Showing posts with label 7thSea. Show all posts
Showing posts with label 7thSea. Show all posts

Tuesday, October 12, 2021

Ironsworn fixes Wushu, 7th Sea, etc

  Several years back, I used to play a lot of a rules-light RPG called Wushu. And two years ago, not long before the pandemic started, I was for a few months running the 2nd edition of the 7th Sea RPG. While I liked both of these games, I noticed that they had a flaw in common. (And I feel like I've played a few other indy RPG titles that had a similar flaw as well, back in the before-times when we'd get together for one-shots in Ballard every week.) 

This flaw (which I'll describe below) used to bug the crap out of me when it would manifest, but, I'm happy to say, there's a solution for it in Ironsworn, that can be relatively-easily ported over to other systems. 

The flaw in question is at times hidden, because it comes wrapped in a strength. Wushu and 7th Sea Second Ed use very light and flexible rules, with a single robust action-resolution mechanic, rather than the more fiddly mechanics and individualized monster stats of more traditional RPGs.  For the most part, that's great. Their systems are so elegant and flexible that you don't have different die-rolls for different types of actions. You're not really forced to narrate your actions in narrow ways. If we're playing a scene where the party needs to get 10 successful rolls to defeat this group of mooks and/or complete our scene goals of saving the magistrate, I get to contribute a roll toward that group goal regardless of whether I describe my action as killing a bunch of mooks, or as something more abstract and outside-the-box, such as swinging from a chandelier to escape the mooks, then rushing across the room and untying the magistrate. Not much of a problem, right? It sounds like it's all up-side. I get to narrate whatever sounds fun to me, and still chip in to the goal. On paper, that sounds great. Derring-do and narrative freedom for everyone!

Problem #1: The problem that gets entangled with it is that it's fairly common to have someone in the group who is either not goal-oriented, or not good at paying attention to how close we are to accomplishing the goal, or just not feel very inspired in this specific scene tonight. It's come up again and again with different groups. Someone will narrate their action as something that doesn't really move us closer to the goal. For example, maybe they are so focused on swinging on that chandelier that it's all they narrate for the turn or action. I swing across the room, but don't think to untie the magistrate or narrate any sort of attack against the mooks or even mention how swinging at least gets me out of their way. If this happens early in the scene, it's no big deal, but if this just happens to be the last roll we need to complete the scene goal of X successes, it's anticlimactic and a little weird. You do a totally unrelated thing, and suddenly the fight is over. There's potentially a huge disconnect between the narrative fiction and the scene progress.

Now systems like this often have some built-in advice on how to avoid this. Pay attention at the table, craft your actions and narrations to respect how close the goal is to completion, and try to avoid stating definitively how many henchmen you're fighting in the first place. All of which is good advice, but they only work if all of the following conditions are met: 

a) everyone's paying attention and no one's getting distracted between their turns, and 

b) everyone playing understands the mechanics and probabilities of the system well enough to know if this turn's roll is statistically likely to complete the goals of the scene, and

c) the dice cooperate by not giving you super rare results when you were banking on an average roll.

If any one of assumptions a, b, or c is wrong, then the flaw described above will rear-up and overturn your applecart.

Here's how Ironsworn fixes it: 

Ironsworn doesn't automatically end the fight when you've accomplished X successful rolls. Ending the fight is instead its own special Move, with the fate of the entire battle riding on it. In order to qualify to make that Move, the party has to have gotten X number of successful rolls first. 

This means goofy actions that don't really advance the narrative goal can't accidentally roll well and end the scene, at most they can unlock the ability to have someone else's next aggressive action end it.  So instead of counting down to "we win", you're counting down to "our next roll determines if we win or lose the whole thing". 

It's basically moving the goal-posts, and I feel it's surprising how well it works for being such a tiny shift. Instead of needing "10 successes to end the fight", you need "10 successes, and then one last successful roll, to end the fight." That single extra roll means you can't accidentally blunder into a win, you have to intentionally make it. This awareness will color your narration when the moment comes, and empower the person after you take some crazy big risk and narrate in an appropriately epic fashion.




Monday, August 2, 2021

Doing Back-Flips for Drama Dice

Just an anecdote I was reminded of the other day... I don't think I've told it on this blog before. 

Many years ago, I played in this 7th Sea campaign where one of the players had clearly figured out that every time he described his action, if he said he did a back-flip as part of it, the GM would give him a Drama Die.

Drama Dice in 7th Sea are a resource you can spend to boost the effects of later rolls, or to trigger special powers like the magic his character used.

So, of course, he thereafter did a back-flip in every single turn of every single fight. I'm not exaggerating in the slightest. In fact, I remember one fight scene where with his two actions of the first Round of combat he did two back flips, and got 2 Drama Dice. Then in the second Round, he did two more back flips, and the GM gave him a Drama Die on the third action of the fight, but not on the fourth action, and the player actually had the nerve to complain. "I don't understand why I didn't get a reward for that? I thought I did something really cool?" To which the GM said "You know what, you're right. Here, have a Drama Die."

That's the moment it went from cool, to frustrating for the rest of the party. Nobody had complained up until then, because it didn't really hurt us for him to be swimming in Drama Dice. Objectively, it helped the group, and let us take on bigger challenges. And his character had a version of Sorcery that required him to spend at least one drama die every fight scene to use his powers at all, so everyone was pretty okay with him being able to consistently use his magic and not be hosed for a risky character creation decision. We could have done back-flips as well, but it was sort of his signature move, so we didn't want to steal his spotlight. 

Part of the problem was, of course, that in the 1st Edition of 7th Sea, at the end of each session, any unspent Drama Dice turn into bonus XP. The GM liked to cap each session with a climactic fight scene, so this player would always have 1 extra XP at the end of the night. The backflipper was very slowly he was pulling out ahead of the rest of the PCs. That edition of 7th Sea had an uneven character creation process, so the PCs weren't particularly balanced. My character was pretty solid right out of the gate, maybe a little too good, honestly, so it took a while before the envy monster started to get under my skin. And everyone was a friends, so, y'know, you don't want to rock the boat,  or make a big stink about something the GM's probably not even consciously doing.

You've got one player who's being constantly rewarded by the GM, punching above his weight in action scenes because of it, and also slowly getting better than everyone else. It's not a recipe for a happy, healthy game in the long term. One of the other players was a coworker of mine, and we ended up with an inside joke about difficult tasks on the job. "This one's gonna be a real chore, so you probably wanna do a back-flip before you start on it!" That little giggle definitely helped.



Sunday, July 7, 2019

Sailing Off Into The 7th Sunset

I wrapped up my 7th Sea Campaign tonight. It was 7 sessions of play, mostly just fulfilling what was officially a 5-chapter story. There was a terrible monster on the loose, and the PCs eventually figured out it used to be a Montaigne noblewoman who'd blooded the wrong Syrneth artifact. When she tried to call it to her with Porte, she got her soul trapped inside it, and her body turned into a murderous Porte-wielding monster. The players returned the artifact to the Syrneth ruins where it had originally been found, and thereby put the monster to rest. One of the PCs sacrificed themself to seal the monster in, which wasn't my original planned solution but was suitably bad-ass enough to work and feel like an epic campaign-capper. Everyone had a blast, and it was nice to run a game to a logical and exciting crescendo in a relatively short number of sessions.

Now, we certainly could have continued from there with the surviving characters and 1 replacement. It was tempting to do so, but for one misgiving: I really don't like the 2nd Edition mechanics. I love the heck out of the 7th Sea setting, but I didn't really enjoy the new system. It wasn't awful, but it never quite gelled for me. The players enjoyed the game, because I gave them a compelling mystery and an intriguing cast of NPCs to interact with -- and because the PCs were themselves fun and colorful so I definitely can't  claim credit for everything good about the campaign.

For being such a light system, it took a surprising amount of work to make fights and chases fun. The Action Sequences worked well if I took a lot of time to prepare them with a bunch of Consequences (we're fighting on a boat in a storm) and Opportunities and Villain with a good special ability and a couple Brute squads to back him or it up. If the PCs unexpectedly picked a fight when I wasn't prepared for it the battles ended up being one-sided and lackluster. Maybe that's my failing as a GM, and maybe it's not as bad as I thought, as my players didn't have nearly as many complaints as I did. For a super-light system where your nastiest Villain only has 3 stats, one of which is literally the sum of the value of the other 2 stats, it took a surprising amount of prep to make Fights and Chases feel tense. None of my PCs were Duelists, so it's possible that fight scenes would have been more readily dynamic if we'd gone that route, but as I mentioned in previous posts I think the Duelist rules had some balance issues. In D&D if the players go off the map, you can pad out your run-time by throwing a handful of goblins (or something stronger at higher levels) at them. There's no 7th-Sea equivalent of the low-prep filler-fight.

The Dramatic Sequences had the same problem of being cool if I anticipated them and prepped all sorts of neat things happening during the Sequence for players to spend Raises on, and falling flat if the players chose to investigate somewhere or talk to someone I wasn't prepared for. I'm pretty good (I think) at improvising NPC dialog and I had a multi-layered mystery plotline so I made those improv scenes generally fun, but the lack of dynamic Consequences and Opportunities in most social or investigative scenes meant that the Players didn't necessarily get their "money's worth" for character points spent on non-combat skills. There was lot of GM-fiat involved. I probably could have done better in the planning department there. The age-old GM crutch of having the PC roll some dice and basing a decision on the roll is very complicated in 7th Sea. There's no equivalent to rolling a natural 20, and rolls where the PC gets no successes is almost unheard of. As GM, you have to build multiple Consequences and Opportunities into every die roll, or else just accept that the PC will automatically succeed. I did the later far more often than the former. Again, that might be my failing more than the rulebook's. I dunno.

We're almost certainly going to switch to a different campaign with a new setting and new rules when next we get together. If that weren't the case, or if I were to give 7th Sea 2nd Ed another go somewhere down the line, I can think of a tool I might create that would help make these Action and Dramatic Sequences easier to put together on the fly. Basically a deck (or a couple decks) of Consequences and Opportunities on notecards. This would provide some inspiration and help the GM spice up a Sequence or Risk. Having them on cards you could play to the table would also help the Players realize what options they had during each scene. I know we had a couple times where the PCs missed Opportunities and at least once suffered a Consequence because by the time we got to someone's third action in a scene they'd just forgot about a detail I'd described at the start of the round, and so they dumped all their Raises on a big hit. That was ok, I guess, but it was definitely a rough edge of the system that could be polished smooth with deck or two.

The other hard part for me as GM was balancing Story Chapters. I like giving my players a lot of freedom to chart their own course, so it made me reluctant to spell out the 5 steps to my story. I was crafting a mystery to investigate, so I didn't want to spoil it with detailed steps that revealed too much. A consequence of that was my steps were a little too vague and it took 7 sessions (by my count, one of the players disagreed it was this long and my notes don't include play dates to verify) to finish our 5 Chapter Story. None of the players managed to complete their personal Stories. Partly that was because they were very focused on the main mystery, but when I did go out of my way to introduce a new major NPC for one PC's Story, they bushwacked him in the very next scene and kinda short-circuited that Storyline. So, yes, I could have done better, but it was also at least a little on them. Over all this isn't insurmountable, as I think there's a learning curve to Story creation and we would have eventually found our footing (in writing them up as well as multitasking the pursuit of plot) if the campaign continued. It's just that given the other headaches and speed bumps in the system, we're choosing to move on before that learning curve has gotten past the initial spike.

Anyhow, it's not a horrible game, and I still love the setting. I just think I'd rather put my efforts into something different for now, and my players are willing to indulge that.

Sunday, May 26, 2019

Players Gonna Be Players

7th Sea (in either edition) is not a game where PCs die very often. The mechanics of the game(s) give players a lot of outs, and lots of ways to seize narrative control or survive against all odds. Damage at worst only knock PCs unconscious. To actually kill a PC, the Villains, Monsters, and general NPCs need to first incapacitate the PCs, and then have an uninterrupted follow-up action to straight-up cold-blooded murder those characters. And even when you do get to that situation, the GM is actively encouraged to not kill them outright unless it is especially dramatically appropriate. PC death should only come if it was earned and warranted, non-random, and well-warned in advance. The GM is really encouraged to only kill PCs in very atypical circumstances, and generally only in cases where the player would themselves have to admit "yep, that makes sense, I should have seen that coming". PC death should only happen as a major foreshadowed plot development. Anything less, and instead of dying they should wake up tied to a chair, or wash up on the shore, or fall off a cliff and be left for dead but actually crawl away to nurse their wounds. It's swashbuckling heroism, where the plucky heroes always win in the end.

That said, I very nearly killed 2 PCs in my latest session of 7th Sea.

Twice.

In fact, the second time, I absolutely would have killed them, except one of the PCs had a special ability I had forgotten about, which allowed him to spend his last Hero Point to slip loose and stab the villain with the very knife he was about to use for PCtricide.

All because Players just had to be sassy.

It wasn't like I'd built up to this. The Villain who nearly killed them actually met them for the first time in this very session.  He's not even the Big-Bad of the storyline. He's an secret agent of the Inquisition who was working covertly to root out the same supernatural evil the PCs are working against. I expected him to be a distasteful ally in the "enemy of my enemy" sense, someone they could gather intel from, and maybe trick into expending himself against the real Big Bad.

Instead, right after they'd fought a really tough skirmish with the Big Bad that they'd technically won but at great cost, when the PCs were at their weakest, they chose to pick a fight with the Inquisitor. They mouthed off repeatedly, insulted his manhood, dared him to attack them, and threatened to expose his secret mission to the local government he was working against. It was pretty ballsy, and kind of awesome... and it was also a bit of a tactical blunder to pick this fight with an untested villain just seconds after a battle that had left them wounded and low on resources.

2 out of 3 PCs went down almost immediately, and the third fled knowing they were outclassed.

Fade to black. (If this had been D&D, they'd have been dead, but this is 7th Sea.)

They wake up later in restraints, being interrogated by the mustache-twirling Inquisitor. There's also another NPC present, who is tending their wounds, and seems to be sympathetic to their cause. He tells them to be careful with what they say because the Inquisitor is basically looking for an excuse to kill them. There's some exposition and playful back and forth, and I'm trying to lead to a situation where the PCs realize they actually have similar goals (defeat the supernatural evil that is murdering innocent victims all through the land).

But the one player is having none of it. He immediately starts mouthing off again. To such an extent, I feel like I have no believable options. The Inquisitor draws his dagger and leans in to disfigure the PC. I know full well as I do it that the PC won't knuckle under, and will continue to mouth off. I resign myself to having to kill a PC any second now, in a pretty awful way.

And then the player says "You forgot I have the 'Slip Free' power. I spend a Hero Point. He thinks I'm tied up, but I'm not. Taking him by surprise, I shove his own dagger into him". I was not expecting that. Well done, player. I say "well done!"

Saturday, January 19, 2019

7 recent sessions

I haven't been keeping up on the old gaming blog much. Since my last post, I have run 2 sessions of 7th Sea, played in 1 session of Ravnica-flavored D&D, and run 4 consecutive marathon sessions of D&D. Here's a bit about each:

7th Sea 2nd Ed: Thus far, the PCs have fought Ghouls, saved a woman from a lynch mob, investigated a supernatural murder scene, and navigated the social strata of a nobleman's court function. We left off last session with the PCs transporting a body on a boat in occupied territory during a storm, and just noticing that the Ghouls were sneaking aboard for a rematch. Next session should be exciting. (That session is scheduled for tomorrow,  but it's probably going to be cancelled on account of an ill player. It's a small game with just 3 PCs, so being even 1 PC down on a session has a pretty big impact.)

Ravnica: Using the new-ish D&D book that is based on the coolest world in Magic: The Gathering. I usually GM (and none of my frequent players would really be into Ravnica) but then a work-friend invited me to this, and I just couldn't turn it down. I was so certain I was going to play a Goblin Izzet Guild Mage, because, after all, this is likely the only time I will ever get to RP in Ravnica. Goblins as RPG characters can be hella fun. Then I get to the character creation session, and two other players also want to be Goblin Izzet Guild Mages. Three goblins of the same guild struggling to carve out sub-niches while stepping on each other's feats (pun intended) seemed less than ideal for everyone. Plan B then, is as follows Class: Druid / Background: Simic Combine Scientist / Race: Simic Hybrid. Essentially a fusion of elf and Blue Bottle Jellyfish (aka Portugese Man'o'war). A mutant who strives to mutate others. The first session was short because it came on the heels of character gen, but it was highly entertaining. The two goblins were hamming it up, so I get to enjoy over-the-top Izzet antics while embodying an entirely different style of mad scientist myself. I think it's going to be good.

D&D Marathon: Every time I make it down to Portland to see my old high-school buddies, we pack the evenings with copious amounts of alcohol and D&D. We introduced a new player this time as another old friend who's usually absent was able to join us for the festivities, and he played a Minotaur Bard. (We needed more cowbell.)  I had great success with a complex no-easy-answers storyline the last time we'd been in Portland, so I went for similar damned-if-you-do-or-don't material this time, too. The first encounter was a group of traveling merchants who just so happened to be orcs. The PCs of course went the full murder-hobo route, for which I made them feel guilty even though it was totally what I expected them to do. I'm kind of a bastard GM sometimes. The rest of the story had to do with a city where everyone was addicted to the newest menu at the largest inn. The players did some investigating, and then broke into the dungeon beneath the inn, accidentally alerting the unit of the city watch that keeps that dungeon sealed up tight. The ruins below has an evil altar that supplies a never-ending supply of undead if you know the correct dark ritual. Yep, the whole town is addicted to delicious ghoul flesh. (I cast "Purify Food and Drink". It should be safe to eat now.) At the end of the session, the PCs were sort-of-trapped. They're behind a secret door that the guard unit doesn't know about, but the guards do know they broke in, and could potentially reveal the gruesome secret to the town. So they need to either find another exit, or else fight their way through a couple dozen policemen on their way out. I don't get down to Portland often, so they've got some time to think up a good plan.

Night's Black Agents: Ideally, this game would meet once a month, but it's a tricky group to schedule sometimes. We're all frequently busy elsewhere. Hopefully in February I'll have another session to tell you about.

Sunday, October 14, 2018

I buried the lead in a tangent.

Earlier today, I wrote a lengthy rant about 7th Sea and why I chose to reduce the damage of duelists instead of increasing the damage of non-duelists. In a rambling tangent buried deep in that post, I said this:
Options that look strong or weak during character creation should not turn out to have radically different power-levels in play. You would not expect "Duelist" to be significantly stronger than Army Officer, Mercenary, Cavalry, Hunter, or any of the other martial-themed Background options, but it really is.

Thinking back on that, I realized this point was actually far more important than I presented it as, and I probably should have led with that statement.

The internet is full of two years of 7th Sea posts about why Duelists are unbalanced vs non-combatant NPCs, to which the most common rebuttal is "Duelists should be vastly stronger than non-combatants".

Those rebuttals are absolutely right, but they are also entirely missing the point.

Duelists have dedicated at least one of their two Background choices to being a bad-ass in combat. I entirely agree that compared to another character that hasn't chosen any significant combat options, the Duelist should be very potent.

The problem is there are several other character creation options that cost the exact same as being a Duelist (by which I mean it takes one of your 2 Background choices), and every single one of them is significantly under-powered in comparison to the Duelist.

If someone chose Cavalry and Mercenary as their two Backgrounds, they've doubled-down on combat-capable character concepts, but those two Backgrounds combined together contribute far less to their damage output or chances of emerging victorious from a battle than the single choice of Duelist that another player took.

A character who took Duelist and Courtier would do at least double the damage of a character who took Soldier and Assassin. That's what really bothers me about it.

Putting A Finer Point On The Sword

A couple days ago I posted a set of house-ruled Dueling Maneuvers for 7th Sea 2nd Edition, which dramatically reduced the amount of damage a Duelist could do. This cut it down to about 150% to 175% of a what a non-Duelist PC could do, instead of the 300% to 500% of a non-Duelists damage output as the official rules-as-written would have it. Since then, I've been reading additional other posts on forums and blogs with other people's house-rules and alternatives for exactly that same situation.

It seems most people's solution is to scale up the damage done by non-Duelists. Usually this is achieved via providing a 1-, 2-, or 3-point Advantage that gives non-Duelists access to Slash (and in some cases Parry and/or a few other Maneuvers). Adding a single Advantage seems like a far more elegant solution than completely rewriting 5 or 6 maneuvers and several of the Style Bonuses, so I can see the appeal of going that route.

That said, here are the reasons why I chose the larger-scale revision, and in particular why I chose to lower Duelist's damage output instead of raising non-Duelist's effectiveness.

Reason #1: I'd rather slow the death spiral than speed it up.

In 7th Sea 2nd Edition, a PC has 20 health boxes. 20 points of damage drops a character. A typical non-Duelist starting character is going to deal 2 to 4 points of damage per Round. A starting Duelist, on the other hand, under the core rules,  is going to deal somewhere between 10 and 15 points of damage in a turn. Which means a duel to the death is probably 2 Rounds in length, and if there's a min-maxed or "high level" Duelist on one side of a fight, PC death could happen in a single Round. Each player only rolls dice once per Round. This just seems really short and fast to me. There's no time or warning for a player to realize their out of their league - if a non-Duelist accidentally picked a fight with a major (Duelist) Villain, they'd be dead before they realized the danger they were in. Should a PC stir-up trouble, I want them to have a chance to flee, or an opportunity for other PCs to jump in and save them. Such an escape is just not likely if a battle to the death can happen in one or two die rolls. That is the single biggest problem I have with boosting non-Duelists up to Duelist levels of damage. It seems safer (from a campaign perspective) to slow everything down instead.

The other side of that coin is also mildly troubling. It's not nearly as big a deal if an NPC gets cut down without warning in one or two die rolls, but it still definitely complicates the GM's ability to plan a balanced and exciting fight scene or develop an ongoing storyline with a memorable recurring villain. I've read a fair bit online where GMs have said they needed to throw Brute Squads of 20 or 30 nameless NPCs against the PCs to keep their fights challenging. While that makes sense for a big battle at the end of major story arc, it seems less than ideal for the bread-and-butter of your standard session.

There are a few other lesser concerns that lead to my approach. I'll detail them below, but honestly these are all much smaller deals than the tendency towards instant death in the rules as written.

(Minor) Reason #2: A new "leveling the playing field" advantage isn't part of any Background package.

During character creation, players pick 2 Backgrounds that tell their back-story and give them a starting collection of Advantages and Skills. If I were to add a hypothetical Advantage that closes the gap between Duelists and non-Duelists, it wouldn't appear on any of the current Backgrounds. So either I'd need to make new Backgrounds or edit the existing ones, or live with the notion that PCs who are non-Duelists but want to be good at fighting have to spend their bonus Advantage points on it, and so have slightly fewer customization options than the full-on Duelist. Not particularly horrible, but it does undercut the elegance and appeal of just adding a single Advantage to solve the balance issues.

Tangent: I prefer transparency during character creation
One of my pet peeves in regards to gaming is RPG systems with hidden bad-choices in character creation. 1st Edition 7th Sea had these in spades. If you sunk a bunch of character creation points into knacks, especially advanced knacks, it was a terrible waste of your time and power, as those were much faster and easier to raise via XP in just a  session or two. Also, Panache, which sounded on the surface like it might be the Charisma-esque dump-stat most characters could safely ignore, was actually the strongest stat in the game as it determined how many actions you got per turn. In the first 7th Sea campaign I ever played in, we didn't make our characters together, so multiple players missed both of these truths about the creation system, and spent the rest of the campaign feeling envious of my character. It was not a great dynamic, and I learned a lot from that experience. The goal is for everyone at the table to have fun, and that is far less likely to happen if one PC is vastly outperforming others.
Options that look strong or weak during character creation should not turn out to have radically different power-levels in play. You would not expect "Duelist" to be significantly stronger than Army Officer, Mercenary, Cavalry, Hunter, or any of the other martial-themed Background options, but it really is.

That is at the core of why I'm house-ruling the Dueling damage down. During character creation, it's not going to be obvious to most players just how much better a Duelist is to a non-duelist. I can warn them, but the gap is so huge that they are almost certainly going to underestimate the importance and regret it later. If I do successfully put the fear of Duelists into them, then the whole table will be playing Duelists, which erodes character niche integrity and results in everyone having the same skills. I don't want disappointed or envious players, but I also don't want a gang of cookie-cutter PCs with diminished individuality.


(Minor) Reason #3: A ranged combat character can't compete with Dueling.

7th Sea 2nd Edition has loosey-goosey movement rules... or really, no movement rules at all. In many RPGs, movement and ranges are tracked more explicitly. In such games, this often means that melee damage output defaults to being higher than ranged damage, as a trade-off for play balance. You can hit harder if you spend an action or two moving into position and are willing to risk the extra danger of being on the front lines.

This edition of 7th Sea has no concept of the "Front Lines", and explicitly employs mechanics such as Consequences and Brute Squads that affect the entire party regardless of (non-existent) positioning. Rarely will the Swordsman find himself in greater peril than the Archer. As GM, I can force that situation, but there's nothing in the default mechanics that makes it happen, so every time I do so, everyone at the table will know that's me actively working to make it harder on the melee characters. That's a well you can't draw from infinitely without someone crying foul.

Guns have a bit of a balancing factor built in to them to account for this: they always do a Dramatic Wound, which is almost as good as doing 5 damage. Those guns are black-powder weapons, however, so they take 5 actions to reload. A PC carrying a brace of pistols (a not-so-subtle fashion style) can almost match a starting Duelist's damage output for the first Round (and just the first round). A gun-using PC can't keep up later in the campaign as the Duelist improves his Weaponry skill, but for a shorter campaign, this is very close to balanced against Duelists. Duelists are still better, but with the rules-as-written the only hope of a non-Duelist to not feel useless in a fight is to carry multiple pistols.

A PC with a bow, or a bandolier full of throwing knives, just can't compete. If the game were entirely and completely set in just the Restoration and Golden-Age-of-Piracy era, I wouldn't worry much about that. Instead, it's more of a greatest hits of European history. A friend once described the anachronistic setting thusly: "7th Sea is set in the 100-year era between the fall of the Roman Empire and the Industrial Revolution". Yes, it's mostly Pirates and Musketeers, but other perfectly-valid character inspirations include Vikings and King Arthur and Machiavelli and Robin Hood. Unfortunately, that last archetype doesn't seem to have a workable model in the current mechanics. At best you could get a Signature Item (your prized bow) and the Sniper Advantage, but that still only buffs your damage output up to about 8 Wounds per Round, at the cost of a Hero Point each Round.

Tangent: I'm not worried about Pistols overwhelming my new Duelists
I've reduced the damage or Dueling, but not Pistols. For the record, I am not the least bit worried about that swinging balance too far in the opposite direction. While 7th Sea doesn't have a rigid Encumbrance system to limit PCs from loading up on pistols, it does have social etiquette. Unlike D&D where a guy in full armor sporting 5 weapons is normal, in 7th Sea someone carrying half a dozen pistols is going to look conspicuously murderous. The campaign I'm planning to run will have courtly intrigue as well as daring-do, and the need to be able to attend court will prevent players from packing too much heat. Maybe if I was running a purely pirates-in-the-wilderness style of campaign there would be more cause for concern, but I don't expect it to be a problem.

If you're worried about this being a abused, there's one very elegant and organic way to limit the effectiveness of carrying 3 or more pistols. Just require a Raise to draw a weapon, and a Raise to fire with your off-hand. (And remember, they already take 5 Raises to reload.) With that in place, Pistols are cemented in their role as a good-opening move but an inefficient long-battle strategy.

(Minor) Reason #4: To open up some design space for Signature Weapons

In 1st Edition of 7th Sea, there were all sorts of cool weapons for swordsmen. Puzzle Swords, Dracheneisen Panzerhands, Sidhe Weapons, Rune Weapons, Castillian Blades, MacEachern Weapons, Twisted Blades, and Pattern-Welded-Steel. Having a distinctive "hero weapon" was definitely a thing, and what style of weapon you had was flavorful as well as meaningful. Almost none of that exists in 2nd Edition, and the only thing really left along those lines is the "Signature Item" Advantage.

If you've got a Signature Item, and it is a weapon, you can use it to do bonus damage. This costs a Hero Point to activate. Most characters start each session with just 1 Hero Point and can only reliably expect to get maybe 2 more Hero Points in a session, so it's already pretty limited. I've seen some posts where people say Signature Item is how non-Duelists can compete with Duelists, but I don't buy it. If you do spend 3 Hero Points on three consecutive hits in the first round of a Duel you could indeed to Duelist levels of damage in the first Round. It's expensive as heck, both draining your per-session resources and costing 60% the cost of the Duelist Academy at character creation.  Despite that cost, it doesn't get your damage up high enough to kill the Duelist you're battling in that one Round (especially if they Parry or Riposte), so they'll rip you apart in Round 2 when you don't have any Hero Points left.

It's worth noting as well that a Signature Weapon doesn't level up with you. A Duelist will do more damage (nearly doubling it) as he raises his Weaponry, but a Signature Weapon is probably going to be same bonus your entire career. And there's a weird little wrinkle where a Signature Weapon is useful to a starting Duelist (it's probably +2 damage on a Hero Point spend) but has no impact on Duelist who has raised their Weaponry during play. So the GM can't really award a fancy sword as a treasure to a Duelist, gifting it late in a campaign as a reward for success, because it won't really do anything by then. (It's still a decent treasure for a non-Duelist, as written. The dynamic is a little weird.)

Other than that, a sword is a sword is a sword. 7th Sea is not D&D, and you won't find intricate equipment lists and weapons using different dice types or significant modifiers. This is both a good thing (it's liberating and rules-lite) and a bad thing (that the only type of "special" weapon is a generic special item that is identical in stats to all other "special" items).  Reducing the automatic damage output of a Duelist makes generic Signature Weapons more useful to Duelists (and to non-Duelists as it makes them much more competitive) and also potentially opens up the possibility that a GM could introduce a more specific weapon bonus without it just further aggravating the tendency for battles to the death ending in the first Round. Not that I've done anything with that just yet, and I might not ever, but it seems like there's more room at the table for that as a possibility if Duelists are taken down a notch first.



(Minor) Reason #5: So I'm not obligated to make all Villains be Duelists

A single PC Duelist, under the default rules, can murder any non-Duelist in two Rounds or less. The only reliable defense is the Parry and Riposte Maneuvers. I'd rather have the option of crafting Villains with any background (or Background) that fits the story, instead of limiting myself to only those who've been a Duelist Academy.





Thursday, October 11, 2018

The Balance Of A Sword: Dueling on the 7th Sea

I'm looking at possibly starting a 7th Sea RPG campaign next month. I'm all excited to try out the new-ish 2nd Edition of the game, but I've noticed in the past that sometimes games by that designer (John Wick, not Keanu Reeves) have some mathematical and mechanical issues. The first edition of 7th Sea had a few bugs (Panache was way too strong, damage calculation slowed combat considerably, Swordsman Schools and Sorcery both probably cost more than they were actually worth during character creation, and Half-blooded Sorcery in particular was a disaster), but was still worth playing because the setting was so cool. I've complained at length about the balance issues and lack of niche-protection in the otherwise conceptually excellent Wilderness of Mirrors by the same author. John Wick writes great settings, and comes up with innovative mechanics, but I feel like sometimes he's doesn't take enough care with play-balance and munchkin-prevention. Or maybe his home playgroup is made up of such high-caliber players that balance issues are tertiary to the story and fun. We should all be so lucky.

With that in mind, I poked around the internet a bit looking to see what flaws my fellow gamers had identified in their 7th Sea 2nd Edition campaigns. The biggest complain I've read (aside from some folks just not taking to the more "story game" approach in the rules, or having been burned because they expected it to be more of a 1.5 edition instead of a completely new core mechanic) is about Duelists.

In short, Duelists are way too powerful. According to this article I read, a properly trained Swordsman from the Duelist Academy can do 3 to 5 times as much damage as a character with identical stats who just didn't take the Duelist Background. That's a problem, and a bad one. It's at least as big of a character creation land mine as the over-importance of Panache in the first edition. 

The problem seems to be mostly in Slashes and Ripostes. Both of these Maneuvers are significantly better than the default attack of any non-Duelist. Most starting PCs will do 1 damage per hit, maybe 3 or 4 damage total in a Round. A starting Duelist is will almost always do 3 damage per hit, and a total of 9 to 12 in a round while also preventing at least one wound to themselves with a well-timed Riposte.  When one character outperforms the rest of the party combined, it's a recipe for unhappy envious players.

The obvious power-level of the Slash and Riposte also have the side-effect of making the other Duelist options seem worthless in comparison. The only other option that compares favorably is the Lunge, but doing a Lunge ends your turn prematurely. Instead of providing interesting options and tactics to spice up duels, the strength of Slashes and Ripostes pretty much render the Duelists choices meaningless. The optimal sequence of plays for every Duelist in a sword fight is to Riposte against the first attack an enemy launches, use a Slash for the actions directly before and after the Riposte, and then a Lunge instead of a Slash for your very last action of each turn. If you're graced with the good luck of having more than 4 Actions to spend in a Round, you might throw in a single Bash, Parry or Feint, but this will be rare and you'll always know that these moves are inferior to every Slash, Riposte and your final turn-ending Lunge. That all feels like a missed opportunity to me.

I'm currently considering the following house-ruled Maneuver set for all Duelists. It reduces the overall bonus for being a Duelist to roughly a 50% increase in combat effectiveness, instead of the 200% to 400% increase that they receive with the default system written in the rulebook. Duelists have the following combat Maneuver options, listed in the same seemingly-random order in which they appear in the rulebook:


Slash: This is a basic attack, the same as any non-duelist can use. It does 1 Wound to the target. You may spend additional Raises to add damage to this attack, the same as a non-duelist can when they land an attack. Slash is the only Maneuver that is exempt from the consecutive-actions limitation on page 235 of the rulebook (you can Slash twice in a row, but cannot use any other Maneuver twice in a row without doing something else in between).
(Duelists will rarely use the basic Slash in this version. Their other options are generally better in one way or another. The only common exception to this is to use a Slash for a killing blow if your enemy starts the round close to defeat. When that happens, it will be worth it to dump a stack of raises into one large Slash early in the round to prevent them from striking back.)

Parry: This prevents a number of Wounds equal to your Ranks in Weaponry. Using Parry takes your action (and 1 Raise) and must be done immediately following the attack by an enemy that caused the Wounds your are preventing.  
(This is functionally identical to the Parry as written on page 235 of the rulebook, nothing has changed about Parry.)

Feint: This does no damage when activated. Instead, it puts the foe in a position that makes them more vulnerable. The next time your target is injured in this same Round, they take +2 extra Wounds. 
(Note that this house rule leaves the Feint at the same power-level it had in the rulebook provided you have another action to follow it up with (or an allied PC available to do the same), but I've made it just a little trickier to use. A Duelist needs good planning or a good roll at the start of the Round to get the bonus damage, and they will have to switch their tactics up from round to round. It's now usually, but not quite always, better than a non-duelists attack or an unraised Slash. Much like the new Lunge listed below, the two actions spent for a Feint+Slash are collectively 50% more damaging than two consecutive Slashes or two attacks from of a non-duelist.)

Lunge: Performing a Lunge requires 2 Raises (exactly). It does damage equal to your Ranks in Weaponry. (Unlike a Slash, this cannot be increased by Raises.)
(Note that there is no longer any restriction about Lunges ending your action. You can open your assault with a Lunge now, but it is no longer possible to spend extra Raises to increase the damage of a Lunge. The Lunge is now the only attack that does damage based on Weaponry Ranks. If your Weaponry Rank is 3 to 5, Lunges are better than Slashes. Most PC Duelists will start with Weaponry 3, so it's generally 50% better than a Slash in the early campaign. If you have enough actions available, a Feint followed by a Lunge can be very powerful.)

Bash: Does 1 Wound to the target. (Unlike a Slash, this cannot be increased by Raises.)  If that wound is not prevented, the next time this Round that target deals Wounds, their damage is reduced by your Ranks in Weaponry.
(If attacked with this version of Bash, if you can Riposte or Parry it's worth doing so to prevent the Bash penalty from effecting you. Note that a Feint preceding a Bash will boost it's damage up to the point where a Riposte cannot stop the Bash from landing and applying its penalty.)

Riposte: This prevents 1 Wound from an attack you just suffered, and does 1 Wound to the attacker in response. Using Riposte takes your action (and 1 Raise) and must be done immediately following the attack by an enemy that caused the Wound your are preventing. 
(Note that there is no longer a limit to how many Ripostes you can do in a turn, I just dramatically reduced the damage each Riposte prevents and does. Against non-duelists, the Riposte is pretty much always better than a Parry, but against a fellow Duelist the best defensive choice will depend quite a bit on what attack Maneuver they threw at you. Riposte effectively stops a basic attack, Bash or unRaised Slash, but is not a full defense against a Lunge or raised Slash or any attacked boosted by a Feint.)


 Hopefully that reigns in the power of Duelists enough to keep things fun for the other players, and also adds enough meaningful decision-making to each Round to keep the Duelist's player entertained and engaged. The idea was to keep the rules elegant, while enhancing the tactical variety from turn to turn.

Those house-ruled Maneuvers will require a few house-rules for specific Duelist Styles, as a few of the existing Style Bonuses give out too much bonus damage or interact weirdly with my revised versions of Riposte or Lunge. In general below, I haven't house-ruled any defensive powers, and have only worked to reign-in damage output. For balance reasons, I believe any particular Dueling Style should only add about +2 damage per Round, and getting even that much of a bonus should require the player to jump through a hoop or two to get it so it's not 100% guaranteed to happen every Round. Damage-prevention powers are less likely to need revision, because any PC willing to sacrifice offensive power and aggressive success to just concentrate on staying alive should be able to do so pretty reliably.

Aldana: Once per Round, when you perform a Feint, instead of adding +2 extra Wounds, it adds extra Wounds equal to your Panache.

Drexel: When the Metzger and Gerbeck stances talk about "additional" or "fewer" Raises, this is referring only to initiative order, and not any other effect. (I feel this is more a clarification than a House-Rule per se, but it's possible the original authors intended it to function differently with the old Lunge rules in a way that's not crystal-clear in the rules as written. Regardless of that intent, in my revised Maneuver system, it only affects initiative.)

Eisenfaust: Your Ripostes prevent up to 2 Wounds (instead of just 1), and inflict 2 Wounds on the attacker (instead of just 1).

Sabat: When you apply bonus Wounds from your own Feint to your own Lunge, instead of the usual +2 extra Wounds, you can apply +3 extra Wounds.

Those effects are intended to entirely replace the Style Bonus for the effected Dueling Styles, so the boosted Riposte mentioned for Eisenfaust completely replaces the "Iron Reply" text/ability, and the like. No other House Rules should be necessary to make any of the Duelist Styles in the core book play nicely with my revised Maneuvers.


On page 174 of the Pirate Nations book:

Lakedaimon Agoge: Your Lunges require 3 Raises to perform, but they do damage equal to your Weaponry Ranks +2. (This replaces the "Agoge Thrust" alternative-to-Lunge Maneuver rule, but does NOT replace the other effects mentioned for weapon type -- the benefits that you would gain a second of if you took the "Agoge Weapon Mastery" Advantage on page 150 of this book. On that note, I'm not convinced Agoge Weapon Mastery is worth the investment, even in the default rules system, but that's perhaps beside the point here.)

On page 195 of the Nations of Theah Volume 1:

Hallbjorn:  Your Feints are replaced with Slams. Slams do 1 immediate damage in addition to the normal Feint effect of setting up your target to take +2 extra Wounds the next time they take Wounds this Round.


None of the other Dueling Styles in the core 7th Sea 2nd Edition book, Pirate Nations or Nations of Theah volume 1 seem like they would need any house-ruling to work with these rules. I haven't read any of the other books, so I'm not sure if any of them have Duelist Academies or Swordsman Schools that need further modifying.

Hey, speaking of Nations of Theah, Volume 1... I couldn't help but notice that the page that mentions the Rossini Style (page 79) fails to actually provide a Style Bonus for Rossini. I'm not sure if that's a publishing error, if it got intentionally cut, or if it's lurking on some other page and I've just missed it. Here's a proposed house-rule for the Rossini special move if you also can't find it in your copy of that book:

Rossini: You may perform the Parry or Riposte Maneuvers in response to another character nearby being dealt Wounds, instead of just when you take Wounds. It still costs your Action and a Raise as normal, but it prevents Wounds to the person you are defending instead of to yourself.



Thursday, August 21, 2014

7th Sea Maps and Tokens

Earlier this year I ran a short 7th Sea campaign via the Roll20 online interface, so I needed to whip up some tokens and images. The campaign ended earlier than intended (less than half a dozen sessions, IIRC) for scheduling reasons, so rather than let it all go to waste, I figured I'd share some of the props I made.

Maps and Locations:

We'll start with a world map of Theah. This one is cobbled together from two very similar maps. The political map of Theah from the front of the 7th Sea Player's Guide, and the geographical map of Theah from the front of the 7th Sea GM's Guide. Each was individually available as a file from the publisher, I just melded the layers into a single image that had the names of forests and mountain ranges and yet still had the capitals and the national boundaries clearly marked.


Most of my actual campaign took place on a mysterious jungle-covered island where the PCs were stranded (think 7th Sea meets Lost). This was the basic backdrop map image I used as they explored. Two mountain peaks, miles of shoreline, and plenty wild uncharted jungles that could be hiding anything (such as poor abused photoshop brush plug-ins, see below).



While it's still "island shaped", I did my best to make it fill the rectangular screen space of Roll20 without wasting a lot of area on empty blue open water. Dead space would be wasted opportunity, and I planned the map to be pretty crowded once the island was fully explored.

Individual ruins and other points of interest were represented on that map by little icons that I dragged and dropped over it. For example, when the PCs found an old Porté Gate that had gone disused for so long it now was dangerous and had a telltale reddish glow, I placed this little image on the appropriate part of the map. On Roll20 I had the map scaled up and the icon here scaled down.

When the players moved to an actual site, I'd switch to either a local map or an image of what they saw.

On page 14 of the Explorer's Society splatbook there's this captivating picture of a bizarre Syrneth tower that really I wanted to use for the game. Over Roll20, you can't just hand the book around to show it off, so I scanned it, deleted the surrounding text, and added a little color and texture. The result is to the right. They explored that for a while



Character Tokens:

The PCs are shown here in red-bordered tokens for moving about the map. (Again, the tokens were usually shrunk down much smaller, and the map was always much bigger on Roll20. Also worth noting, I didn't create any of the art for these tokens, I just googled images and dumped them into tokentool.)

The PCs were a Giselle Roux (a Montaigne Porté mage) and Vadim Verekai (the only surviving twin from a pair of Ussuran circus acrobats). These PCs were associated with the Explorer's Guild, which was how they ended up on the mysterious island in the first place (their ship vanished after their arrival, resulting in the temporary stranding).

NPCs:

There was a relatively small cast of characters, given that they were stranded on a deserted island for most of the adventure.  I wanted to get just the right image for each character token, so I made up several and then chose the one that best captured the concept when shrunk down to map marker size.

Here's some vodacce characters, including a fate witch I never used, and 4 different dark and brooding vodacce men that I eventually picked from.   I used one of them for the cruel Bosun of the ship they arrived on who was also stranded on the island with them, so there'd be at least one pain-in-the-ass but mostly grudgingly trustworthy character that they couldn't just kill without there being consequences.
Next are tokens for two Vestenmannavnjar women. One of them I used as a crazy woman, named Githrun Thithransdottir, who'd been stranded on the island for years before the PCs arrived. The less-crazy token didn't get used at all.
The crazy viking lady was usually being chased by Ghouls; the island had quite a few of them. If there's an actual illustration of a Thean Ghoul in a book somewhere, I haven't seen it, and nothing useful comes up in a google search. They're described in the GM's guide as roughly grey carnivorous apes, rather than the undead humanoid that the word usually brings to mind. They're basically just another wild animal within the setting, albeit one that is known to attack humans in the middle of the night. I wanted them to straddle that line between intelligent and monstrous, mostly mundane but just a touch feral and alien. So I stole art from an old school Magic: The Gathering card (Barbary Apes from Legends) that I thought caught close enough to the right feel. This art wouldn't have worked for Ghouls on mainland Theah, but it was just fine for a remote island.
The other major NPC was a "fish out of temporal water" character who'd been not just stranded, but somehow preserved within the old Syrneth tower (pictured above) for hundreds if not thousands of years. He was dressed as a servant from Old Numa, and spoke in an oddly accented version of the old academic tongue.

The PCs set him free, and I was slowly hinting that this was a big mistake... like he might be a willing servant of Legion, or been a Bargainer himself, or a skinwalking Syrneth murder-monster, or just the unwitting victim of some old curse or enchantment... but the campaign ended early (for out-of-character reasons) so they never got find out what he was exactly, nor try to put the genie back in the bottle. Suffice it to say, lots of creepy things happened in his presence. His name was Nymphidius Curio Maior, but in the player's defense they didn't learn his full name until after they broke him out of the ancient prison machine.



Monday, March 18, 2013

4 Campaigns at once

On top of my Continuum RPG that I run nearly every Wednesday night (and have been for 4+ years now),  I'm now adding 3 other campaigns.

On Mondays, I'll be running two games, that alternate roughly every other week, depending on which players are available.  These are with people who were in my Continuum game, but had to drop out for various reasons mainly having to do with inability to schedule everyone on the same night (and one player being unable to show up more than twice a month, regardless of day).

So, on Mondays when everyone's going to be around, we'll be doing short-shots and mini-series. The first one I'm going to run will be starting 2 or 3 weeks from now, and probably be a Scion game, but using either Fate or PDQ for the rules as those are much simpler systems than Scion's default White Wolf d10 system. Frankly, the setting and concept of Scion are great, but the mechanics were a pain in the butt past Hero level anyway. This miniseries will last 4 to 8 sessions, and then one or more of the players will take over GMing some other miniseries for a while, before I cycle in again. When I do, I'll probably try another stab at Night's Black Agents, which I like a lot but I got the impression one of my players wasn't thrilled with Gumshoe.

On the alternating Mondays (starting a week from today), when the one player just can't make it because of rotating work schedules, I'll be running 7th Sea. Again, the 7th Sea setting is better than the easily-broken system, so for this I'll be using a hybrid that is 80% PDQ, 15% 7th Sea, and 5% Fate (just character creation).  Light, mostly simple, and easy for me to improvise because I've got a lot experience with the setting.

Continuum continues on Wednesdays, though with a slightly smaller play group than it once had.

On Sundays, I'll be running a huge Warhammer Fantasy 3rd Ed campaign. We made characters yesterday, and it was awesome. More about that in a future post, I assure you.

4 games at once, using 3 and a half rules sets, 1 of which is mechanically crunchy (Warhammer), and 1 of which requires extensive multi-timeline micromanagement (Continuum). So, clearly,  I'll have zero free time in the next few weeks as I sort things out to get 3 games launched, and not many aimless days in the weeks thereafter.

It's possible I just might be crazy for trying to juggle all this at once.

Friday, January 28, 2011

John Wick could use an editor

Last night I played Yesterday's Tomorrow (a retro-pulp RPG, sometimes abbreviated "Yes. Tom." below, because it amuses me to do so) by John Wick. Between it, and my experiences running Wilderness of Mirrors half a dozen times in the past year, I've come to an inescapable conclusion. John Wick needs to get himself a number of assistants:  a friend who is really good with numbers, a blind playtest group, and a cold-blooded editor who is not afraid to hurt his feelings.

Don't get me wrong, I love John Wick's games. I subscribe to his YouTube channel. 7th Sea remains my favorite setting in all of gaming. I really admire the core idea of Wilderness of Mirrors, putting the "planning stage" of caper and spy movies front-and-center in RPGs. Yesterday's Tomorrow had some awesome concepts (Peril) and a great sense of genre. On an abstract theory level, all of these are incredible games. However, all of these games share one or two common flaws that really get under my skin and detract from the experience at the table. I love them, but I'm never completely happy with them.



Off Balance: 

In Yesterday's Tomorrow, character creation makes no mathematical sense. There's four Attributes ("Styles"), and each rating point in them unlocks corresponding advantages: so far, so good. But the advantages make no attempt at either balance nor coherence. Most advantages boil down to just +1 die. The exceptions are the "Special" advantages, for which there are basically one per Style, and you can only get them for your best Styles. All this works well in theory, but the actual power-level of the Specials vary wildly. Fighting Styles and Titles give +2 dice per level of advantage, making them twice as good as normal advantages. They're "Special" and somewhat limited, so that's fine. But for each point put in Mysticism, you get +3 dice and a special power. There's no trade-off, nothing to balance it. The Specials for Mystery are just plain better than for the other three Styles, with no rationale or explanation of why. Plus, given that the rules specifically allow you to use Advantages from one Style on rolls of completely different Style, those bonus dice in Mysticism are really flexible. If you want to be the best fighter, don't waste your points on Kung Fu or Marksmanship, take Mysticism: Invisibility and attack people from surprise. If you want to social your way through situations, don't worry about Titles and Romance, just take Mysticism: Command and Mysticism: Hypnosis. Sure, it's a "high trust" game that's not really about success or failure, but when one of four attributes is so obviously more powerful than the others, the rules really shouldn't pretend that it isn't.

Then there's all sorts of other weird little blips to character creation, like the Athletics Talent that gets +2 dice for no specified reason (all other Talents are +1 die), several instances where "Imagination" is accidentally substituted for "Science!" without explanation, and the weird phrasing of the Romantic Interest special. Then there's the bit where it tells you further information on Gadgets can be found in the Risks section, but when you go to look it up, there's nothing there on the topic. There's a really simple and elegant character creation system hiding beneath these layers of unexplained and arbitrary wonkiness. The game comes very close to greatness, but ultimately fails to live up to it's potential. It falls victim due to balance issues, poor editing and lack of examples for some of the less obvious things you can put on a character sheet.

The weirdest bit has to do with NPC Companions - each PC can have one, but the rules don't really explain how they work. If they add to your pools, they're way over-powered, giving +6 dice (split across three Styles) for 1 advantage rank. If instead you have to spend your PC's Peril to activate them, you'll almost never do it, because your heroes pool will almost always be larger. If they're a second character you get to play even when your main PC is not in the scene... well that's just not ever stated and is only vaguely implied at best.

Wilderness of Mirrors had similar lack of balance at character creation. 5 attributes, one of which ("Saturn", the team-leader power) was a completely useless dump stat for every PC except the actual Team Leader, because it literally can't be rolled for any useful purpose during the game. So while there's no single ultimate stat like in Yes. Tom., there's one stat that's just obviously worse than all the others.

In 7th Sea, the best stat was clearly Panache, as each level of it gave you another action per round to use the rest of your stats. Every campaign I've played or GM'd of it had all the players openly envious of the PC(s) that had more Panache then them. A low Panache could make combat deathly boring for you, waiting your turn while everyone else took two to three times as many actions each round.  Likewise, Attributes were far better than Skills and Knacks, and the costs at character creation were completely different ratios than the costs later with XP. The player who put the bulk of his or her points in Attributes (especially Panache) would be at a great advantage over the player who wasted points on skills. Let's say you wanted to be a great swordsman - the way to do so was not to invest character points in Attack: Fencing or Parry. Putting those points in other areas (Panache and Finesse) would get far greater results for your investment. That's really counter-intuitive, and thus far from ideal.




Second-best is too darned good:

This is also related to character creation, and is a recurring theme in John Wick's recent games. Essentially it boils down to lack of character niche or specialization. By default, every character ends up being really good at everything. There's no "I'm our breaking & entering specialist" or "she's the tank", or "he's the smooth talker", because everyone is almost equally good at everything.

In Yes. Tom. there's four attributes ("Styles") and each PC is really good at two of them. But even when rolling the one's you're supposedly not good at, you're still likely to get enough advantages affecting the roll that success is guaranteed. At four dice, you're looking at a 93% chance of getting the single success needed to narrate "I kill them" or "I jump out the window to safety" or "I convince them that I'm trustworthy". But four dice is about the lowest you should ever be rolling. Sure, I'll prefer to roll my best stat with the 10 dice it could generate for me, but effectively the characters have no weaknesses (especially if they took Mysticism). If the big lumbering thug with murder on her mind has to finesse her way through covert diplomatic negotiations at an upper-class soiree, she probably pulls it off. The only thing that could stop her is if she chooses not to roll, or intentionally narrates her own failure. So there's no risk of failure in your worst stats, it's just that you'll get to narrate more bells and whistles and flavor text in your best stats.

On one hand, I applaud the power-realization that the game enables. Certainly it's a fresh new way to approach the core concepts of fantasy gaming, and it definitely captures the dashing larger-than-life heroes of the pulp genre. It should appeal to narrativists, method actors, and monty haulers alike - I have to acknowledge that that is pretty cool in the abstract.

At the same time, it makes all the PCs very cookie-cutter. Your top two (out of four) styles are mechanically augmented, they get the specials, and just more advantages in general. There's no distinction between those top two, however. Action primary and Romance secondary will play and feel almost exactly the same as Romance primary and Action secondary.  Which means that there are exactly 6 character builds (Action & Mystery highest, Action & Romance highest, Action & Science highest, Mystery & Romance highest, Mystery & Science highest, Romance & Science highest). The mysticism powers should in theory expand that somewhat, but in practice there's strong mathematical incentives to spend most of your Mystery advantages on getting most of the mysticism powers, so two characters with Mystery as a high stat will mostly duplicate powers. With really good roleplayers and a small enough group, this will be a non-issue, but a game that only works within certain constraints should probably at least mention that fact in passing. Some advice for GMs in group size, or advice for PCs in character creation goals would be well worth adding a page to the short pdf.


Wilderness of Mirrors has the same problem. There's five attributes, and each PC has enough points to get themselves the maximum score in 3 out of 5 if they take the minimum score in the remaining two. Given that one stat ("Saturn") is an under-used dump stat for all but one of the PCs, it's not a hard sacrifice to make, at least for everyone but the Team Leader.   Your three high-rated attributes are flexible enough to cover most situations, and the typical character employing this "hat trick" build will almost never be forced to roll their one genuinely bad stat. If it does come up, they'll probably have a few spare Mission Points to cover it. End result: every PC is equally good at everything that matters (with the possible ironic exception of the team leader, who gets shafted).

Now here's where John Wick's recent creations have problems that his earlier works didn't always exhibit.  7th Sea did not have this problem at all. It featured half a dozen different types of Sorcery, each of which oozed flavor (literally, in the case of Porté), and had completely different mechanical engines and effect types. There were half a dozen (and five or six times that with all the sourcebooks in play) Swordsman Schools, each of which had it's own special moves and most employed functionally different weapons. There were enough attributes and skills that know one character could master them all. A large palette of Advantages, Arcana, and Backgrounds rounded out the options at character creation and gave each PC their own theme. It was a little fiddly as a result, but you could have a large party of 8 PCs with very distinct specialties and no overlap.

So why was 7th Sea better in that regard? Was it just a function of being more crunchy? Are his recent designs too rules-light to have room for play balance or character niche? Is it impossible to make a story game that is fair and mathematically sound, and also gives each PC something special? Is character niche only achievable in a crunchy, option-loaded system?

I don't think that's the answer or the cause. I suspect that explanation is that 7th Sea was a team effort. I've never met the man, but my take on this is that John Wick is an "ideas guy". The sort of person who brainstorms and dreams really well, comes up with cool ideas and isn't afraid to put even the wildest of them to paper. I am moved by his artistry, even as I criticize and decry the rough edges. I'm hoping that someday soon John Wick gets himself a really top-notch support team to help put the final polish on his games and fix mathematical awkwardness. I invariably love his core concepts, yet often end up frustrated over the presentation and finer details.



 A few simple fixes:

I hate to be the guy that just bitches and gripes, and never does anything to solve the problem. So here's some links to possible solutions to the complaints I've raised.

House-rules and fixes for Wilderness of Mirrors.

House-rules used to reduce the excessive combat math in 7th Sea.
For those new to 7th Sea, or just making characters for the first time, following these short rules. (Delivered from memory, it's been a few years since I last made a character)
  • Buy Sorcery and/or a Swordsman School, they make your character more interesting. Don't waste points upgrading their knacks just yet, you'll be fine with the basics for a while, and they're easy to raise with XP later.
  • If you have not read your Sorcery thoroughly, only take it Full-Blooded. Some of the Half-Blooded sorceries are crippled in non-obvious and unsolvable ways.
  • Panache is the king of Attributes. A Panache of at least 3 is a must have, or you'll regret it.
  • Attributes are better than Skills, and a broad base of Skills is far more important than raising individual Knacks. Though it doesn't read like this should be true, Basic Knacks are far better than Advanced Knacks. Advanced Knacks only cost more at character creation, and are cheap with XP later. At character creation, there's no need to raise any Knack above 1.
In just a moment I'll adress the rules to "Yes. Tom." In my very next post, I'll provide a set of House-Rules that I think would bring out the best Yesterday's Tomorrow has to offer.

Tuesday, December 2, 2008

Multi-genre-ism: Firefly, Deadlands, 7th Sea, even Land of the Lost

Man, do I ever love Firefly. I've wanted to game it for a long time, but have never quite made it happen.

What I love most about Firefly is the many Genres it draws from. It's relatively hard SciFi, but it's also a cliche-ridden Western. Every so often, an episode will be about courtly affairs and dueling, or creepy Reaver-laced Lovecraftian horror, or a good old fashion heist/caper film. There's even Orcs in Serenity. You can do anything in that setting. Each new planet or episode can have a completely different roots.

In particular, I think it'd be a great RPG setting because you could run a long-term campaign with recurring characters, yet keep everything fresh by setting each session in a different genre. I love trying out new things, yet also get significant pleasure out of ongoing character development. A setting like Firefly gets the best of both worlds in that regards.

There's other RPG settings that get a similar multigenre feel...
  • Deadlands explores much of the same territory, but includes pulp and steampunk elements instead of SciFi, and plays up the Horror aspects much more than Firefly ever did. It also has magic, which is about the only genre trope you couldn't work into Firefly. It uses a variant on Savage Worlds these days, and I expect I'll end up running it or playing in it someday. The poker hands used in Hexslinging and fastdraw shoot-outs is pretty slick.
  • 7th Sea is all historic fantasy, but it leans heavily on more than one era of history. I like that one PC can be a pirate, another a viking, the third a french musketeer, the fourth a celtic bard, and the 5th a spanish inquisitor. Despite all that crossing of the streams, it manages to stay coherent. It's also got the most flavorful magic systems ever set to paper - Porté is damn creepy. Which brings up it's other cross-genre embellishments: Swashbuckling pirates, noble nights and scheming courtiers cross paths with supernatural archaeology, witches and demonologists, the sidhe, dark conspiracies, and Zorro. Good stuff.
This week, I'm embarking on an ongoing RPG experiment. I'll be starting a one-player Savage Worlds campaign with my wife. The setting will be the cheesy old children's show Land of the Lost. More on that in my next post.

Wednesday, October 15, 2008

Of 7th Sea and Savage Worlds

I loved the 7th Sea RPG. I use past tense, because eventually Igrewfrustrated with it. I love the setting - present tense - it's sorichand flavorful. I hated, and hate, certain mechanics. Not all ofthem. Ilove the concept of drama dice. The hubris idea is alsoincredible. Butcertain other bits fall apart on playing.

The twobiggestproblems with 7th Sea's mechanics are # of actions per playerper turn,and the damage system. A starting group could easily have onecharacterwho acts once per turn, and another PC who acts 5 times perturn. Ifyour buddy is acting twice as often as you, you tend to getbored orenvious or both. If he's making 5 times as many attacks, itgets out ofhand damn quick. The damage system's problem was of one ofcomplexity.Everything else was one die roll, with anall-or-nothingwinner-takes-all motif that meant once you'd counted tothe difficultynumber, you could stop counting. Damage, however,required a variety ofmodifiers, then a roll, then the victim rolls, andyou either subtractand do math and record the math and maybe add thatmath to other math,or you erase what math you'd already done to recorda different type ofnumber. It was a sore thumb demanding attention. Combined, theseproblems magnified each other, as the character who acts5 times perturn might launch 5 attacks, get lucky, and need 5cumulative damageresults and the cascade of math that follows. Whenthat's all finallydone, the GM must wake up the other players. I'mserious. Gilbert fellasleep between combat rounds all the time thanksto my three morepoints of panache.

I've been playing a fairamount of SavageWorlds lately. It seems to be the most popular systemfor Emerald CityGame Feasting. I can't say that I like the SavageWorlds system,though. At first, I thought it was just my distaste ofd4s, especiallywhen they occur in mixed dice pools. Trying to put myfinger on it viaemail to a friend today, I realized what the problemreally was. SavageWorlds has 7th Seas problems.

It doesn't havethem to the sameextent. I'm pretty sure you can't get more than 2attacks per turn(maybe 3 if you're Two-Fisted and have First Strike,not sure if theystack), at least not easily. But, while most characterswill only haveone action per turn, some will get too. It's cheap enoughthat anystarting character can have it, but expensive enough mostwon't. If youtake the two-attack option, you're dedicating yourcharacter to combat.More importantly, it's enough of your resourcesthat the charactercan't really do anything but combat. Which meansyou're bored outsideof combat, so you provoke fights, at which pointthe other players getbored. With fights come damage rolls, which areclunky and burdenedwith more math than anything in the system. Mindyou, the extremesaren't as bad. 2 (maybe 3?) attacks instead of 5, andnot as muchdamage-related record keeping as 7th Sea.

But SavageWorlds islacking something else 7th Sea has: that beautiful, richenvironment.The generic nature of Savage Worlds is in some ways andadvantage, butit's also in some ways unfullfilling. I'm left with theanalysis that'sit's like 7th Sea, with minor improvements in the areasI disliked, butat the cost of completely missing the parts I love.


Update:Iacknowledge that a valid counter-argument could be raised as "butwithSavage Worlds you get to design your own flavorful setting" oreven"what the heck's stopping you from converting 7th Sea's awesomesettingto SW's somewhat less annoying mechanics."

Tuesday, September 9, 2008

Wild-Die vs Drama Die

Please forgive my calling Last Unicorn's "drama die" a "wild die" in several posts the last couple days.

I've only played ICON Star Trek once, but I've played lots of d6 Star Wars and lots of 7th Sea.

In d6 Star Wars, the Wild Die is the one that indicates critical success on a "6" and critical failure on a "1". Last Unicorn / ICON Star Trek calls that The Drama Die. In some versions of the d6 system, this die explodes.

In 7th Sea, "drama dice" are something completely different. You get them for good roleplaying, or taking cool actions. Later you spend them to boost only the most important rolls.

Because of years of those contexts, I'm likely to continue to use Wild Die and Drama Die as I first learned them. If I say "Wild Die", know that I'm referring to a die you always get to roll that is somehow special (probably involving crits) from the other dice of the roll. If I say "Drama Die" know that it's some sort of reward die or limited resource die that will probably be used sparingly.

Thursday, August 28, 2008

Some d10 math

Average roll of 1d10: 5.5
Average roll of exploding d10: 6.11111111111
Average roll of two d10's (non-exploding) keeping just the highest die: 7.15

If I remember correctly from all the math I did back when I was playing 7th Sea, each unkept d10 (in a system where dice explode) raised the average roll of the dice by nearly 2 points.
So 1k1 averages 6, 2k1 (roll 2 dice and keep one) averages about 8, 3k1 averages around 10, 4k1 averages nearly 12, etc.
The math to prove this is more than I want to deal with right at the moment, as this post is purely a tangent to something else I was writing about. So take the above with a grain of salt. I'm pretty sure I worked it out and proved it, but that was 4 or 6 years ago, and I couldn't do so today without an hour or two of hair-pulling math to verify it.

Luckily,
a) there's a probability chart in the 7th Sea GMs guide to save you the trouble,
and
b) I'm not running 7th Sea right now so there's no need for me to work it out precisely.

Wednesday, July 30, 2008

Wushu (longer review-ish, plus Wushu/7th Sea hybrid)

Two days ago, I GM'd Wushu for the first time. I'd played it once before, a week and a half ago. This week's game was set in the world of Theah, the setting of 7th Sea. Here's some observations:
  • In general, I really like Wushu. The best innovation it has is that the paradigm of "state what you want to do, then roll to see if you do it" has been done away with. Instead, you state what happens, and once it's been said, it happens. If you say "I stab him" then you stab him. The die roll determines how effective the stab is, but the die roll can't make you miss.
  • The second best innovation (which, honestly, is just the second half of the first innovation) is that you aren't describing a single action, nor just your own actions. When you watch a sword fight in a movie, it's not a matter of one person moves, then swings, then the other person moves, then swings, then the whole series repeats. Instead, the fight takes both parties all around the scenery, and involves aggressive flurries, combo moves, and colorful stunts. If you say "I swing across the room on the chandelier, and drop behind him. He spins around just in time to barely parry my initial assault. I beat my blade against his several times, making openings and forcing him to give ground all the while. He manages a few counter-attacks, but eventually I back him in to the corner from whence there's no escape, and that's when I carve my initials into his shirt," it happens. If someone narrates an action that your character would never do, you may invoke a veto, but otherwise what's said happens, no matter who said it.
  • Wushu is light and flexible, and readily ported to other settings. It's easy to use it to handle games (like 7th Sea) that have great, fleshed-out settings, but slightly clunky rules sets. A complicated system from 7th Sea, like a Swordsman School or any one of the 5(+) styles of Full-Blooded Sorcery, can be boiled down to a single Wushu attribute. Rather than having to memorize and understand a complicated system, you can use it as a summary and springboard for stunts and ideas. This will of course work best when all or most of the players have read large sections of the complicated rulebooks, so that everyone knows roughly the kinds of things various powers are allowed to do within the setting. It's still worth buying and reading more complicated games, but you now only have to understand the nutshell concepts, not the fiddly minutia.
That said, the Wushu system isn't without its flaws. It's a good system, but not perfect.

  • The decision to make low dice successes on pool rolls was a strange one. Players are trained by the majority of games to feel like a high roll is a good roll. Going against that isn't a big deal, but neither would it have been a terrible burden to invert the number system. Doing so would have made character creation a tiny bit more difficult to explain, but certainly no harder to play. It's also worth noting that the game uses two types of rolls: pool rolls and scab rolls. One one type of roll you want to roll low, on the other you want to roll high, and there's no mechanical need for this discrepancy. Given the choice between two decisions, one of which will save 1-2 paragraphs in the rule book, and the other makes play more intuitive and more psychologically rewarding, I know which decision I would have made.
  • Wushu Open has pretty much nothing in terms of timing rules. With the right group, that's a big plus, but I think they may be limiting their market to experienced RPG groups by doing so. The lack of timing is the only thing that keeps this from being the sort of RPG to cut your teeth on. New players, especially those new to gaming (not just new to this game) need a little more structure. Without it, more boisterous players will hog the glory while quieter casual gamers sit around doing nothing. Similarly, inexperienced GMs would probably get overwhelmed (out-of-character) the first time the PCs decided to dogpile on an NPC Nemesis.
  • Wushu is at it's best when the PCs are heroes. The lack of timing rules, coupled with the lack of actions for mooks, requires the villains to do some villainous at the start of the scene to justify the PCs smacking them around for the rest of the scene. If the PCs are anti-heroes, or if the NPC villains are initially passive, flaws with the (lack of a) timing system become much more pronounced.
  • Likewise, the mook battles don't leave much for the GM to do. This is especially pronounced in a one-player game, where by the rules, a GM's only action in a minor fight scene might be to announce the arrival of the mooks. With 2 or more PCs, there'd be more interaction, but with 1 PC and a GM it's almost a solitaire game at points.
  • Our 7th Sea / Wushu hybrid game was a one-player (plus GM) scenario, in which Sarah's character was a Pirate. Man, did that ever make the first scene awkward! She picked [as in started] the fight, and at cannon-range it's pretty much just a mook battle, so there wasn't much for me to do. She'd only played Wushu once before (and never actually RP'd a high-seas cannon battle) so she was having a hard time getting into the feel of the system and what kind of stunts are appropriate during a cannonade. The only way I could help was by breaking the rules. Which I did eventually, and thus it all worked out, but the first 5 minutes were really odd. Having learned that lesson, it won't be a problem the next time we play.
  • Other areas that are a little weird in the Wushu Open rules is the transition from 'acting' to 'action'. There's really no GMing advice in Wushu Open, and with no timing rules, it's hard to say exactly when a parlay becomes a melee. Again, this is the type of problem that sorts itself out with familiarity and experience with the system, but it's gonna be slightly awkward the first time it happens. (Why would this be awkward in Wushu, when it isn't in most other games? Because in Wushu, when you act, you aren't just narrating your own actions, you're also saying what the foes are doing, what's happening in the background, etc. But prior to the fight breaking out, the GM is presumably the one playing the NPC. When and how the transition happens isn't clearly defined).
  • The flaw/weakness system in Wushu is just so-so. On paper it looks good, but in practice it doesn't quite feel right. The vampire example (given in the Wushu Open rules file) doesn't just make Vampires take more damage when struck by a wooden stake, it makes the Vampire significantly less effective on it's own attacks, less capable of using it's magic, etc, any time the foe is holding a stake. It doesn't seem logical that holding a stake should protect me from his hypnotic gaze.
  • When we do the 7th Sea / Wushu hybrid again (which we will since, despite all the above complaints, we both really enjoyed it) I have a "fix" to solve the weakness of weaknesses. We'll do away with the weakness rules as written. Instead, each PC (and major NPC) will have a Flaw or Hubris, chosen from the corresponding charts in the 7th Sea books. Obviously, we won't have Drama Dice to activate them as one would in 7th Sea. So instead, the Flaw will be revealed (a peek behind the curtain, so to speak) at the start of the scene. That way all parties involved know what the weak spot of the enemy is. Rather than affecting dice rolls, it'll just be stated that no one can use a veto to over-ride a situation where a described action plays into their Flaw/Hubris.
  • Wushu has no experience system or character advancement. That makes it somewhat unappealing for a long-term campaign. If it had a finer scale of gradation (d10 instead of d6, for example) it might better support an XP system, and thus have longer legs. As is, it's a sweet little one-shot engine.
For those now interested in Wushu, here's some links:
  1. download Wushu Open the free version
  2. various Wushu PDF books priced from $2 to $5 at drivethruRPG
  3. Wushu resources
  4. a very thorough and insightful Wushu review
  5. a short Wikipedia article (which doesn't meet their notability guidelines, and thus may disappear sometime soon).