I think where a great many RPG games fall down is in the combat rules. However we try to dress up roleplay as a socially interactive hobby that's about character development and playing a part, we love to kill things. This is why most rulebooks dedicate an entire chapter to combat, and generally wave their hands when describing how you should play your character or interact with NPCs or other PCs.
I find the balance of combat rules hard. I have stated previously that I am turned off by complex or heavy combat rules - Exalted being the case in point, but any system that requires multiple rolls to resolve 'I hit him with my sword'.
I am also concerned with the disconnect between real time and combat time.
An example - I took part in a Rifts campaign about 11 or 12 years ago (god, that long?) and at one point we spent over 4 hours playing out a combat that took 17 seconds in game time.
WTF?! That's over 14 minutes of play per second of game time!
I think the culprit was the fact that we all could take extra actions (and had powergamed our characters with this end in mind) and we were fighting some 30+ opponents, however, no combat should run that long unless you're playing a strategy game.
Turn duration
So, how should combat time work? D&D uses a base of 6 seconds per combat turn, with actions broken up into attack, movement and minor actions, as well as a presumption that your character is actively avoiding being hit (hustling, they call it). Broken up like that, 6 seconds seems fair.
The World of Darkness rules use 3 second intervals, with characters being able to perform one directed action, move a bit and avoid being hit, as well as occasionally perform a reflexive action. That's a lot for 3 seconds.
Ars Magica 5th Edition also uses 6 seconds as its turn length, which includes movement, one attack and defence, as well as spellcasting.
Ah, now, that could be the differentiator. Fantasy spellcasting, as used in ArM and D&D, requires a good amount of time to wave your hands about, shout in an arcane and no doubt dead language and possibly burn some incense or sacrifice a goat, whereas WoD magic is usually an innate ability that just requires an effort of will. OK, Mage may require hand waving, shouting and the trappings of ritual, but that's the exception.
So, when asking how long a turn should last, I need to determine what actions the could characters conceivably want to perform in that time. Simple actions = short turns. Complex or esoteric actions = longer turns.
Initiative
Next question - Initiative, how should it work?
Most games use a stat + die roll, with the highest roller going first. Gumshoe uses a different method - whomever decides to act first, goes first, with the subsequent order of action going in the order in which the players arrived at the session. I kind of like this. Yes, it has no baring on the characters you're playing, and the hyper aware ninja may end up going last because the player missed their bus, but we're dealing with an abstract system, not real life.
I've read of house rules where the players sit in order of their initiative modifiers, and just take all combat in that predetermined order. It's simple, and clearly works for some people.
So, do we need that extra step of rolling a dice at the beginning of each combat? What value does it add? Does the system reward you for going first, or does it treat all actions as occurring at the same time?
Is it better to be potentially able to kill each other simultaneously, or better to be able to gank the other guy before her gets to pull his gun and gank you?
Is it better that Greedo shot first, or Han, or both at the same time?
God knows.
But I need to decide on one for my system.
I could introduce a new stat - Speed - which could also be used to determine running speed and crap like that, but i'm loathe to do so. More stats equal more complexity.
That would leave me with using the Gumshoe idea, which is that the aggressor goes first, and then decide on some other method to determine order.
How's about: Aggressor goes first. The order of combat turns are then determined by the participants current Luck score, with the highest going first and the lowest going last. Participants with the same Luck score are deemed to be acting at the same time.
It is possible to disable or kill an opponent before they can act.
Actually hitting somebody
How do you fairly determine whether or not you've hit somebody, or been hit?
There's usually an attack roll, but what is that roll made against? A generic difficulty modifier - score 1 success/roll 10 or above and you've hit? Roll against a defence score?
The former can be seen as slightly unfair - players like having the chance to avoid being hit - whilst the latter requires another stat.
Another thing I like about combat in Gumshoe is that your character is not only presumed to be trying to avoid getting hit (like hustling in D&D), they are presumed to be diving for cover as well.
Which translates as -1 defence if you state you're stood upright in the middle of a room, not ducking, bobbing or weaving; normal defence if you don't state anything, and +1 defence if you state that you're cowering behind a 6" thick lead wall (and limiting your attack options in the process).
Ideally i'd like a combat resolution system that just works with the minimal number of die rolls. I've already decided to have flat damage, for simplicities sake, and I am now looking for a 'to hit' mechanic that allows for flexibility and simplicity.
I.E. I'd like it to make a difference if players duck behind walls and over turned tables or use enemy minions as human shields, yet intuitive and easy to resolve.
Any ideas?
Ideas, Content and Discussions on table-top role-play gaming, game design and derision of live-action role-play. World of Darkness / Gumshoe / Star Wars / D&D / Other games. Comments are welcome
Showing posts with label Modern Mythic. Show all posts
Showing posts with label Modern Mythic. Show all posts
Sunday, December 5, 2010
Saturday, November 27, 2010
Game design by idiots, part II
Oh, how I love the way that Google Buzz doesn't link into Google Blogger...
Sam H - System wise, I like the idea.
In terms of implementation, perhaps have x number of skill slots, and the player can fill them as they first come across the need. This allows relevent skills to be useful early on (and thus preventing early death). For character advancement, new blank skill slots?
Stats - I'd let Strength apply both physically and mentally. How do you envisage the bad things for running out of a stat?
I like all the settings apart from 01A, because like you I don't see how it works
Good feedback, Sam. The idea of having instantly assignable skills is interesting, and i've seen something similar used for languages in Gumshoe games (in which you just state that you know X number of languages, and assign them as and when the need arises).
My thinking behind the free form skill system, which I didn't articulate in the last post, is that there exists a contract between player and GM. As a player, if I buy a skill, I want, no, expect, the opportunity to use it, otherwise I expect the GM to have a quiet word and tell me to spend my XP on something else, and possibly suggest an alternative that the group may require in the next couple of sessions.
I also expect GMs to tailor challenges within a game so that they are challenging to a party, and don't require specific skills the party do not possess to overcome.
Let me rephrase that - that don't require specific skills the party do not possess to survive. There's nothing wrong with non-essential encounters that require a specific skill set to beat, as long as the main plot or the characters survival do not depend on success.
Failure builds character.
I digress.
A contract between player and GM.
I have started writing up my system, and in it I explicitly state that a player and GM must agree on a skill as it is chosen - what it is, how it works, what it covers and most importantly that the player character is allowed to take it.
By buying the skill, the player agrees not to take the piss, and by allowing it, the GM agrees to give the player opportunity to use it.
This is a bit deus ex machina, but plays out like a TV serial in which a new mcguffin, fact or ability is introduced at the beginning of the episode, and oddly becomes crucial to the resolution of the plot about ten minutes from the end.
So, at character creation, I have specified that players should initially choose two skills, one which they think would be useful to the group, and one which they think is cool.
The GM then designs the game sessions to call upon these skills. All other actions should then be achievable through a basic die roll or through the expenditure of Strength, Sanity or Luck.
Also, failure on a dice roll does not have to mean that a character does not perform the action - they could still scale the wall, but twist their ankle as they climb down the other side, or hack into the bad guys computer and access his files, but download a virus at the same time.
The uses of Strength and Sanity are pretty interchangeable, you just have to come up with a reason why Sanity is applicable to the physical action you are attempting, instead of the default Strength.
Strength also acts as a characters hit points / health levels, so it's best not to burn the one stat at the expense of the other.
What happens if you run out of either stat?
Here's an extract from my notes:
I do like the concept of 01A, I just think it would work better as a hack of another system rather than shoe-horning it into this one.
Conceptually, it's a sci-fi mystery thriller. It's almost a superhero game, where all characters share the same origin - their mothers were artificially inseminated by the same alien/enhanced/bio-engineered/non-human (delete as appropriate) donor. The characters slowly realise that they are more than human, that they can do things and that there are numerous secret organisations - Government agencies, scientists, corporations, religions etc - that want to use, study, understand or destroy them.
So, setting wise, it would be a struggle to remain hidden whilst being hunted, not knowing who to trust, and trying to discover the truth behind their parentage.
I know what I mean.
I think it would run better if the players didn't know they were playing it.
Anyways, good feedback and questions. Cheers Sam.
Sam H - System wise, I like the idea.
In terms of implementation, perhaps have x number of skill slots, and the player can fill them as they first come across the need. This allows relevent skills to be useful early on (and thus preventing early death). For character advancement, new blank skill slots?
Stats - I'd let Strength apply both physically and mentally. How do you envisage the bad things for running out of a stat?
I like all the settings apart from 01A, because like you I don't see how it works
Good feedback, Sam. The idea of having instantly assignable skills is interesting, and i've seen something similar used for languages in Gumshoe games (in which you just state that you know X number of languages, and assign them as and when the need arises).
My thinking behind the free form skill system, which I didn't articulate in the last post, is that there exists a contract between player and GM. As a player, if I buy a skill, I want, no, expect, the opportunity to use it, otherwise I expect the GM to have a quiet word and tell me to spend my XP on something else, and possibly suggest an alternative that the group may require in the next couple of sessions.
I also expect GMs to tailor challenges within a game so that they are challenging to a party, and don't require specific skills the party do not possess to overcome.
Let me rephrase that - that don't require specific skills the party do not possess to survive. There's nothing wrong with non-essential encounters that require a specific skill set to beat, as long as the main plot or the characters survival do not depend on success.
Failure builds character.
I digress.
A contract between player and GM.
I have started writing up my system, and in it I explicitly state that a player and GM must agree on a skill as it is chosen - what it is, how it works, what it covers and most importantly that the player character is allowed to take it.
By buying the skill, the player agrees not to take the piss, and by allowing it, the GM agrees to give the player opportunity to use it.
This is a bit deus ex machina, but plays out like a TV serial in which a new mcguffin, fact or ability is introduced at the beginning of the episode, and oddly becomes crucial to the resolution of the plot about ten minutes from the end.
So, at character creation, I have specified that players should initially choose two skills, one which they think would be useful to the group, and one which they think is cool.
The GM then designs the game sessions to call upon these skills. All other actions should then be achievable through a basic die roll or through the expenditure of Strength, Sanity or Luck.
Also, failure on a dice roll does not have to mean that a character does not perform the action - they could still scale the wall, but twist their ankle as they climb down the other side, or hack into the bad guys computer and access his files, but download a virus at the same time.
The uses of Strength and Sanity are pretty interchangeable, you just have to come up with a reason why Sanity is applicable to the physical action you are attempting, instead of the default Strength.
Strength also acts as a characters hit points / health levels, so it's best not to burn the one stat at the expense of the other.
What happens if you run out of either stat?
Here's an extract from my notes:
Running on Empty
What happens when a character exhausts their reserves of Strength, Sanity or Luck?
A character can lose Strength due to two reasons - they can burn it, or they can sustain damage. If a characters last point of Strength is lost due to damage, the character falls unconscious for 1d6 minutes. After this time they regain consciousness, but are weak and in great pain. They can only walk slowly, or crawl, and any sudden or vigorous exertion will cause them to pass out again for another 1d6 minutes. Any further damage sustained whilst on zero Strength permanently reduces the characters maximum Strength score. Once a characters maximum Strength score is reduced to zero, they die. Trying to burn Strength whilst in this state counts as physical exertion. If this is attempted, the character does not gain an additional d6 for their roll, and passes out upon completion.
If the final point of Strength is burnt, the character does not immediately lose consciousness, but is totally exhausted, and does not have the energy to run or exert themselves. If they sustain any damage whilst exhausted, then the character will pass out for 1d6 minutes and lose a point of their maximum Strength score and all affects described above will take affect.
When a character loses their last point of Sanity, they become emotionally exhausted, tired and unfocussed. They are quick to tears and quick to anger.
If a character suffers further Sanity loss whilst on zero Sanity, they can develop and suffer from any number of severe phobias, extreme rage, obsessions, compulsions, ticks, delusions, experience paranoia or fall into a catatonic or fugue state, depending on the situation that caused the Sanity loss.
Running out of Luck does not impose any mechanical penalties, and a character can still function as normal, they just cannot benefit from burning Luck points. The Narrator, however, may wish to torment the character with a run of bad luck, unfortunate coincidences and fickle fate until the character regains at least one point of Luck.
I do like the concept of 01A, I just think it would work better as a hack of another system rather than shoe-horning it into this one.
Conceptually, it's a sci-fi mystery thriller. It's almost a superhero game, where all characters share the same origin - their mothers were artificially inseminated by the same alien/enhanced/bio-engineered/non-human (delete as appropriate) donor. The characters slowly realise that they are more than human, that they can do things and that there are numerous secret organisations - Government agencies, scientists, corporations, religions etc - that want to use, study, understand or destroy them.
So, setting wise, it would be a struggle to remain hidden whilst being hunted, not knowing who to trust, and trying to discover the truth behind their parentage.
I know what I mean.
I think it would run better if the players didn't know they were playing it.
Anyways, good feedback and questions. Cheers Sam.
Friday, November 26, 2010
Game design by idiots
I've been toying with various game ideas - both setting and mechanics - for years now. The first game I ever ran, back in my halls of residence in 1996, was one I 'designed' myself.
It was rubbish, of course. You couldn't even say it was a good first effort.
Anyways, since then I have always felt the urge to design my own game, and have attempted to do so several times in the past. I have posted links to examples of these failed designs, such as Ghost Britain and the first attempt at Modern Mythic, in previous entries. Feel free to go back and have a look.
At the moment I am mulling over a system and have started trying to pin it down on paper.
It has a few (hopefully) simple core concepts.
There are no defined skills. A character can attempt anything that the GM and player agree is theoretically possible, and the action is resolved by rolling a dice (any dice) with an even number being a success, and an odd number being a failure.
My rudimentary grasp of maths tells me that this is a 50/50 chance.
A player can add more dice to the roll in the following ways:
Damage drains either Strength or Sanity, and weapons do a set amount of damage.
I've been trying to draft up a basic intro to the rules, along with a character sheet and develop some settings for awhile now. Hopefully i'll be in a position to publish soon. Although probably not
I have a number of settings in mind, some of which feature rules variations.
It was rubbish, of course. You couldn't even say it was a good first effort.
Anyways, since then I have always felt the urge to design my own game, and have attempted to do so several times in the past. I have posted links to examples of these failed designs, such as Ghost Britain and the first attempt at Modern Mythic, in previous entries. Feel free to go back and have a look.
At the moment I am mulling over a system and have started trying to pin it down on paper.
It has a few (hopefully) simple core concepts.
There are no defined skills. A character can attempt anything that the GM and player agree is theoretically possible, and the action is resolved by rolling a dice (any dice) with an even number being a success, and an odd number being a failure.
My rudimentary grasp of maths tells me that this is a 50/50 chance.
A player can add more dice to the roll in the following ways:
- They can possess a relevant skill. Skills are not defined, and are free-form instead. Therefore one character could use their Murder skill to fight with, whilst the other could use their Bitch Slap skill (these are off the top of my head examples). Possessing a relevant skill allows the player to roll an additional dice
- They can burn a point of their characters Strength or Sanity, which are slow refreshing resource pools. Strength is commonly used to augment physical actions, and Sanity for mental and social actions, although exceptions exist for compelling arguments (I burn a point of Strength to stay up all night researching this ancient language). Running out of Strength or Sanity are bad. Burning one point of either allows the player to roll an additional dice. Only one point of either stat may be burnt at a time.
- A player can burn a point of Luck after a roll has been made to change the result of one dice. Luck can be spent to alter another players roll and even the GMs roll. Only one point can be spent at a time. Luck is a slow refreshing resource pool, like Strength and Sanity. Running out of Luck is also bad.
- Certain bits of equipment may add a bonus dice, although these should be rare. I'd like to keep the number of dice rolled down with a cap of 3, making Luck a powerful stat.
Damage drains either Strength or Sanity, and weapons do a set amount of damage.
I've been trying to draft up a basic intro to the rules, along with a character sheet and develop some settings for awhile now. Hopefully i'll be in a position to publish soon. Although probably not
I have a number of settings in mind, some of which feature rules variations.
- Modern Mythic - the Vanilla setting, using the basic rules. Maybe with the addition of magic. Not sure yet. The setting is street level struggle between competing secret societies to possess and comprehend the secrets of the universe. These secrets are found in unexpected places, such as junk DNA, statistical data (such as the frequency of fatal to non-fatal car accidents in Calcutta) or audio recordings of one second of every single telephone conversation happening at midnight on Christmas Eve slowed down and played backwards.
- Danger Illustrated - A title i've had knocking around for over ten years. High adventure. Tomb robbing. Assassinations. Espionage. Danger Illustrated is an exclusive magazine available only to a select few (although it's probably a website in this day and age) that details where adventure can be found, for those brave enough to seize it. The system variation is that characters can burn multiple points of Strength, Sanity and/or Luck in one go, equal to a new Stat, Courage. This could also be applied to a pulp Sci-Fi setting as well.
- Legend - A fantasy setting, in which all the characters have a great destiny, and are capable of performing legendary deeds related to that destiny. There's a new stat - Legend - that allows the character to perform one legendary deed per point of Legend a day, as long as it relates to their destiny. For example, a character with the destiny 'Greatest swordsman ever' would be able to automatically succeed at a number of legendary sword related feats each day equal to their Legend score, whilst a character with the destiny 'Powerful Archmage' would be able to cast a number of spells per day equal to the Legend score
- 01A (Zero One Alpha) - A Sci-Fi setting, in which the characters discover that they are all related, that they all share the same biological father (but separate biological mothers), and that there are hundreds of them, scattered across the earth, all with a tattoo somewhere on their body with an alpha-numerical code that ranges between 01A and 99Ω. There are several possible explanations posited for this, from cloning to alien DNA, divine intervention to eugenics, with any number of motivations potentially driving them. The system variation would include psychic abilities and a stat called Potential, or maybe Perfection. Still not quite sure how it would work though.
Friday, April 30, 2010
Game design by idiots
Not a post criticizing existing games or the design thereof, rather a post about my own struggles with concept vs design...
I used to read Melody Maker, back when it existed, and one of the regular sections towards the back was for musicians - it covered how to get your demo tapes reviewed, how to get inspired, how to objectively assess the quality of your own song writing.
One of the criteria for the latter was to determine if you could actually play the songs you've written (which sounds like a no brainer, yet is apparently a common stumbling block). If you found that you could not, in fact, play your own songs, then you should at least take comfort in the fact that your songwriting ability outstrips your own skill, which you can always improve through practice.
So, with that in mind, this post is about realising a concept.
My problem is, I have a lot of concepts. At the moment I am trying to create a game that incorporates as many of those concepts as possible without creating a bizarre ungodly monster that should be culled before it draws breath and lumbers out into the world.
I've been playing with something like a free form resource management system for a while now, the original concept coming from a half hashed LRP idea.
The idea being that the character didn't have a health trait, rather they had a Luck trait, which was used to avoid damage and death, as well as stumble upon advantageous items, people, occurrences or knowledge.
For example, if shot, the player would lose 1 Luck, and the bullet is stopped by their cigarette case / pocket bible / hip flask etc. If the character runs out of Luck, then the next damage they receive either knocks them unconscious or kills them, depending.
I thought this was a great idea, and held onto it for ages (i'm on the 7 year mark, currently), however, I may never see it successfully incorporated into a LRP game, so have been trying to use it in a table-top system instead.
I made some headway with the idea a while ago, then due to the majority of it being written on my Windows mobile, and it exploding after two years use, I lost focus.
I've recently started looking at it again, and have decided to radically overhaul the system, simplifying it extensively and focussing more on player involvement and creative play rather than dogmatic rules.
However, because I appear to be showcasing abandoned experiments, here's my very rough notes and ideas thus far, plus some setting fiction which may or may not see light of day in any other format.
I used to read Melody Maker, back when it existed, and one of the regular sections towards the back was for musicians - it covered how to get your demo tapes reviewed, how to get inspired, how to objectively assess the quality of your own song writing.
One of the criteria for the latter was to determine if you could actually play the songs you've written (which sounds like a no brainer, yet is apparently a common stumbling block). If you found that you could not, in fact, play your own songs, then you should at least take comfort in the fact that your songwriting ability outstrips your own skill, which you can always improve through practice.
So, with that in mind, this post is about realising a concept.
My problem is, I have a lot of concepts. At the moment I am trying to create a game that incorporates as many of those concepts as possible without creating a bizarre ungodly monster that should be culled before it draws breath and lumbers out into the world.
I've been playing with something like a free form resource management system for a while now, the original concept coming from a half hashed LRP idea.
The idea being that the character didn't have a health trait, rather they had a Luck trait, which was used to avoid damage and death, as well as stumble upon advantageous items, people, occurrences or knowledge.
For example, if shot, the player would lose 1 Luck, and the bullet is stopped by their cigarette case / pocket bible / hip flask etc. If the character runs out of Luck, then the next damage they receive either knocks them unconscious or kills them, depending.
I thought this was a great idea, and held onto it for ages (i'm on the 7 year mark, currently), however, I may never see it successfully incorporated into a LRP game, so have been trying to use it in a table-top system instead.
I made some headway with the idea a while ago, then due to the majority of it being written on my Windows mobile, and it exploding after two years use, I lost focus.
I've recently started looking at it again, and have decided to radically overhaul the system, simplifying it extensively and focussing more on player involvement and creative play rather than dogmatic rules.
However, because I appear to be showcasing abandoned experiments, here's my very rough notes and ideas thus far, plus some setting fiction which may or may not see light of day in any other format.
Here's a concept for you. They, scientists, or maybe potters, have discovered that ceramics can retain some of the ambient sounds from when they were on the potter's wheel. It's a similar principle to cutting a vinal record.
Now, let's make an argumentative assumption: God exists. Also, the universe, the Earth especially, sprang into existence fully formed.
So, once there was nothing, and then there was a word, and that word was God.
The word is spoken, and the world is created.
What i'm getting at here is: If we could find a record player needle big enough and stuck it in the Grand Canyon, maybe we'd be able to hear the name of God...
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