon or armour, up to 1500 days for a +3 weapon..
     Yes its simplistic and flawed, A party could leave their 9th ranked Mystic off in some wilderness 'creating' the Warrior a +3 set of Studded Leather armour, and the group returns 1500 days later, now all 15th ranked characters, having acquired several other +2 and +3 sets of armour that are as good if not better from quests and such.. sorta defeated the purpose of creating magical items in the first place.
     Sure a GM could attempt to balance the system, but what ever you do, you'd probably be spending hundreds of hours coming up with some kind of specialized algorithm, that'd break either game balance or usability.. 25 days for a +1 arrow? just to be shot and lost in the very next combat? It only gives +1 to attack, ABR and Damage, its not all that good.
     Dungeons and Dragons does it just as bad, there are countless blogs talking about it just seems to be a kind of 'cash sink' for the GM to ensure the players have a reason to go out looking for more quests, rather than retiring.. even though 12+ level characters are pretty much expected to retire (according to the older forms of the rules, it can be argued) and are only brought out for epic world ending events.
    Rolemaster, Tunnels and Trolls, Warhammer Fantasy Roleplay, they have their own rules & houserules, blogs about it, but at the end of the day its pretty much the same.. Heroes acquire treasure, heroes get rich, heroes have little need to quest for the mundane magical items such as +1 items, but they still have a basci need for them, heroes sink cash into NPCs that make the items, or they sink less cash but more time OR experience points (another sink system to keep mages from getting TOO powerful) into making magical items with broader choices.
     Seems like not many people really got into the whole crafting side of things... 

Could be just your experience

Yes, I understand, I haven't played every single game with every single GM, and there are likely some half-decent games that are all about creating interesting items. Yet if you read up on this, by the very creators of D&D it seems that I'm on par:
     "The statement "I want to make a magic item" has the power to freeze a DM's blood. Players, too, can find the item creation process intimidating. Sometimes these fears are justified, especially when someone invents an entirely new item and then wants to sit down and make it - Skip Williams"
    I have crafted some adventures where players are trying to acquire the material components of weird and wonderous items, while I agree that they should have some kind of 'cost' to acquire, I am more of the opinion that it should be a cost of risk vs reward rather than a physical cost.
     I would rather stick to the idea that making a sword, be it magical, mystical or mundane, should approximately be of the same time of a real sword, 2-3 days for the weapon & 2+ weeks for the flair, but its more about "getting it right" because maybe forging a sword and getting it wrong just means melting down the blade and starting again, but if your using elementium steel, then it likely involves a few enchanted tools, some runes of protection against it (so it doesn't freeze or burn you while forging) and you'd only want to deal with it once, rather than risking deadly burns or life altering frostbite twice.
     So instead the "cost" to acquire goods, is for the group to acquire the magical forge, the mystical hammer, the tongs of fire, the cooling Pools of the frostbanes and several kilos of Elementium, Elysiuum Wood, Gems of Brightfire and Rubies of Blood. Once acquired, the Blacksmith/Mage/Mystic of the group gets to work, while the heroes rest their wounds and 3-6 weeks later, the Smith presents the Leader/Warrior of the group with "FleshForger the Magnificent" with all the bonuses (and possible flaws) of the new weapon.

Yeah, we all do that.. so whats your point?    

     Recently, (well, ok, 3 years ago now) We were tasked at Uni to make a game, and my group agreed to try making a "potion making game", We only had 13 days in total to make it (well its over 13 weeks, we had 1 day a week assigned to the task, because of other subjects, exams, studies etc) so in the end we made a game where you chose 3 ingredients and dependent on how you mixed it, it would come up with 1 of 9 possible potions/poisons.
     Now, the key underlying aspect of the game, was to experiment


---------------------------------- APOLOGIES TO READERS------------------------
Due to Google downgrading their system, this post was lost, I managed to find this much via some fancy caching, but from this point forward, I am mostly trying to remember what I wrote, appologies if it seems out of sync. Originally Published 08/04/2017
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The Game

The Experimentation of how each 'part' worked, was the process of the game. In the 'morning' You acquired the 3 ingredients from the forest, randomly, mostly it gave you a 1:5 chance, twice, either gaining the whole plant, the roots, the leaves or the flower, or nothing( 2 chances). You'd return to your workshop by the end of the day, if you had purchased food from town you ate it, else you could eat the leaves or boil the roots as a substitute, no ill effects, just the loss of your days work looking for it.
Lastly, you could try to 'experiment' on your potions. Each of the three ingredients could be fried, boiled or crushed (for oils), no other information was given.
Oh and also you could go to town, in town you could buy food for 1 copper coin each meal, and meals could last 4 days (so you could buy 4 max) but while in town, you heard rumours.. someone was sick, someone had a toothache, someone wanted to poison her evil husband.
The only thing we had in the game was that all three paid money (3 copper), the 'bad' job would pay even for failed poisons, but a copper if you failed and 3 if you succeeded.
So each night, you'd make up some potions/poisons, and when you had a few, you could go to town, and try them out. The 'experiment' was on the evil husband, if he died, you knew it was a legit poison, if he didn't it sometimes made him happy, or angry or no effect.
This was the litmus test. Angry.. probably ill effects, happy, likely good effects, dead, most definitely poison.
Now at the heart of this, was percentile effects, Boil the root and you got soup, you knew this from your own experience, eat the leaves, its not killing you either, So boil the leaves? fry the leaves? crush the leaves? Each has an effect: From memory, Boiling, drew out the potent qualities, but not the oil effects, Frying would destroy the potent qualities, but keep the oil effects, and crushing, gave you a 50/50 effect of both, while eating it raw, would give you half of the potent effect, but all of the oil, So it became a maths puzzle..
Roots had 25% poisonous Oil, but 100% Nutitional Potent,
Leaves had 0% poisonous Oil and 25% healing Potent.
The Flower had 75% numbing Oil, and 10% Poison.

If you boiled the Roots and Leaves and fried the Flower, and threw away the Roots and boiled it again, you'd get a healing potion,
If you crushed the flower, added some raw, boiled the leaves and then threw out the leaves, you got a tooth numbing agent, so they could pull the tooth
and if you Boiled the flower several times, and fried the roots several times, then crushed the Boiled flowers into the roots, you got a deadly poison.   
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The Key to it was trying out different combinations, on yourself, and the evil husband to figure out what did what, and how it came together.

In Roleplay

Firstly, to get this to work in roleplay, you need to have the ability of your group to get stuff made. Like stated before, getting the 'ingredients' is part one of the game, Having your players procure a Firebird feather, a Core of Sphagnum and a Dedicated Crystal, is the adventure that they get to go on.

But having the Unique Powerful item, is only interesting if it is Unique AND Powerful.

To Create this, you have to have more control over the flow of goods and services.

If your players like the idea of crafting their own gear, upgrading it, improving it, then make sure your setting works, Making standard items less common, with technological advances, just recently discovered.

Cavemen/Minecraft: The Most interesting 'inventions' game would be starting from scratch, players probably already know about sharpening stones & attaching them to sticks with vines, but how about baking clay to make moulds to heating fire hot enough to melt ores to even make metals.. Playing the game in a minecraft like environment might even be your players thing.

Shift of Ages: As the Bronze Age was in decline and the Iron Age beginning, we see a whole area of roleplay barely played. Have your entire group in the fall of rome, as the Gauls have just discovered Iron and Steel swords are a brand new thing. The Aquisition of Iron Ore becomes an adventure of its own. Or if your more inclined, Steampunk, as all manner of steam powered things get invented, and usually ones that would never work, steam powered mobile phone anyone?

Post apoc: My favourite (and one I'm building a new campaign for) When everything has gone to hell, and your players can't even get a decent weapon, unless the bring back some scrap metal from outside the safe zone.. This one ties in nicely with fantasy: The players have steel sword, but how to get EarthElementium? or Plogistonium. Bring back a chunk of Ever-cold Metal and have your blacksmith forge up one of those as a Cleaver! or Chukrum!

So, now that you've got the setting, Have an NPC in town, controlled by your rules lawyer/ numbers cruncher, 'experiment' with the numbers, What does Plgistonium do? well its fire based Elementium, All Elementiums are harder than normal steel by 2 magnitudes, Plus they do Elemental based damage, they should cut through armour, like a knife through butter. Cool that's your end point, but now, you have to decide how long are they prepared to wait?

For simplicity, since we have 4 values to go with, 2x harder, knife through butter & fire damage, then we need our blacksmith to experiment with at least 4 variables, so we'll need to get him at least 4 sets of the Ore. Then you make skill checks for the Blacksmith, if he passes, he's made progress on 1 of those 4 areas, Or maybe you can't wait that long.. how about mixing it with normal steel, and halving the final properties.. halving the experimentation time.

See this is where I got bogged down in other systems, Because weapons don't typically have hardness values or sharpness values, or strength abilities, and weapons don't cut through armour, the player dodges & the armour deflects & the person cops some of the damage, but not as real damage, but as exhaustion & its all rolled into one roll or one saving throw.. it takes away the players, and the GMs ability to make cool stuff, unless you know the whole formula for THAC0, or such.

This is why I made my system, Because Elementium can easily have +2 damage, without needing to increase the Initiative costs, it can have a 'ignores 2 points of enemies metal armour' for the ABR and it can have 'flaming weapon if exposed to air' and 'is 80.c', so players know the blade is hot, it burns, flamable objects will ignite, water will slowly boil (or at least start to get hot) and each of these areas can be 'learnt' by the blacksmith as skills:
Active Skill: Manufacture - Elementium - Fire - +1 Damage, no Inititaive cost. 
Once learnt, then he can start to take on the next skill.

This all works for the HUB system of my game, where players have an NPC friend, back in town, that they get to level up and choose his skills between adventures, so that you have a plausible way for players to be getting much better weapons, without needing handwavium or bullsh*t Ecomonic systems. 
     

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. 

Tuesday, 23 August 2016

Dungeonworld Character Creation Update

When you realise that you've being doing it wrong...

In case you haven't been reading, a quick summary. Dungeonworld, Original, 1994tm, was and is always about player choice. a set of choices for your lifestyle, your background, your career, your path to adventurous glory.

But recently I was reading how GMs and Games designers, typically, put their own psychology, their own views and theories into their games. If a GM has a particular hatred of combat, then they don't include much combat in their games. If a Games designer wants to portray the message to their players that Socialism is bad, then they may make the Orcs socialists.

Well, I may not be trying to say one or the other, oh, while I do have a fear that roleplay games are moving towards a less 'conflict' oriented style of play, as society becomes less accepting of such, and I think its dangerous to stamp out history by making our fantasy RPGs more modern, I hope that I won't be trying to influence players to be more violent in reaction to that.. 

No, instead what I realized is that I give players choice, almost too much choice, because I feel that my own life lacks choice. I'm no unique butterfly, but I do think I'm a dash of an outlier when it comes to life. I prefer not to watch TV, news, sport, facebook, social media and I like control, fine grained, pixel perfect control. So as a player, I want a system that gives me as much control as I can have.

Rolemaster: Critical charts for Broadswords..
Yes, each weapon has its own crit chart!
Yet other people, when presented with that level of control, are overwhelmed. Its too much control! choices? what? more choices? argh!, can't you just, like, give me a list or something? MATH?! Argh.. 

I have equated my full rules system to Rolemaster and GURPS when it comes to character creation.. though I have shaved a few hours off, lol. 

But it hit me recently.. My upbringing was about choice.. I was given a lot of choice, my grandparents encouraged me to try different things and I wasn't expected to 'go get a job' at 17, I was given ample opportunity to make my own choice.

Yet in a medieval environment, we're pretty sure that people would not have much in the way of choice. The rarity of disposable income, university grants, unemployment or student benefits, meant that the bulk of society had to get a job, and that often start at the age of 10-12 with apprenticeships.
Well, I didn't always used to be an Elven Wardancer.. I started out as a shoemaker.. No not that Elf.. Grrr


So, being a medieval fantasy game, it hit me.. just like their characters would have had no choice in their apprenticeships, players should have none either.

Now don't get me wrong here, I'm not taking away players agency or choice, If a player wants to sift through the rules and pick out their first career, their GM has the right to allow them.. I'm just suggesting that they gain the advantage of making it part of their backstory.


Imagine instead of being overwhelmed with lists, choices, bonuses, which one to add first, should I go A or B, which one will lead me to a more effective profession, what will give me more bonuses to my sword skills.. instead, the GM rolls on a chart, based on A) his world, B) what my higher stats would have had my folks deciding on a good career for me and C) what they could afford. This gives me a set of background skills that may or may not have helped in my future adventuring career.. but what it does do, is create some plot, some hooks, some aspect of who I was before I became a great warrior .. 

Its one of the things I loved about Warhammer, but forgot about, the 'building a backstory' from what I got as a starting career. My favourite character started as a physicians apprentice, and while I made some progress, I never ended up completing it, let alone going on to physician, and when I became a mage, I purposely chose not to take spells to do with healing and surgery, because it reminded me of the career I gave up. Now, if I hadn't had a 'rolled' background.. I'd likely have just chosen wizards apprentice from the beginning, and I would missed out on that whole aspect of story & plot.

Also career paths, lead players to try things out that, probably, unless they're deep in LORE, they're not going to even think of.. 

I mean how many of you would have though to play as a mo-hawked suicide axe-wielding Dwarf.. if it weren't for the "Giant Slayer".

Also, it saves a heck of a lot of space in the character creation pages.. which means a decrease in the costs to produce the books..

so WIN WIN!

expect to see the updates to the appropriate google docs over the coming weeks.



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

Tuesday, 7 April 2015

Topics to Discuss - Pandoras Box

I thought I might get down some Ideas that I'm keen to discuss, both in gaming general and in relation to DungeonWorld(tm). Having worked on a Dungeonworlds game engine for 20+ years, through iterations of complexity, then simplifying, then complexifying again, There are many small nuances to game development that I've studied, read about or even just played with the basic mechanics.

If anyone has some key point they'd like me to address over the next few months, feel free to add it to the List. I know many of these topics are things other gamesmasters and designers have discussed, so sometimes they'll be my own 2 cents, I like to think that pretty much every GM/Designer that decides to blog has to cover these topics to establish themselves first.. but maybe a few will be unique

In No Particular Order, I would like to discuss:


  • Encumbrance, backpacks and Lists vs Encumbrance Points.
  • Electronic Character Sheets, good or evil?
  • What to do in downtime? Why Healing Spells suck!
  • NPCs and Levelling the non-Hero
  • Hit Points, health and Falling off Cliffs
  • City Campaigns, Do Politics?
  • Weapons Hit Points.. Will your Sword break
  • Ammunition boxes or chips?
  • Time Tracking between 7 Gamesmasters & 50+ characters
  • Perception, Lighting, Smells and Intuition
  • Player Morales & Roleplay Decisions
  • Killing Everything, just in case, doesn't make me evil.. Right?
  • Mega Games & Rumours
  • Should GMs ever let players see the Monsters Manual?
  • Is an Orc Always Evil, Should a Paladin Always kill him?
  • As the world shuns violence, will roleplay games cease to exist?
  • Toilet Time, should GMs inform players, mid dungeon, that its time for no.2?
  • Initiative vs Peasant Rail Gun
  • Non Magic effect Tower Shields of Invisibility
  • Minecraft tree to Stick rules of D&D Crafting
  • Rule Zero vs Physics
I May add more to the List, I encourage others to add to the list, things that you've seen or read in other GM blogs. (or just stuff that would be fun to read about)



Tuesday, 17 February 2015

Laylines, Gallifreyan Circles and Magic

LayLines

Quick Clarification: LeyLines are lines formed from existing places for spiritual & mystical energies on earth, of which I am not talking about, Instead like the Fishing Lay Line, Magical LayLines have points that are either fixed or move, and 'catch' up residual magic, dragging it into nets of magic such as Circles and Spirals and Symbols of magic, permeating the Land and Nature and Magic and causing some weird and wondrous things from time to time. LayLines are Harnessable by intelligent beings for their own purposes, be they malevolent or benevolent.
This could be a snapshot of my Layline Project.. If I visualised it.
He-man/pony Master of the Ponyverse

I think, Like any decent geek, its fun to take one idea, that we all love, and use it to represent something else, that we all love, and this blend can sometimes be awesome or interesting or some kind of facinating idea that sparks more ideas.. or sometimes awful, sometimes brilliantly awful, cringe-worthy. Depends on your point of view(I'll let you figure out which one He-Pony is)

So I was looking at Gallifreyan language the other day, and it got me thinking.. That's a nice way of representing circle lore. And since I
http://www.reddit.com/r/gallifreyan/comments/10f2ei/yay_i_just_got_paid_for_an_extremely_large/
Credit to Sirkles
use circle lore for Ley-Lines it just clicked..

So I started researching Circle Languages. Gallifreyan has been done by several individuals, each adding their own take on it. Mostly its English in a funny pattern, like when you visit an Asian country and have your name written in their characters. It makes little to no sense in their language (although it can, my Chinese name means 'your friendly teacher of the people)

I'm a bit of a student of Language, Having taught English in several countries, mostly in Russia, I would often ask student to compare the words to their own language, compare to the flow, the style and the way its spoken vs written. So it comes easier for me to ask questions like, how does the grammar work, do verbs have tenses (like English), genders (like German), prepositional suffixes or prefixes (like Finnish, with 27 of them), do the sentences run in ordered structure (Germanic) or are structureless and use other rules (Russian)

While I'd love to blog about how Gallifreyan should be properly put together by someone with more insight than a few teenagers, like J.R.R.Tolkien for example.. (if I get enough posts requesting this, I could.. I have been researching for months)

This blog is about something else that's been on the horizon.

Maybe you've read about the mathmatical model I was building about Laylines, but then gave up and just wrote a program instead. In that I decided on some key factors about magic and laylines.. but only recently did I pull out all those notes and theres a pretty big reason why..

The Convergence

So, about 3 weeks ago, I was glancing over my roleplay notes for an upcoming game, where one of our group thinks she might be a lycanthrope. None of the "normal" attempts at discovery worked.. because.. lycan = wolf, so they figured it was something else. One plausible suggestion was that a layline might have infected her, and as each layline passed through camp, she was turning into something.. only to return to form the next morning.

Not an actual screenshot
So, I remembered I had a program somewhere which was tracking laylines in real time.. and I noticed something. sometime soon, there was going to be a convergence of many laylines.. and It might be world changing.

But I didn't have them properly sorted or structured in the database.. just a nice graphic of spinning circles & symbols showing pretty colours...

Must Investigate!

It Didn't take me long to find out that while I was right, I was wrong.. I didn't have the right 'symbols' in the system yet. Something I had put off for later and now I was getting stuck for time.

The Problem being.. I had put this together years ago and left it running, I could have missed other convergences, and probably have, so I don't want to miss this next one (I sped up the program to check, and won't see another for 2 years)

But no-one is anywhere near this.. and I don't have any players, playing mages to truely enjoy the experience... its like I'm the only person on the planet, and I've just spotted a quadripple rainbow!

So I asked them.. do you want to be mages for a day?

A resounding YES.

So, I am now on the quest to ensure the perfect storm will have some spectators.

The majority of the Laylines.. are exactly that.. laylines.. lines of magic that move around the planet at different speeds, directions and possibly (yes even now I'll not give away true details) different pivot points or angles of flow.

Maybe they flow in straight lines, maybe they move up and down with the terrain, or through terrain.. surely water magic would use water and fire magic, use lava.. who knows?

but now maybe some will.. its even more fun.. because the greatest magicians in the world (well.. ok.. a bunch of pre-made NPCs used by players for an afternoon of conjecture) are going to try an harness the magical storm for their own crazy nefarious projects.. and probably fight about it until its too late.

I'll record the conversation and maybe if its worth it, write a story from it

So, with 80% of laylines already structured, I was stuck deciding on what to do about the last 20%.. I had notes, and sketches, but had nothing concrete. Until I remembered Gallifreyan circles.

Simplistic, but this is one of several layers..
Now, a quick pop over to Lorens webpage, structure some quick images, load them into the layline engine and viola. Freaky looking beasts that they are.

See, I can write "Illusion" into the engine he's built and Viola.. instant magic circle.

Combine this with 16 forms of magic, 16 power laylines, circles, pools, null magic fields and sacred artefacts in the world .. and this picture gets pretty messy.

What do they Do?


Typically 3 Layline crossings will cause a lump of rock at the crux of the crossing, to become magical. maybe it had ore in it, that becomes magical metal, maybe a small seedling would become magical wood (sought out by sorcerers for wands and staves) This happens once every week or so, I saw 11 in one day.. but I only monitor places near my players...

But there are hundreds of these happened daily.. so they're not vitally important (yet), as you can see here in a screenshot, all the brighter areas are usually criss-crosses of lines & circles and such
If all laylines were visible, this would be a blur
So, now I have my laylines, and circles and spirals and symbols and glyphs and they're all circling around this world.. causing all manner of mischief.. 

and the biggest mischief of all.. is coming.. just after March, but closer to August. My players will create 100-200th level Magi, they'll be assigned values based on their choices of race, creed, religion, beliefs and location both birth and current. Then they'll all have to be versed in the basic arts of using laylines to travel (else how would they all get here?) they'll be given a list of clues as to what could happen.. 75% true, and 25% false.. with comparison and conversation, they should be able to determine which truths are absolute, and which lies are bent truths, until they understand the best that they can.. and harness the wave of power.. to do something awe.... -some or -ful, I don't know yet.


Programming Addendum:

My Initial Foray into this was simply using Javascript to 'spin' the images. Each image was a very transparent white line (or lines/elipses/shapes) or coloured (for specific types) on a black background. When 2+ lines crossed each other they glowed more, the more lines, the more "white". The bigger problem was that this layering didn't allow the coloured lines to mix/enhance the white (pastels instead)

So, the 2nd attempt was using C# to write a 3D program using the Graphics card to 'draw' lines in 3D space, and then multiply the colours against each other if they intersected. It then outputs an image. Useful to know on a given day/time what laylines will cross.

The Problem with both of these is that there is no 'prediction' I can type in co-ordinates of players, for the scheduled gaming session, but I have no idea where any of these lines are going.. unless I type in the next 'second' or 'minute' and spit out the image and compare.. brute force.

It was more luck than skill that I found this 'Convergence' I mistyped a date, and saw a bright spot.. then I ran it over and over.. to get the 2-3 hours either side of that 'moment' which lead me to do that again for several 'hours' after.. to find that an even brighter event happened 3 hours and 7 minutes after the first.

After that, I wrote a script to run the program and find 'pixels' greater in brightness than 50%.. but I intend to rewrite the program to run realtime and map out events in the mapping database so GMs will be able to plan ahead for local mini & maxi convergences. 

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?