Monday, 25 January 2021

FOMO and Board Games... the rabbit hole

The excitement for, the new game, the new KS campaign, the new things the campaign will have, the game funding, then the lull in between you start that WHOLE excitement again.. and its months if not years til the game arrives and you've either been lucky enough to not return, or instead you crave that excitement again.. and again and then a year later the 1st game arrives, but you've backed 12 other games in between.

Then it arrives, you unbox it, you maybe get to play it straight away, and it reinforces the whole chemistry, on par with a new friends a new partner a new job.

Then the 2nd game arrives.. and they compete for your time.. a 3rd and you can't give the love to the 1st like you used to. do you make more time to play games? or do you gauge which one has more fun and sell off the excess.

The interesting part is when you sell the excess, often with KS games, you can still break even with a 2nd hand, this feedback loop, justifies your purchases.. you played the game, you had your fun and you sold it back for what it cost you, or close enough that the price diff is negligible.. you've not spent any money going out this month, because you're home playing games, your bank account is looking healthier.. strangely, so you increase your game budget.

Then, you go a little overboard.. you back a game that you.. maybe, might be interested in.. it looks ok, maybe it'll be up your alley, but hey, who cares if its not, you can sell it and break even.

now you'e getting a new game every fortnight, you crave the high of the next KS campaign.. Oh so high, stretch goals, unlocks, new expansions.. ALL-Ins.. your shelves strain under the weight, you start buying Kallax shelves and maybe even inserts to bling out your game boxes.. you forget that the resale of the game will unlikely include those costs..

You now have enough games, to play twice a day 7 days a week, campaign after campaign for 4 years.. and still your KS account says 20 more games are due to arrive.

you're spending more than you're selling, you've forgotten about life outside of board gaming..

What do you do?

you start a You Tube channel....

Friday, 22 January 2021

Historical Reference to Dungeon World Maps #2

 Facebook, is apparently deleting all the stories.. their attempt at allowing facebook users blog. I honestly don't see why this is an issue. Its a single image and a wall of text. Its a great place to store a blog, that you are comfortable people in your life reading about you, or from you. 

So, in the interests of saving that page, I post it here, and hope that google doesn't ever kill blogger. 

From Facebook, with Love

How this Kickstarter Worked
Last Year I saw the Make 100 project on Kickstarter,
Lets step back a bit.. Are you a Kickstarter Backer? Or Are you new to the whole Process?
Kickstarter is a platform for people to help fund projects. When it first started it was a fun little website, ask a few hundred people to give you a $1 each so you could so something like, making an album at a studio or buy the paints to draw some art, or print up some books.
The Premise is, to get just enough of the project ready, to show off, to get interest, to see if people would buy your product or project, to invest in you. Some fail because they didn’t put enough time into their kickstarter project, Some, even after funding fail, because they didn’t put in enough time to structure their project and funds, so they fell short in funding.. Some, fail because they succeeded too well, the overwhelming response meant they needed to quit jobs or take holidays to fulfill the demands, often spending more money than they raised.
But, Once a Kickstarter works, the creator, kick-starts his new life, creating that product, getting it out to the backers, and setting up their new business.. they’ve raised awareness of their brand, money for their project and advertising for the next one.
If they did it well, they might not need kickstarter for a 2nd time, but, kickstarter, the site, is a place where people are searching for interesting projects to invest in. just because one project garnered 1,000 backers, doesn’t mean they’ll all back your next one, nor should you deny your next project to the millions of backers on KS that might be interested in your next.
So What About me? What About THIS project
I’m a slow burning wildfire, I gather the knowledge and resources, then go full force with overwhelming odds, to guarantee success. So while I have several projects in the forge, I want to ensure that the timing is right and I have the right tools to make it not just a little successful, but a lot.
So I needed a project to learn kickstarter, understand its buttons, its systems and how to run a campaign. but I didn’t want a runaway success, or excessive costs such as shipping and printing, so it needed to be digital, or very small.
So, When I saw the Make 100 last year, I started thinking about some potential ideas.
Make 100 is a way for kickstarter to get back to its roots, small projects for small numbers of people, like they did when they first started. not this mega million dollar deals, which dwarfs the new project creators and makes kickstarter feel like its not possible..
Make 100 is only for January, Start a new project in the Start of the year
So, I had a think about it.. a deck of cards, 100 cards, or 100 characters, 100 something.
I backed a project in the year, about Taverns. Everyone got to write up their Tavern and add it to a book. It suffered several problems, but eventually got made, but the response of people interested to add ‘their tavern’ to a potential set of taverns in other peoples roleplay worlds is what sparked this mapping idea.
Taverns are words.. and so you have to take the time to read them. But Images are instant..
I have drawn now 30 large maps. like 50cm x 30cm sized or bigger. I have maybe a few hundred smaller maps scattered through several notebooks for my roleplay world, some zoomed in to 1cm:1m, others scaled out to 1cm:1000km (and its still a A3 sized page). I started Commissioning maps 3 years ago, with the website called Simbi, Swamp goods or services that can be done electronically for Simbi and buy with Simbi.. no cash, no tax.
Games-masters and Authors wanted maps, so I drew them. Post Apocalyptic Idaho, A few Game Worlds, some game Cities, a continent or two, and a world for bugs, in a gem of a game where you roleplay as bug adventurers.
So it was obvious.. I’d draw 100 maps!
What? No.. impossible.. I have 2 kids, professionally games-master 2 nights a week and a full time job.. 100 maps would take 50 years..
I’d draw maps, with 100 “Things” in it.
So, Jan rolls around and I created a Kickstarter Page, draw up some headings and sketches of what I intend to do, and tell all my friends.
What I didn’t expect was to be as successful as I was.
I set the goal for $250, because I figured getting halfway was enough to draw a map, just a little smaller. My expectation was 50 people at $4 for a ‘location’ and 25 people who just want a copy of the map for $2.. I did it for 15 days, thinking I’d probably hit 25% in day 1, 50% more over 10 days, then push for the last 25% and maybe even 50% more for stretch goals in the last 48 hours.. which seemed reasonable.
Getting to 100% in 16 hours was.. surprising.. that’s for sure..
By the end of day 1, over 70 ‘locations’ were snapped up.. the last 30 would go in the next 24 hours, I hadn’t even started to exhaust my list.
Kickstarter is built on a computer, with algorithms, that look at certain factors, such as popularity, new to KS backers and the like, and they ‘promote’ your page if you meet criteria. One of which is regular visits and backings from new people.
I had figured that I’d tell 50% of people I knew day 1, and then 10% of people day 2, day 3, etc etc, so I’d maintain a regular flow of inbound traffic.
Now, I had more traffic to come, but no product to sell.. ack.. what to do.
So, I asked the current backers, asked friends, other kickstarter groups I participate in, would it be such a horrible idea to add a “mini” location after the fact. Its not as expensive as the full location, but its not a full location either. just some fun Easter eggs to be included.
The Bulk of people said this was a great idea.. So I went ahead and added it.

Day 2 we ran out of the 100 ‘locations’, and backers were starting to take on the ‘Easter eggs’ and just maps, but If I did this over, I think I’d have included it from the start and made the initial 100 a tad more expensive, like $5!
So, for 5 days or so, I rode the excitement of being a successful kickstarter project creator. There were ups and downs, 3 people decided to back out, 3! I was mortified.. but those coveted spots were snapped up in seconds.
I was adding stretch goals, people were increasing their pledges to push for the stretch goals, I began to exhaust my lists, facebook, google+, MeWe, etc. but then I realised.. The more we did, the more work I had to do.. I was at 1 main map and two digital maps, we were about to hit the goal for me to draw a 2nd map, then a 3rd map, people on the forums were encouraging each other to pledge for more map items, pushing towards the elusive $1500 goal for a colour map.. then just as I announced the next stretch goal, someone bought the map.
Maps of this size are expensive if you commission them, thousands of dollars if your going to publish, and the Original? who knows.. so selling them wasn’t likely to be part of my strategy. Yet I felt, if someone saw all the enthusiasm and thought that the actual map would be so awesome to own it. I wasn’t going to deny them. This would mean I’d need to use better materials, wrap it in protective layers each time I put it away and shipping costs would be somewhere around $100 or so. So I put in a price which was high enough to cover costs, but reasonable enough that I’d let it go.
One Backer loved the idea, so he took the map. That meant we hit out goal for a 4th map. I was so shocked, I just chucked up a stretch goal for a darker grittier map, based on the Kingdom Death Monster board game, and within minutes, another map was taken!
5 Full Maps. Original, Redrawn with Voter Theme, Sepia Toned, Colour and KDM versions.
1020% funded!
What a ride. It was exciting, for me, and those backers on the forums chatting with me.
So this Facebook page was made, and now, I’m using my spare time to get everything into the system.
To Save time, I’ve created a program, which takes the data, sorts it and puts it together with some physics (for world building). I’ll leave that for another blog post, but you can see the posts on the topic throughout this page.
But that’s my story.
Hope you enjoyed it. Its only the first step in the adventure of this project, and will consumer most of my 2019.
Welcome to Dungeon World Maps

Wednesday, 20 January 2021

The Historical Reference of Dungeon Worlds Map #1



Welcome to my blog, you're likely here to read about the first Kickstarter, how it came about, how it grew and the results.

Make-100: Fantasy Locations.

For the Make 100 Challenge I was thinking: I could ask you, as backer, for your ideas to turn into locations, medieval buildings (or.. see below). These I could turn into a map... a massive collaborative city map (and more).

Like I did in 2019..

After a phenomenal 1000%+ success of the First Make 100 Fantasy Locations, I was asked repeatedly to go again, this time we've decided on a city map (maybe with sewers!)

I've been drawing fantasy maps for roleplay games for years now, not just my own. For authors, artists, role-players and games-masters.

For the 2019 Make 100 Challenge I thought If I could get you, the backer, and your ideas to turn into locations. These I could turn into a map... a massive collaborative map.

With 300+ backers and 150+ locations on the first map, It was an awesome project, lots of fun to do, and most importantly, Kickstarter Experience.

It took a little under a year, what with life events and world events along the way, to get the planning done to achieve this:
Lots of little tiles, placed, moved, tweaked, moved again, resulting in this 'plan' map.


On to Drawing, pencil in where it all goes, then draw it in


Almost done, just checking over various backers notes to make sure its all exact

Then, using the plan, I drew out the first Map. I am still a little surprised I drew it, to me the maps are awesome, fantastic, a little over the top, but just right for many styles of roleplay.
Sitting on my largest table, 912mm x 1479mm, the green area is of the picture below


Zoomed into the bottom left corner of the map, almost to scale

For scale,
And in the Image below, that red box


An interesting place, with some very interesting quests.. where will your adventurers go next?

Not only that, but I was able to flex my artistic skills to include some varieties we unlocked from stretch goals, While not 100% complete (awaiting an owner, to draw in their character) I have a Sepia toned copy, a Colour copy, a Redrawn from 100 years on, after a war with undead, and a Cataclystic/Post Apoc/Caveman version based on the popular game Kingdom Death Monster, Set in my own KDM world "Cataclyzm", for my own roleplay system Dungeon-Delvers-Twelve




Well, I was considering doing another of these, for another 100+ people, but, I got thinking.. Hmm, maybe it might get too big (again)? So, first up, I'm going to try something different.. a City Map.

Inspired by city maps such as this:


A map of Moscow, from the 16th century, I've been working on a roleplay map for it.

and this:


This Map is one of many that inspired me.

I thought it would be fun to draw a range of buildings this time.

At the same time, I'm working towards a pet project, my own roleplay system, I have a campaign, set in this town, so its going to add a major theme to the whole city. So I'm going to include the campaign along with the city map.

Sunday, 17 January 2021

Healing potions become Healing Poisons

 I'm reading about how, if you eat too many vitamins, you can kill yourself. So in theory, overdosing on Healing potions should be a thing.

When Healing starts to Hurt

The Theory comes from this article on vitamins. If you eat too many, and its the wrong type, you'll do damage, and possibly die. 
Now, not to say that you should be rolling on the poison table every time players take a potion, but.. 


The Thought is this: Players who buy up lots of healing potions, and go into battles, sorta break the flow of the game, not the roleplay, that's another story, but the gaming part of the flow.

Standard games have a cost vs Benefit system, You pay a smaller cost, to gain a slightly better benefit, swapping where the benefit is, maybe you get an axe, its heavier, but it does more damage. then you go up level, it takes time, but you get a strength bonus. Over time, you 'pay' the costs to gain the benefits.

Ignoring 5e DnD long and short rests for the moment, more old school, the players would 'pay' for healing potions, which would allow them to return from a very dangerous situation, almost dying, to a point where they can live long enough to bandage up, return to town, mend their wounds, regroup, possibly researching the bad guy they're about to face, preparing for that battle, and then going out again.

The cost to buy them, would often be restrictive, at 2nd or 3rd level, you'd be lucky to have one in the group, by 5th-6th, everyone would have one, and in times when the game would usually end around 9th-12th, and players would go into negative HP, requiring a few potions to achieve the same effect, the balance was still there.

But then computer games.

You might remember Diablo, now, this huge HP buffer, stacked up with 10s of potions, small medium large, to allocate more and more HP per potion, completely broke this balance. and it bled into roleplay games. Players now expected to complete missions the FIRST time they entered a dungeon. Considering it a fail to need to retreat and regroup. 

I've seen groups, give up on a dungeon, because they got half way and had run out of abilities to continue. They went home, convinced the dungeon was too hard, even blaming me as GM, as if I was in charge of the Half Orcs that constructed this place, and filled it with strategically placed traps, guards and alarms.

no-wonder the youth of today can't follow through with a task. tsk tsk (take the bait, leave a comment)

So, games like DnD, instead of training their players as to the 'right; way of doing things, like good parents, gave into the childish cries of new players and added mechanics, such as partial and full rests, which pretty much take care of the healing potion carts that would accompany mid level players into dungeons.

So, I'm not going back that far, but the thought occurred, as I am mid rules on potions and poisons, that all potions should have decimal places of poison, and if you overdose, you'll trigger poison rolls.

This way, you can allow your players as many potions as they want, as long as they mitigate the numbers, chug down 5 lesser healing and a greater healing, and maybe your severed spinal column will heal too fast and you'll get a limp, or your muscles will cramp and heal too tight, causing pain when you flex.



Then, you've got a quest, for players to need to return to the town, and get proper healing, maybe from shannafria, players didn't leave because they failed. they needed to get rid of this 'curse' before they could defeat the Big Bad Guy. 

Tuesday, 29 December 2020

Game Grinding.. Grinding your character down..

 "You know how in RPGs, you have to grind and grind interminably to get stronger? It’s repetitive and mind-numbing. That’s what everyday life became, except way more difficult. I don’t know how we got through those weeks. Take-out food and ice cream helped. The thing JRPGs have mistaken is that sometimes, grinding doesn’t make you stronger. Sometimes, the daily battles wear down on a person until they’re barely getting by. More combat doesn’t increase attributes. It makes them more fragile, chipping away at their already weary core." - Peter Tieryas

Got me thinking, Levelling up your character often gives you only bonuses, but what if they come at a price?

in DungeonWorld, I have a Traits and flaws system, Its often abused, but in a fun way, a little taste of Gonzo style play. Enough that I adjusted the rules for GMS and players to decide what level of silliness they want by allowing a +/- Title/Hero Points.

Title/Rank Points are awarded every 5 levels as a player achieves a new Rank in their career path, and players can use them to buy specialist skills, traits and abilities, but as an added choice, players can 'buy' better traits if they also buy smaller flaws to round out their characters.

Traits and Flaws come in a variety of smaller (1 cost/gain) such as a dislike of a given food, or creature, a slight twitch when around certain animals, as examples, up to the extremely advantageous or debilitating (5 cost gain) issues such as a affinity to god magic, or a lethal disease.

They also come in two varieties, Roleplay and Statistical. Players taking a roleplay Trait can choose to take a roleplay or statistical flaw, but taking a statistical trait requires a balance of more than half of the flaws taken must also be statistical, meaning at least for a lvl 1 & 2 trait must be a statistical flaw.

Over time, players may have advanced several smaller traits, affinities to small creatures, magical alignments, roleplay buffs when conversing with races, but to really advance your character you must take flaws to gain those bigger stat buffs. forcing the player to chip away of their weary core, to create stronger armour to protect it.

Just todays thoughts..  



Saturday, 21 November 2020

Granades, a way to determine if you're running OSR, Blended or Narrative

 It came to me, when writing the script for my stand-up comedy, about how I'm married to a Russian spy, because she learnt to throw grenades in school.

Grenade Damage, and your game.

Older Grenades had a sleek shell, but, being manufactured in older mills, under time pressure, the often had flaws. the thin wall on one side would result in the shell breaking too fast in one direction, sending out a spray of shrapnel in very specific directions.

The Blast would, according to some fascinating videos on YouTube, blow out mostly in two directions, starting from the thin side, and breaking left and right of that. The thicker side would be propelled away from the thin side.

In Gaming terms, this would be a d4. 

a 1 would result in minimal damage, ringing in the ears, possibly knocked unconscious and possibly a small shrapnel striking the target for minimal d4 damage. (In D&D and other leveled health system, this is d4 per level of the target, to simulate full impact, then minus AC & level from the total to account for dodge)

a 2 would be the bulk, striking the victim with full force, but large enough to smash against armour, and or skin, causing a massive wound, broken bones, and small gashes, possibly killing, but little enough to still be survived. likely 2d6 damage (in DD12 single damage)

a 3 and a 4, would be the worst of it, the spread of shrapnel, being flung at such high speeds and in small enough particles, would rip though the victim, in multiple places, likely severing arteries along the way. likely 5d6 damage (in DD12, separated damage) , plus all 6s causing a critical. instant death is likely.

Game Styles effect

The thing is, if you think about this, the d4 is nominating if you live or die, 1 = most likely living, 2 = decent chance of living, small chance of death, 3 & 4, small chance of living, impaired, but high chance of death.

In certain game styles (mostly narrative), they mitigate damage, they add extra health potions, or the damage is always small increments or as part of the greater whole, is valueless (d4 damage to a 10th level barbarian in D&D? just a scratch) which takes away the believability of the game, and turns it into a cartoon. (the Whiley coyote, can swallow a grenade and merely burp our some smoke (d4 damage) Its done to allow the plot to continue, because the people there are not playing a game that has a plot, they are telling a story with some rules.

Narrative:

So, How would this grenade work in such narrative games? Well, you could have a blast temple, 4 angles. If the character to be hit is a player character or someone vital to the narrative, have the 'thin' side point in their direction. 

Like in the movies, the blast goes off, but they are merely temporarily blinded or deafened, while nearby in the other 4 directions, the other NPCs or opponents would take the damage and be killed or incapacitated.

This can allow GMs and Players of Narrative games the opportunities to do realistic damage, yet maintain the plot. 

Of course, if two or more players are in the blast zone, maybe someone takes one for the team, so the 'real' hero can live on. 

Old School

Old school, of course you just roll d4 and see which side hit the player, the template approach can add some more interest, as once you've ascertained the players damage direction, you can see where other damage may have occurred.

Blended

My own approach has been OSR based, but I do like a good exposition, knowing that the grenade has '4' directions of damage, I'll roll at first to see what the 'initial damage directions' were going to be, but I might have the 'safe' side hit the boss or a specific minion, and have the most dangerous blast take out some of the less important minions. If on the other hand a PC is in the radius, I'll roll the die, then let the players make a 'dive' to the safe side, if they fail and their in the main blast, well, sorry folks, death claims another soul. technically I gave the players an out, letting them see in advance the blasts direction, so they make a choice to dive for the safe direction, its less OSR, but allows the story to proceed 75% more often. 

Conclusion

What's your take on it? is there another approach that I've not thought of? Let me know in the comments below.

Wednesday, 18 November 2020

Character Retirement, computer games and roleplay games and mine

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

Character "Retirement"

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

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

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

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

The Psychological Aftermath

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

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

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

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

Karma, or How I deal with this

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

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

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

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

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

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

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

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

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

Monday, 2 November 2020

Co Gamesmastering

 There is a trend, I've noticed, in splitting up the role of the gamemaster, so that less mentally prepared gamemasters can still run the game, without having to do 10x as much work as the players. At first I was like, NO! (as a backlash to GM-less games) but then I understood, I've always done this. 

Ways to Co-Gamesmaster.

Roleplaying

The Gamesmaster runs many roles, For me the underlying plot points, major NPC actions behind the scenes and how they affect the other NPCs that interact with the players. Economic flows of goods, services and information based on NPC actions and player actions, often less dominant for shorter 3 month campaigns, but are almost vital to immersive roleplay with longer campaigns, often done by the GM between campaigns.

Then the more nitty gritty, crunchy subsets of individual NPC motivations, how to roleplay those NPCs and this includes BBEGs as much as the minions, townsfolk and random encounters.

Yet some GMs I find, are so bogged down in other aspects of the game, they don't have time for the above; instead combat, maps, dungeons, gear tracking take up their time. None of these need be done by the GM. Lets look at ways to break down the components of the game for players to be more equal in the games tasks.

Combat

Often there are players who are one-trick wonders, spell casters, healers and some rogues, just are not built for ongoing battles. These players are left wanting at the table, causing games to even change their rules to be more inclusive, breaking the basic world rules, in an attempt to give all players something to do each round. (most DnD spells, in a town setting, can be used to advance economies, so why risk life and limb, when you can be employed locally to work your magic)

Get these players to be in charge of the monsters, they'll pull punches, and let the heroes win, but the GM can play as the boss monster to balance it all out. Everyone is involved.

Maps

Vice Versa, when combat is done, and the barbarian is just walking along with the group, unable to swing their sword, maybe the player can sketch out the map, drawing out the GMs descriptions of corridors and rooms, and if they get it a little wrong, well more realism, more immersion. (all players can contribute, to avoid, if need be)

Rules Lawyers

As often as not, players don't have the time to be looking up spells, components, prayers and effects, players not engaged with the rooms traps or secrets, might glance through the rulebook, looking up how they'll level up, or what spells they'll need for the next room. In real life, when someone is taking charge and looking around a room, others saunter in the corridor, or stand by the door, ready to leap out when a trap triggers, while they stare off into space, have the player pre-prepare some skill calculations.

Dungeons

As often as not, a dungeon can be created with random tables, maybe the player would like to be the dungeon designer this session. DD12 has a clear and fairly simple set of rules on how to develop a dungeon, without going overboard in monsters or treasure. Often a side lair is a good little random encounter on the path from town to the main quest. Players might pick up some extra treasure, and a scratch or two. Let your players learn the ropes, by making one of these lairs.

Bards Tales

Some players like to track the details of an adventure, jotting down the notes of each step along the way, helps in many little ways. The following week, when trying to remember the events for experience, a quick handy list helps remind everyone of where they are in the plot, what's coming up, what not to skip/miss and gets the group into the game a little faster.

Logistics

Have a player track all goods the party has, but also, approx. how much it was purchased for. In real life, we often remember these little bits of information, because we remember the whole path, picking out the goods, seeing the price, going to the shop keeper, maybe a discussion, then handing over the coin, taking the goods home, glancing at the receipt maybe, opening the goods. The whole process is flushed away in roleplay, and just the object is written on the character sheet, and the coin deleted. Having this info written in the log acts as the players memory of those events.

NPCs

When an NPC is not vital to the plot, and a PC's character has retired for the night, or is incapacitated, or in another scene entirely, don't have them bored waiting for their turn, hand them an NPC card, with some motivations, ideas, and possible skills, and get them to do the interaction. Shopkeepers, Urchins, Salesmen, Gate Guards and more, are all fairly common NPC tropes, let the players roleplay together, while you watch as the assassin from the rooftops.

Conclusion

So yes, the GMs role is huge, if you want to do it well, so why not split out many little tasks for your players.  

Sunday, 18 October 2020

I'm hurt man.. hurt BAD

 Sometimes, I like to experiment with obfuscation of the values, so players can 'roleplay' better, instead of:



Obfuscating the Hit Points

Back in version 1, 2 and even some of 3, I had the old hit points. Players would start with approx. 10, and gain approx. 1-2 per level. When they got wounded, they'd lose HP, when healed, gain HP, when at 0, start making unconscious checks, and at -3 death checks. very old-school.
Players could take extra bonuses in health, KO or death scores.. one player devoted his hero points to this, and at 18th level, had well over 75 HP, a KO of -7 and death at -7 more (-14). Based on the ruling at the time, it was near impossible to kill him. he soaked so much damage, could out last any opponent of similar level.
Players would have, the same above conversation, the tactical advantage of knowing how many HP they had, if they should heal a person or not, based on values, that in real life don't exist. I wanted to get that movie moment, when one character is 'dying' then later they pull it together and keep going, then when their adrenaline kicks in, they do some amazing stuff, even though they're "dying".
So I tried this out (You can use this for a game attempt, its kind fun, for GMs, but might be a little math intensive for younger GMs)

The Hurt System:

First, you make a quick note of players Health, Stress, and the CON and WLP bonuses or your games equivalent for health stats and mental health stats. Players can 'cope' with their Willpower bonuses of damage, but they can take Constitution worth of actual damage.

The point is, to not tell players how close to death they are, just tell them how close to death they FEEL. A player unhurt, will feel like the first cut is far worse than it is, based on how much pain they can normally cope with (their CON bonus), but once in pain, further hits don't feel as bad, because they are already in pain the distraction and adrenaline, will make them feel like the same amount of pain, is actually less.

The way to do this is to glance at the damage done, divide it by the willpower/pain bonus and tell the player "The blade cuts deep into your flesh, you are in extreme pain" according to how much the results were. 

When a player is 'hurt' you inform them to write "hurt" in their health box, If they are in extreme pain, they write extreme pain. 

0-1: Light grazing, 1-2: Hurt, 2-3 badly hurt/ cut deep 3-4: extremely wounded, 4-5 dangerously wounded, 5-6 mortally wounded, 6+ at deaths door.

But here's the rub, A player with 30 health, taking 10 damage, with a pain of 3, is going to be at stage 4 (round up) but another player, with 20 health, taking 4 damage, with a pain of 1 is going to be at pain stage 4 too.

So, then after the 1st wound, when a player takes a 2nd wound, you reduce the 'pain' by their con bonus, to account for adrenaline kicking in..

Player #1 with 30 health, takes another 10 damage, which would be 4 more pain, but her con reduces it by 2, so she only gets 2 more pain levels.. the pain from the wound is just badly wounded, but the total of 6 is mortally wounded, so you'd inform the player they were wounded, and they can feel the icy grip of death nearing.
Player #2, with 20 health, took another 4 damage, since their pain threshold is 1, they feel like they have taken a grievous wound, but since their con bonus is 2, and the total damage is only 8, they are only at the extremely wounded stage (4) rather than their pain threshold level of 8.
Player #1, with 2/3rd of their health gone, is feeling like death, their individual wounds don't feel so bad, but over all they feel bad. Player #2 takes each wound like they are deadly, yet overall are feeling ok.

The purpose here is not to be specific, but instead more descriptive, so the player can easily identify if they are going to die based, not on actual health, but on perceived health.

The Threshold System

Another, less mathmatical intense version is to just keep track of the most wounds they have ever taken, setting an 'invisible' 0, then dividing the difference into 4 or more 'stages'.. 

The above example, we reset, player #1 with 30 hit points.. takes 10 points of damage (a deadly blow, almost killing them!) in their first battle, so the GM jots down 10 as their threshold.

In the next battle, the player takes a quick 3 pt wound, the GM says its a major gash, as its above 1/4th of the threshold, another 5 point wound is also a major gash, later a 3rd major gash pushes their new maximum to 13, and the GM informs the player they are at deaths door as they've gone above their maximum from before.. They retreat from battle, 'barely surviving'

In the next battle, their next 3pt wound is not a major gash, since now, the 1/4th of 13 is 3.25, instead its a minor gash (from the players perspective) yet the 5pt wound is still a major gash.. the player, having seen the earlier 3pt and understood it to be a major gash, now, with another 3pt its a minor gash, wonders... hmm, ok, so I can take more damage than I thought, and like anyone in real life, is probably going to think, Oh, I'm tougher.. rather than 'hey I levelled up'

When they do level up, you increase their actual HP as per normal rules, but you only increase their pain threshold by 1 pt. This works well when you don't announce level ups too, players slowly get used to rolling more successes, but never know their own numbers, just general ideas.. but this is heavy load on the GM to track all players, and only the most pro GMs can handle this level of obfuscation.  

 My Current System

Players, not comfortable with not knowing their damage ratio to death, caused me to try this tactic, which seems to work best for now.

Health points act as the kind of 'threshold' above, if a player has 10 health, they can take 2.5 points of damage, without blinking, if they increase their 'pain' score with skills, it applies to this value.

Once they pass this threshold, the GM warns them, they are now able to be killed. players get cautious when they know any single blow can kill them. which is the effect desired.

Beyond this, players taking damage make system shock tests based on their will power and or constitution, determined by the damage taken vs the total damage already taken.

To evade the constant math that players can sometimes struggle with, the GM will inform them to write in the pain they've taken from any given blow, and the player can see for themselves, what kind of pain they are in. Pain causes negatives to the charactersheet, So players knowing they've taken 1 pain will usually start to question the cost benefit of pushing the battle vs the slippery slope of going on.

Conclusion

The key here, players, will never quite know how far they can push their health & wounds, only the GM, for sandbox games, the GM merely lets players learn via trial and error as to their actual health threshold, and for Narrative style games the GM can allow a wounded character to push on, past actual death, so they can complete the story, and players who have decided to ruin a game, can die off quickly and be asked to leave, without needing to justify the dice results. 

Thursday, 1 October 2020

Inktober Intro & Art #01

 I've decided to 'try' to participate in Inktober in 2020. Partially this is for some practice art, in preparation for the Blood Rain Kickstarter next year.

I'm going to draw a bunch of things to include in the PDF and the town Map.

The Town Map is made up of three distinct types of buildings, Inner city Main buildings, Outer city hovels or interesting places, and Downstairs Dungeons. If you're reading this in October 2020 and want to participate, pop me a message of something you'd think matches the theme, I'll add it to the list, and I'll roll a die to see which one I draw from the list. 

Inktober 01: The Shroom Tower.

 

   Nestled on the backstreets of the city proper, Mr Bilk was an avid fan of mushrooms and attempted to use the city sewers as a place to grow some varieties, as he slept, some of his creations were warped, and a brick eating shroom managed to grow itself overnight into this .. building. 
    Interestingly, the Shroom only grew in the night, and by morning had returned to brick, not before of course changing the entire structure of the house.
Mr Bilk was consumed, it seems, into the house on that night, and while now a solid brick house, that is explored sometimes by the daring children, they often exit, white as ghosts, vowing never to return.
    No one lives there now.. yet the lights come on at night, and shadows are seen lurking within.   





Appologies: After posting this, a series of events, unexpected, came up, moving house issues, settlement issues, we were homeless for the month of Oct, so drawing Buildings was furthest from my mind. 

I'm going to endevour to attempt to do this over the coming months, in a build up to my next Kickstarter Project.