Showing posts with label Realism. Show all posts
Showing posts with label Realism. Show all posts

Monday, 8 October 2018

World Build October Part 8

Its World-Build-Tober: 

Monday the 8th - World-build-tober

"Draw (or describe) a food that's eaten on special occasions"

There is a cake, its round, soft centred, crisp shell, with a white icing and sprinkled chopped apricots, cherries and mint berries, that is made in the winterlands of the centre. Its unknown where the recipie comes from, especially since the winterlands do not typically have wheat, barley, yeast, sugarcane, eggs, milk, apricots, cherries or mint berries. All these ingrediants must be imported, and since the winterlands are so far and remote, they must be imported magically.

Maybe, because of the bleeding effect magic has on all things,

Maybe because of the nature of narrative magic,

Or maybe the gods just think its funny,

This cake, is magical. Not just any kind of magical, but supremely magical.

Its is said, that if you start to eat this cake, on your name day, and continue to eat it, at least a crumb per mouthful, and finish it exactly on winter solstice, when the folk are out celebrating the cracking of winter and the spires shadow, then the magic will multiply your powers, you will grow a fuller whiter beard, your belly will swell and you'll gain several magical powers, usuable as often as you wish, some of which include instant teleportation at will (or is it at wink) up to 250m. detect good and detect evil and speak with animals.

That aside, people across the lands make up cakes resembling the unknown cake (some say the cake is just a myth) and eat it from morning til night of the winter solstice, a mouthful here and a mouthful there, waiting until midnight to eat the last bite.


Saturday, 6 October 2018

World Build October Part 6

Its World-Build-Tober: 

Saturday the 6th - World-build-tober

"Draw (or describe) a Custom, surrounding Death"



Death is an entity, black robes, scythe, bones, When you are at your deathbed, he arrives microseconds before, severs the lifeline to the universe and you are dead.

But, Heroes are granted one reprieve from Fate, another entity, who stands by deaths side and bumps him at the exact 'wrong' time.. the hero lives, escaping his death.

Magi can usually sense death and often as a last resort they expend all their magic in a burst of energy, creating a small patch of unusual effects. Why? because as often as not, the random burst of magic might prevent the death in the first place, and also its fun to go out with a bang.

As a result, some magi schools in the land have started to practice their 'final thoughts' and try to focus them into an actual realised effect, rather than just creating multi-coloured rabbits who burst into fire and smoke when you say the word "elephant".

In Rel'Whenderfel, the Humid lands of the East continent, they have an amaxingly colour filled festival where the magi dress up in bright colours, skull motifs and cast off illusions and fireworks all night. Ending with a grand finali, where the magi try to cast the most elaborate 'big bang' firework they can. They tend to expend all their magic, and sometimes the magic gets mixed up and non-illusionary effects change the landscape, but by weeks end most things are put right and every agrees they had fun running away from the bull-eels and old man McGee was dying anyway.. 

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.


Tuesday, 16 May 2017

My Thoughts on Pay-to-Play in roleplay, As a Full-time Paid GM.

At the height of my career, I was taking home almost 6 figures as a paid Gamesmaster. This is my story.

Pay to Play? Gotta be worth it


From 2003 to 2013, I was a travelling English Teacher, I started raw, I didn't know what I was doing, and frankly, it surprises me still that I managed to pull it off. The number 1. thing I did was to learn how to do what I was supposed to be doing every night, until I was as good as I said I was in the interview, it took 3 years.

In 2003, I left Australia to travel the world, and promptly ran out of money. So I needed money. I took on a bar-tending job in Shanghai during the evenings and started teaching English during the day.

I discovered after about 6 months, that I knew nothing of my own language, school had not trained me anything more than nouns, verbs and adjectives, and I still suffer to correctly Capitalise my words.. I capitalise when I emphasize, so if you want to read things in your head, like I say them, then raise your inner voice every-time you see a capital.

So I learned, I downloaded books on the subject of teaching, I studied English for myself and I got better at it.. and I discovered that there was a part of language teaching that I excelled at..

Roleplaying.

In Teaching, Roleplaying is a set of circumstance that puts the student into the 'role' of a person who needs to speak English, in order to get through the task. This might be getting through customs, or buying shoes in a shop, or business negotiations to strike a deal.

For a Gamesmaster, Roleplaying is of course So much More! These books on how to teach? were trying to tell me how to 'teach' with 'roleplaying' OMG I was laughing at it all..

So after getting my feet as a teacher, I started introducing the art of actual roleplaying to my students. I started with the TV series 'lost'. My students were to learn new words each week, so I would write up 20 new words that made sense to learn while being 'lost' on an island.. we put those words into sentences, played the scenario, the students would need to use the words, to survive.. plank of wood, hammer, nail, rope, rope bridge, chasm, I was feeding them clues on how to solve the puzzle, but since the words were not known to them, it was a puzzle unto itself.

the players... ahem,,.. students.. loved it, they came back for my, my classes got more interesting and the students grade went up.

The only problem was management.. when they saw we were playing games.. they thought it was a waste of money and dropped the courses.. until later, when I would provide them with statistical evidence that gaming lessons had a more than 30% improvement in language retention that all other lesson types.. I did this by running the same grammar lessons with one group and no roleplay, I had more than 50 groups, of around 4-6 students a group, at approx 2 years per student of learning, the lower end of the spectrum was 30% improvement, for students that were roleplaying..

That was when I went full time.

Now, jump back in time, remember how I used to run a games club for kids? That was Sunday afternoons, 5 hours, each kid paid $2 to come to the club each week, plus membership fees of around $10 a year, eventually we got up to 3 GMs and a profit of around $60 a week from sales of drinks, minis and entry fees, what I learnt from that was how to set up and run a game fast, how to keep the plot hooks going at the end of the session "Come back next week, same bat channel, same bat time" and how to keep the 'customers/players happy'

A few years later, Instead of catering to the Junior Roleplayers, I had a few phone calls to my club, asking if I could come out to their place and run a game. To begin with, It didn't quite feel right to ask for money, so I simply asked that they chipped in for the pizza and I'd supply the game, but after the first 2 sessions, I was losing cash on the deal as I had to transport myself across town, supply the dice, pencils and paper to the guys, charactersheets and such, so I asked them, would they be ok with chipping in for the costs, $20 a month would do it, else I couldn't afford to cross town for this group of strangers, they agreed and I got my next round of experience as a paid GM.

So, when I was showing my clients the difference between boring class results and roleplayed results, I had more than enough confidence to talk about how I'd been doing this years before and how easy it was to set up and run, I guess my sales pitch succeeded, because they agreed and I was roleplaying, primarily, for the bulk of my income from around 2009/2010.

I was, I consider myself, to be extremely lucky, to be in the right place, with the right experience, to be able to offer this unique service which had proven results, but I knew the laws of supply and demand, so I offered this service, but at a premium price. 2x 1.5 hour lessons, twice a week for $90 an hour, per 'group'. They accepted for those students who wished to participate. which was maybe 90%.

In such a closed environment, I was able to have groups run synchronously in the same world, meeting the same NPCs, either before or after previous groups, the logistics and economy of each group affecting any later groups, "Oh sorry sir, a group of adventurers just bought my finest sword just last week". I could even allow 1 of the groups to be the bad guys, having them just ahead of other groups, plotting evil, leaving traps and ambushes along the way, before they settled down in a well defended location, and only when a player from one group disguised his character as evil (and he asked the group if he could join, because he wanted to play an evil character too) could he then reveal himself at the last possible moment and foil their plans.

After watching this Legacy style play, I invited several other GMs I knew from other countries to participate. One from Estonia, one from latvia, Germany, England and the US, to have their 'groups' running in the same world, I sent maps of events via email to the GMs and their groups interacted, somewhat, with my groups.. I even got my old players from Australia to join in via skype for some epic moments.. it was amazing.

But real life, always seems to throw you a curve-ball.

My boss, who approved the games for the majority of my client base, and his boss who joined in once or twice, moved on, and the new guy was more hard-nosed to the idea of 'games as education', the country went into turmoil over govt restrictions, another of my clients warned me that things were going to get difficult in the next few years, so I left, returned to Australia and decided to knuckle down and get my degree, get my site up and running, and after raising some funds, publish my game.

I've run some Legacy style games since then, gotten my old Russian players and even the American players to join in, I think its the angle that sets my gaming apart from others, knowing that any NPC can often be a PC from another group, seems to wake players up just a tad more and take notice.

 So, my thoughts on Pay to Play


I've talked already in a previous post about how I think you need to bring more to the table than just 'run a game' to be a professional GM. To me, that's attention to detail in your world, your NPCs and being able to run your game without a rulebook. This usually means a working knowledge of Physics, Human communication, Psychology, Cultures other than your own, Sleeping outdoors, walking in caves, fighting in the rain, anything that gives you an edge from any other guy that just 'reads the rules and runs a module'.
When your paying to play a game, you're paying for the convenience of having a GM that is prepared and unable to flake and players of a like minded attitude of "I'm paying to be here, so I'm not going to mess around, or waste time with off topic chatter or argue about rules", Other players are there for the same reason you are, to have fun in the limited time you have, because you work hard, want to rest up, relax and play a game, and you only have 4 hours spare on a thursday night to do so. You could spend $30+ at any number of events IF you had the right friends and the timing was right for that particular time frame, so why not spend your $30 sitting down, relaxed at a table, with some like minded adventurers who wish to get their game on.

As a Paid GM, I love having players that are ready, attentive, pay attention to the details, play in character, don't cancel unless its actually important and bow out if its not the right group, the right setting or the right game, rather than stay 'because its your friends' and disrupt the game for everyone else.

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. 
     

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.



Friday, 13 November 2015

Veterans Day in your world

After seeing so many of the 11/11/11:11 posts, I was reminded of an old TV-show that had rigged up a trap to go off and shoot anyone trying to access a treasure chest. It was such a moment in my childhood that I never forgot, So I was going to write about that..

But then I saw a photo-shoot of returned, healed veterans, missing arms, legs, both, faces from burns.. and for a moment I thought.. no-one in a fantasy world would be coming back like that, they'd either die.. or get miracle cures / limited wish back to full health.. but I asked myself again..

What would happen to veterans in our fantasy worlds

Our lives are affected by events around us, what we see, how other people explain what they see, and the cumulative effect it has upon us.

So When roleplay characters have events around them, their lives will be affected as much.. yet I get the feeling that maybe some GMs forget to add that to their games and worlds.

How Often have you had NPCs in taverns talk about the last great war, how it affected them, what they did, their stories. More interestingly, how did the non-worldly events change things. Magic can be both napalm and airstrikes, tactical strikes and reconnaissance, so would a medieval war be like we think of a medieval war? or would it be more on par with WWI & II, even some of the skirmishes being played out now.

What of Healing? If a cleric or three exist on the battlefield, wouldn't they be the no.1 target for all strikes? Mass heals, miracle cures, Resurrection for the top brass or greatest heroes? Surely the local kings would be half decent warriors, and would go into battle daily, with the knowledge that no matter what, they'll be alive again the next day.

I don't know about many systems, but my Clerics gain XP for healing, based on the wound and how much healing took place. After a week of constant, regular healing, plus surgery, they'd gain a level or maybe two, sure the diminishing returns would take out some of the smaller HP heals, but any mid level Cleric/Priest with a minor in healing, is going to get more than half a dozen levels from just being on call.. 

and if they were running M.A.S.H. I'd have some epic level doctors by the end of the campaign.

What of the wounded? the dying? ok guys, rush them all into this 10x10m room, and I'll mass heal everyone to stop bleeding and close severe wounds.. then the junior clerics can take over and do some extra healing on the severely wounded, and within a few days the entire platoon would be back on their feet, right as rain.

Only the dead would be the limiter, so get those clerics in some arrow resistant armour, out on the battlefield, and heal them before they die, not much, just enough to survive the trip back to hospital.

Wars would go on for much longer. Soldiers would gain enough XP to level up, by the end of a campaign, you'd have an army of 3rd or 4th levels.. that's a scary thought.. maybe that's why they go fighting, for massive XP boosts.

Sieges might be the same, except a few mages that summon up food would counter the main problem, and the sight buff spells would take care of sappers and other tricks from the enemy..

Again Mages, they could do all the fighting, summon up creatures, back him up with a cleric to cover the possible backlash and damage.. (Magic the Gathering?)

begs the Question.. why hire, train and pay an army, if a few mages and clerics would do.

Would War even exist in such a fantasy world? could it still exist? The enemy declares war on your kingdom, so you send over an assassin, kills the opposition king, then maybe a bard, disguised using voice and illusion spells, pretends he's king for a bit, strikes up a treaty, then retires, to allow his 'friend' (you) to rule his lands too.

But the question in the beginning is, if wars are changed, people arn't coming back missing parts, burnt faces, and the greater populace doesn't see this, how will they be affected.. how will they think about wars.. just some crazy game played by kings? go off, have a good fight, don't get killed and you'll be right? return all levelled up? ready to be a hero?

Doesn't feel ok to talk about it in such glib terms, but I think that's the survival mechanism kicking in, so would a medieval person feel the same way about it, not having yearly reminders?

Tuesday, 8 September 2015

In a world of Heroes

So your local king is a real douche, you live suppressed in a world of pain and misery, In Earths History, you worship a god that gives you hope that, if you don't give up, and keep trying, at least you'll live in paradise when you die. In a fantasy setting, you can actually call upon that god to come down and smite the king.. or at least have some heroes sent over to do it for you.

Why would an Evil dictator exist?

I've asked this question to myself often enough, Things are the way they are in our world because of so many small significant, as a whole, things. Bad people get away with bad things because good people don't band together to fight, and fighting isn't good, or the status quo is not so bad, so lets just cope with this small disturbance, and hey at least it gives us something to complain about.

But, in a world of heroes, magical items, spells, powers, gods, kings are going to need a few thousand defences if they want to be bastards.

Lets take a simple example.. Krona the Barbarian, His Local Chief decides to raises the tributes for the year, and his village is unable to pay, so as an example, the Chief sends over thugs to rough up the village, killing Krona's mum. Krona utters an oath of revenge, which a god hears, and now she's god a slight amount of protection.  She heads out into the wilderness, fighting goblins, bears, bugbears, owl bears (lots of bears in this wilderness) even a random polar bear (encounter chart, rolled a 00) and makes all their bones into some sweet bear-bone-scale armour. Gets it blessed by a sacred temple, enchanted by a witch, finds a sacred blade in a Crypt, and returns to her lands.

She finds the a-hole that slaughtered her mum, and kills him. In the process, having to slaughter all the guards and champions that protect the chief, reducing the defences against standard local armies, triggering invasions, reacting to those invasions by having to slaughter the next chief, etc etc..

Can you see where this is going? No Chief, King, Duke, Lords in any kingdom is truly safe.. heroes are going to rise up, greater power levels than the local guards & even kings champions.

The only people capable of stopping great heroes, are other great heroes.. 

Which is probably why the kings of the land are constantly sending heroes out on missions.. the poor quality ones will die, while the survivors are rewarded by the king, given ceremonies, befriended, and are now part of his 'entourage' & 'protection' from other heroes.

Why bother with armies then?

 So, I've got this big bad-ass 18th Level Sorcerer buddy Symion, and his 17th level Necromancer cousin Nevvar, and their 19th level Assassin Andy, and they hang out in my palace. My neighbour kingdom is a bit peeved because some villages cut down some trees.. should I send 25,000 troops to attack them? knowing full well that they'll send their 20,000 against me? are they as well trained as mine? how much does this army cost me? 25,000 well train soldiers + conscript the villagers, rations, etc.. wow, I'm going to have to spend over 100,000 gold.. 

oh wait.. Maybe my friends can help? Andy pops over to the kingdom and just assassinates the king, Symion casts spells to charm the commanders of the army, Nevvar quells any uprising with hoards of Skeletons.. we declare to the populace that they are now part of our kingdom.. and viola.. problem solved..  100k gold enough for them? maybe.
Andy and his mates

Follow that through and yes, every kingdom is going to have some powerful heroes on the payroll.. AND armies, just in case.. but I bet that this becomes very much a cold war.. no-one wants to attack anyone because they all have enough information (scrying, teleporting, messages, clacks towers) about the odds, and the WMDs "Warlocks, Mages and Demonologists" will keep everyone just a little bit scared to 'push their buttons'

Will border controls, passports, customs become standard between countries? Will wars even exist? or will they all start representing modern life? 

I ran a campaign once, the world was 'skinned' with fantasy races, Russians were Dwarves, French were Elves, Arabs were Dark Elves, players started at 8th level, couldn't do much below 8th.. and it just turned into a spy game.. sure there were some goblins in the caves, but it was more interesting to travel over to the Dwarven Steppes (Russia) and ride the Minecarts(Metro) between Lybyanka (Spy Central) and Kransaya Plochad (The Palatial City) dressed as Dwarves(Russians), trying to get information about the movement of Troops into the Southern Duergar(militant) lands of UnChrome(Ukraine), and spread dis-information about their own funded Duergar as they pretended to the world, they were Snerfnebblin(United Dwarves).

Now, be careful, I'm not trying to include the 'boring' parts of history, nor make the whole scenario into a real time simulation. Its just the whole 'lit streets' issue, making sure the world build includes the realities that would happen as a result of the differences in realities. You don't add in 'diseases' so players can sit at home in bed for three weeks.. you build them in as cash/time sinks, to build suspense, to make them feel like the world is more complex, to take the edge off their skills when going into the next combat.. 

Online Fantasy Kingdoms Map,
Helped players make decisions, raid villagers, etc
In my board game "Fantasy Kingdoms" you need to maintain a fairly decent happiness of your people, if the value drops too low, they'll convert to independants, electing the local highest level paladin as protector, or if you attempt force to keep them, you need a force ratio high enough to block any uprisings, at least until you get that happiness back up again.. Kings have a hard time maintaining a level of popularity lest the locals allow (or hire) outside influence, while maintaining the political level of the game.

Its a hard thing to try to make your Fantasy world more real, but if you want your players to really appreciate your game world, you want to do it. Everyone shrugs their shoulders, rolls their eyes and just goes and hacks apart the local Ogre, when the village has a component shop, a blacksmith selling magic swords and a healing sage who sells potions, but give the players a witch who only has what she uses herself (herbs for poultices, cures & agricultural needs) The Smith bangs out nails, horseshoes and the occasional pot, and the Towns sage grows weed & smokes it to calm his nerves, the players will pay more attention, and really appreciate the sword of "Carbannog"