Showing posts with label Dogs In The Vineyard. Show all posts
Showing posts with label Dogs In The Vineyard. Show all posts

Friday, March 18, 2011

Bad Habits in the Vineyard

Last night I ran Dogs In The Vineyard for the weekly one-shot group. Actually, this was part two of what looks to be a three-shot. I'm finding I really like the system, but it has some awkwardness. There's specifically three bad habits I'd like to "break" my players (and myself) of, if I were to run something longer than a single scenario.
  1. Bad Habit #1: Spending too long agonizing over how to total up your See.
    I'm guilty of this one as well, and I figure if I'm going to be hypocritical, I might as well put it up front and label it as such. I had one See in particular that I really just should have Gave on, because I was taking too long to calculate all my strategic options.
    I think this one would sort itself out over time. As you become more familiar with the system, the decisions will become more intuitive.
    Seriously, if you're agonizing over whether to take the blow on four dice, or take it on five dice but leave a higher die for your Raise, you've already failed to assess the situation properly. Unless the stakes are "do I die?" (or maybe if the conflict hasn't escalated beyond talking) you should really be Giving in once it tips past the third die on your See.

  2. Bad Habit #2: Trying to use all your available stats and items in every conflict. 
    For example, one player wanted to call on his d6 in "Exorcist" during a conflict with just a shady character trying to talk them out of poking around in his silver mine. I told him he could roll it, but only if he publicly declared that the man was clearly possessed. 
    There's a strong impetus to call on everything to get the extra dice every conflict, but it's often not appropriate to do so. I imagine that over a long campaign, always calling on everything would make conflicts repetitive.
    It also makes conflicts much longer, where Giving more often would speed things up. The problem is that no one wants to Give because it means you sit around with nothing to do while the conflict rages on. Given the choice between sitting around idle, or grasping and stretching to invoke the trait that will score you another die, people will almost always make the "non-boring" choice even if it drags out the fight. After the fact you might realize that you were sacrificing the group's enjoyment for the sake of your own, but in the heat of the moment such clarity is unlikely.

  3. Bad Habit #3: Picking the same fallout again and again.
    The game tries to counter this by letting anyone veto a proposed fall-out effect, but the issue I keep seeing isn't about people choosing something narratively lame.
    The problem is mechanical, not conceptual. Most bad things that could happen to you could be represented in several different ways (adding d4, downgrading to d4, subtracting other dice, reducing a stat, losing an item, etc), but one of those options is clearly better than the others.
    The rule system's insistence that +d4 is actually a bad thing is a little odd. I've seen how it can be bad, because a big pile of dice fools you into getting cocky and taking the blow when you shouldn't. But from the point-of-view of a player who's new to the game, adding a die looks like it's always a good thing. Perception becomes reality.  Mathematically, it's certainly better to add +1d4 to your sheet than to downgrade an existing 2d8 down to 2d4 or 1d8. The fallout system treats them like they're identical, but clearly they aren't. Plus 1d4 is just better than  minus 1d8, anyone can see that. Even losing just a d6 is arguably more than twice as bad as gaining a d4.
    Let's face it, you'd rather add "Blind as a Bat" at d4 than downgrade "I'm a handy with a rifle" from d6 to d4. Ironically, being blind would make you a better shot. The system is a little weird.
None of these three problems with the system (or players) are insurmountable.  Bad habit #1 will work itself out naturally over time, and #2 will be easy to solve over the same stretch of time with just a tiny bit of intentional effort.  I could see myself running this game system as a campaign, and it'd be a lot of fun.

Issue #3 is the only one that presents a real long-term problem, worthy of a house-rule.

UPDATE: My first proposed house-rules to "fix" issue #3 were far too draconian, and as was pointed out in the comments to this post, would result in a spiral of death over the course of a few sessions as PCs were forced to burn through their good traits. A better rule would b: The first time in any session that you get a fall-out total of 12+, you're required to pick something other than +d4 for at least one of the two long-term effects. 

Invoking this just once per session per player will prevent abuse, mandate some variation in results, and most likely not result in an undesirable death-spiral. Plus, by linking it to taking Injury, you further motivate players to sometimes Give in challenges instead of taking the blow.

Such a rule may also help address another problem I've noticed with system, namely that since Body is used for the "Do I die?" roll, it's more important than the other three stats. With this house-rule in place, having a really high Body score doesn't take all the danger out of being injured.