Showing posts with label XP system. Show all posts
Showing posts with label XP system. Show all posts

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)



Wednesday, 1 April 2015

Why Using XP and Levelling is a Waste of Time

Last Fortnight I wrote about how roleplaying requires Experience Points to be allocated for understanding Levelling, as an absolute Must! While researching the blog, I came across compelling points about why Experience points systems are old hat, old school, outdated and dust.

Experience Points and Levels are Bad Design and Bad Karma.

The Number one complain against XP is the time taken to add up the numbers, since they don't mean anything anyway, why use them.

<rant On>
I'm sorry, but I'm not going to go back on my last post, if this is why you don't want to use XP, then you are a Lazy Lazy GM and you should not be in the industry, normally I would say, get out, stop GMing, and make room for more level headed GMs who know what they are doing. Unfortunately, there is a lack of decent GMs and sometimes if as a player you are stuck in a rut, and just want to get your game on, you will deal with any hack who can mash out a harry potter plot on crack, allow the crazy fumbles and criticals of a broken system to be the entertainment of the day, while munching on chips and guzzling coke.
<rant over>

There are legitimate reasons for going non XP, being lazy is not one of them.

Instance worlds and Instance Games

An instance world, is a slice of a potential reality, usually published games are instances, because someone else, somewhere else is playing a different set of heroes through the same dungeon, and we can't all be doing the same dungeon.

In an Instance game, the parameters are set, the DM & Players have come together and agreed that they are going to be the dwarves and the hobbit from Middle-Earth, or Luke, Ben, Solo and Chewie, and save the Princess. They have a pre-agreed understanding that for the next 1-3 months of their lives, they are going to replay a classic or printed adventure (or something made up for laughs) and enjoy it.

As often as not, when playing a board game or card game, we don't want to deal with all the extra stuff that takes place in reality, we just want to play and have fun. As a GM, maybe I don't want to flesh out the world, or the places that players might go. Maybe the backstory for the barwench in the tavern is not going to be relevant, If players ask, just tell them, its just a game, its not relevant.

As a result, there is no problem with levels. Just like Heroquest, Descent or Talisman, Levels are really some arbitrary number that means nothing. So why use it?

In an Instance Game, its far simpler, and makes more sense, to decide to 'get better' every 3-4 sessions, to represent the growth of the character.

Casual Sessions

Much Like the instance world, you might find yourself in a One-off game, character progression is not part of the game, you're not playing these characters again, there is no need to understand what is going on behind the scenes. 

These kinds of games can be great fun to play, and sometimes very useful to run for the advancement of your main plot. 

Maybe an old man by the fire begins to tell the story of a group of adventurers, entering the dungeons of death.. the GM passes pre-made Heroes over to the players, and they play out these characters when 'years ago' they tried to best the dungeon, and failed.

Rather than the GM Telling the story, which may not be 100% interesting to the players, the players play as the 'heroes of the story' which informs the group to some nuances of the quest their about to undertake. 

First time Trial run

As often as not, the first time players ever roleplay, the GM would create and run some kind of simplified, easy to follow structure, with as much intrigue as possible, but not so much chance of death. This ensures the players feel like they are getting the hang of things without drowning them in rules and errata, and in case some players decide that while it was fun, its not 100% for them, or that they are not so interested in devoting a few hours every week for.

The first thing you could do at the next session is to introduce them to the concept of XP vs non XP, but frankly until these players are really going to be devoted to the craft, they are not going to be interested to learn the nuance, so stick to XP-less.

So Why even have Levels?

The Logical conclusion to running an XP-less system is to get rid of the levels too. They only exist to give the players a straight forward way to assigning bonuses from character progression based on XP gained from adventures. But if you run a game where you level up every 3 sessions.. wouldn't it just be more interesting (and make far more sense) to gain 1 of the bonuses for your class, each session? plus a bonus at the end of certain quests? why 'group' them at all? (like Skyrim)

Why not assign them determined by what your character actually did?

Lets look at D&D Warrior (http://www.dandwiki.com/wiki/UA:Warrior)

between 1st and 2nd level, you gain d10 HP, +1 to Hit, +1 to Good Save & 1 Feat.

If you run your system, as 1 level up per 3 game sessions, wouldn't it be more fun/interesting to gain one of those bonuses per session, and get all remaining on the 3rd week? based on what you did in the last session?

E.g. Last Week, Symon the Warrior, took a heavy blow, was knocked unconscious and took a few blows, so the GM & Symon agree that his weekly bonus will be his d10 Health. This week Symon had to make a reflexes save a few times, so GM & Symon agree that he gains his Good Save [Ref] Next week, Symon gains both the Hit and Feat. 

Conclusion

At the end of the day, The players need to understand that the world is cohesive, that actions have consequences and that their characters are progressing in a fair manner. If you have player trust, you can do all the calculations behind the scenes and tell players when they get their next bonuses.

But honestly, do you really want to do all that yourself? its not a paid job, so why not ask the players to help with the bean counting and share the work load, so you can spend more time making a great adventure. 

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?

Tuesday, 31 December 1996

[DWDev]Statistics Part 2

In Part 1, I discussed how I got to this place.. now what I did about it.

Skills, and how it affected the decisions on stats:

'96 was the Year I really ripped apart the system I had and started again. My Mate Craig and I grabbed a whole slew of skills from all the systems, correlated them into one big list of skills. Crossed out all the double ups, so many systems have skills that are just pointless. Light Lantern! in comparison to Climb. Its all about balance, if a skill is worth a 'slot' of your game, and players can spend X time learning a skill and one give you access to the +Dex/Ref bonus to all climb skills/checks and the other allows you to light a lantern..

The Skill system has pretty much had the same core mechanic from the beginning, but changes the dice used. The Idea was instead of a flat "pass/fail" I'd just recenly seen Vampires 'number of success' system, which made far more sense.. Alot of D&D stories involve some incredibly exotic and mind bending events,.. but give than you have a 5% chance of exotic death, or exotic success in any given roll.. I'm not so surprised. 

My core mechanic was.. each time you roll, you had a chance of gaining experience in that skill.. when the skill experience is equal to or greater than the skill, your skill score increases. 

In Examples below.. I've quickly done the maths to show how much XP would be required to get the skill to that score. i.e. score of 5 = 15 or 1+2+3+4+5xp

back to the story...

We then took a big look at how the rolls were being made.. the first thing to start on was the Mathematics of a flat d20.

The Beginning of it all .. 


In most systems, the d20 for example, is a flat rate of advancement. each point is worth exactly the same as any other point. It matches the human mind as much as a ruler can be a balloon. Other systems were using piles of dice, while I'm ok with maths, adding up 16d6 to determine values every single combat.. slows things to a crawl.. I wanted a clean and quick system like a flat d20, but with more realism...All the literature I was reading at the time suggested that the human mind took 4 stages of learning.. so I looked into that first.

The first, the stage where you know nothing, struggle with everything, have to think about what your doing & fail constantly. You are Unaware of how Ineffective you are.. you just keep trying. So I needed characters to take an amount of time, that was fairly quick to get to a stage whereby they could sometimes perform the skill, but still have a large chance of failure...

Next, you are aware of how bad you are, you study under some master or something, and you become better faster. only showing a slight slowing in the speed of learning.

Then you begin to become pretty good at the skill, showing aptitude at performing the task.. you are aware of how good you're becoming, and are still improving, but less noticeably as you progress.

Finally, you are very very good, almost natural, but it takes months and months of effort at this stage to become just that tiny bit better. 

How to Represent that with numbers.

So, we all know that the d20 system uses 3d6 to start stats, it always had that little problem of the 1/2 and 19/20.. it felt uneven to me. The Maths of 4d6 sorta looked nice, and matched this 4 stages thing I just learnt.. but 4 dice was still clunky.. Then Shogun happened..

My Cousin and I used to play shogun, Japanese medieval warfare.. used d12s.. something majestic about the dice, I just sorta looked at it and said.. wow.. that's what I'm looking for.

The first thing that was so noticeable was the bell curve. the plain straight forward understanding that while mid point 13, is a 50/50 chance.. 1 single point of difference, up or down, is approx 9%. its the real deal, its worth far more than any other edge of the spectrum. The next point is around 7-8% (remember I'm doing this from memory, sure I could go look it up, but its the idea, not the pure maths of it) so now if you are 2 points higher than someone.. you are almost 20% better to hit them.. Its the sweet spot..

Why is it? 

I wanted players to find a 'zone' kinda like if you think about it, it many swashbuckling movies.. they dispatch the npcs pretty fast, swash here, buckle there, and you're done with the guards and fighting the mini-boss.. He's a bit of a fight.. and then you face off against the boss.. now comes the hard and drawn out battle, all your skills are pressed into this one.. until you finally defeat him..

to d20 this.. you'd need to be rolling above Thac0 1's for the guards, but 1's wouldn't be fails, they'd just be a miss for that one attack.. then the mini boss would need to be a 10, a crit couldn't be a crit, it'd just be a booster, otherwise you'd spoil the scene.. and the final boss, you'd need 20's to hit him, and only when his HP are at their last, a critical would be needed to finish him off.. 

to get such values in a D&D game, (or pathfinder these days) you'd need all the guards to be 2nd levels.. the mini boss to be 10th, and the final boss to be 18th! that'd be the most imbalanced module ever...

worse yet.. the 1st 1 against a guard would result in being flatfooted, and he'd have a chance to injure you and knock you down a peg, then the mini boss would screw through your remaining HP if you fumbled any further.. you'd critical him as a splat into the wall.. and finally the big boss would be impossible to hit, and you'd all be there roll after roll after roll.. no story.. just waiting for the dice to finally get the 20 to...

ok I'm being melodramatic.. it'd be fudged by the GM to make it more playable.. and if you have a nice GM, that's ok.. but a evil GM.. well sorry.. your evening of fun became a TPK to tell your friends.

No, I wanted something that would get those 'edges' and give more scope to play. I needed this 7th level mission to have 5th/6th level guards, a 7th level mini boss and an 8th level boss.. to ensure the right balance of enemies.. with the aforementioned variances in combat..

With 2d12.. less than 10 has a 25% chance to hit.. while less than 16 is 75% chance to hit, that's only 6 levels of difference between bad guys.. more believable that a 16th level BBG has a 13th level 2nd in command, and hires 10th level guards and I get my mathematical variance with very little shift in numbers.

Will it still work with the skill system:

So, that learning chart.. Stage #1, don't know how, or how to improve. At this stage of a skill, your score is less than 8, It took 36 xp to get to an 8.. in those days you got an xp every time you rolled, + bonuses for rolling a double 1 when you didn't need it. so you only needed to try the skill 36 times to get fairly much out of the first stage. 

Stage #2, you have 20% chance of success.. your a beginner. but you're getting better. It now takes 63 more xp to get to the mid point.. little less than double.. but that's a quick progression to get to 50% success.

by Stage #3, each point progresses you further and further into higher chances of success, +8%, +7%, +6%, +6%, +5%. by a score of 19, you have 90% chance of success, sure it took you 99xp more to get here, but with barely a 10% chance of fail, you're on the home stretch.

The Last Stage #4, you know your skill, and you know its going to take ages to get further.. Later we added in the ruling that A) if the modifier took the 'roll' above 24, you didn't get to roll, you just 'did' it. No rolling meant no xp, so the last 90 xp took much longer.. the standard 'this is easy' task was a +3 and a very easy task +6, so it became obvious to the players that an 18-21 was the point when skills needed a 'challenge' if they wanted to progress further. 

The last thing we used, was the idea of 'pass by'.. but more on that later...

So that was the start.. a nice balanced 2d12 system for Chats, Stats and skills, which had a balanced progression system, matched the reality of how we learn skills, a nice progression from zero to hero, and a set of easy pointers on how to roleplay the game for far more player friendly balance, swashbuckling adventure and a way to put the rules to one side and just play the game.  

Later, much later, I would discover how the number 12 just came to make everything in my system


Resources:

https://psygrammer.files.wordpress.com/2011/02/learning.png

Monday, 30 December 1996

[DWDev]Statistics, Part 1

6 months of roleplay, moving out of home, meeting new friends, getting a job as a telemarketer, and gaming into the wee hours of the night.. seems like such a blur..

I really got down to business in the next 6 months, we had a regular group every Sunday, I was writing up professions.. gawd I can still remember the order: Knights Crusader, Knight, Hunter, Forest Assassin, Thief, Magician, Sorcerer, Priest, Templar, Thaumaturge and Commoner.. (ok, so maybe I missed a few)

To make things simpler, I didn't want to bog myself down with all the Warhammer professions.. It seemed that I re-wrote the character-sheets monthly, and with them some rules, which meant that I managed to have around 20 versions of Knights Crusader, before I gave up and decided to get something done about it..

You see we had the period of time when the players were sick of me adding or tweaking rules.. they just wanted to play.. so I'd stick to a set of rules, but at the same time, would be making the next set for the next campaign.. at the table, I'd often get confused between the two.. Should a Knights crusader actually start with a horse & barding? one player started as a KC and sold off the horse, to buy some nicer magical gear, forgoing the crusade, because that was 'who he was' but in reality, he abused the rules to get a better start..

This is the inherit problem with players, treating the game as a game.. they don't take it seriously. Many RPGs create their rules to balance out this problem, which creates their own problem.

Imagine a world in which the wizards never managed to develop spells above 4th level.. why would a player play as a mage.. maybe it'd be ok for the first few years.. and possibly there would be some way they could use their 5th slot to develop a new spell, or they'd be stuck just casting the 4th as a 5th with a +1.. most would probably multi-class.. I don't remember, would a rolemaster wizard be better off?

Imagine an Island, where the largest creature is a squirrel or flying fox or a shark.. The Druid can transform into any animal he knows.. sharks only ok if he's near the water.. but everything else? becomes useless...

Image roleplaying in 200BC Rome, No Iron, No Steel, No Longbow, No Crossbow, but the Druid can become an Owlbear, Wizards cast Lightning and Fireball, Clerics can bring back the dead.. but the warrior.. reduced to semi-magical versions of short swords of Bronze..

Sure, I'm not being realistic(!) but that's the point, No given class is supposed to be 'equal' to another.. you play it because it suits you, or your temperament, or you'd interested to go outside the box, If we played it like a board game, we'd pick a character and level suited to the adventure and go from there.. sheesh..

So there I was.. stuck in this quagmire of players who wanted to stay stuck.. and I just wanted to make things right, or better.. We broke up the gang.

Now, sure, some of them were roleplaying other games, and some weren't, some had gotten jobs and lives, no-one had Girlfriends so that wasn't it, so I can understand that the frustration of not knowing the rules had gotten too much.. people wanted stability.. and I was a leaky boat of a GM.. 

Sunday, 30 June 1996

Characteristics

Having come from a Dragon Warriors Background, I found that Warhammers lack of Value for simple things like Reflexes or Psychic Talent or How good Looking you were, seemed to be Problematic. Game Systems with a base Characteristic such as Strength were the fall back for things like, a character using their strength, with no extra skills to perform a task..

Sure WHFRP has Strength, but how to compare to Reflexes? Dexterity? Charisma? they didn't.. You could multiply it by 10, but we'd already begun to introduce modifiers,

Also, since we had this XP per stat system, you had to divide any strength XP by 10, and lose out on a few points.. it didn't gel, it wasn't clean. something I can't stand is game systems which have too many clauses or cases (When I was teaching English this too became a pet peeve)

So I had to go back and look at these values. What was Strength, easy.. What was Reflexes vs Dexterity.. well most references to Dexterity was Hand Eye co-ordination, while Reflexes was more about speed and dodge.. D&D had both Intelligence AND Wisdom and Charisma was considered how good looking you were, everyone knew in real life that less attractive people are more likely to be nicer.. so it seemed wrong to lump them together. Psychic Talent from Dragon Warriors didn;t seem to appear in many systems, but Gurps had Willpower too, which made sense, and many times I saw rules for courage, but it was not considered something people had, it was a skill (like you had it or not.. more on skills later again...) or it was a check against wisdom and Rank or Level.. it was all very messy.. but the names made sense to us at the time as a basic fall back..

These are things that people have, regardless of race, religion, class, creed, training or development. A child even at the age of 1 has these things.. infact that seemed to be where we were heading.. looking at a basic being from the point of view.. what does a child have that is there from the beginning.. genetically so to speak. So we had our basic stats:

Strength, Courage, Constitution, Reflexes, Dexterity, Intelligence, Wisdom, Psychic, Willpower, Charisma and Looks.. years later I reverted a 'hit system' of luck, instead, to the final of 12 Characteristics.

By Mid Year of '96 we'd accomplished a new charactersheet, new basic characteristics, but we still had alot of leftover. Weapon skill, Ballistic Skill, Leadership, etc.. plus some of the new elements of Dragon Warriors.. Defence, Magical Attack and Magical Defence, Stealth and Perception..They were all there.. all messily bunched together.