Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts

Sunday, September 19, 2021

5 Parsecs: Patron vs Rival vs Quest Analysis

 This is about Patron Missions in Five Parsecs From Home (3rd Edition). Because of a conversation I was having recently in the 5 Parsec Discord, I did a little bit of analysis to figure out just how much better a Patron Mission is than a Rival Fight, and then followed that up with a comparison to Quest Missions. 

Basically, you want to be doing Patron missions every chance you can.

The Patron gives you Danger Pay, which you get even if you fail the Mission. Danger pay ranges from "+1 credit" up to "+3 credits and roll twice, picking the higher die when rolling for mission pay".  Every once in a while, a failed Patron Mission will actually pay better than a successful Rival Fight. It's not common, but it is a possibility.

The Patron job also has an 80% of having a notable sight, while the Rival Fight only has a 60% chance. The distribution of notable sights that convert directly to cash goes up as well,  36.6% for the Patron Mission vs just 23.3% for the Rival Fight. 

The Patron job is also eligible for the bonus of "count a roll of 1 or 2 as a 3" in the Get Paid section, and the Rival fight isn't.  While the overall increase there is small, it's noteworthy in that it's eliminating the worst results, and effectively establishing a minimum payment, much as how Danger Pay does.

Basically, a successful Rival fight averages 3.883 credits, and a successful Patron mission averages 6.2632 credits. While that is less than +2.4 credits difference, it is roughly a 61% increase in your revenue for the turn. Over time that adds up. Also, consider that the minimum payment on a Rival Fight is 0 if you Lose and 1 if you Win, whereas the minimum payment on a Patron Mission is 1 if you lose, and 3 if you Win. So it's just a safer bet all around. 

Keep in mind that your Upkeep on your Crew is probably ~1 or 2 credits, and your Interest / Upkeep on your ship is probably another ~1 or 2 credits. So a Rival Fight, especially early in the campaign when you still owe a lot on your ship, may only be roughly break-even for the Turn even if you Succeed. A Patron Mission will really only be break-even on a Failure, and should almost always turn a profit on a Win.

Moreover, that 6.26 credits estimate is intentionally ignoring anything that gives other tangible-but-not-quite-cash boosts, such as anything you can get from a Benefits roll if you get lucky enough to qualify for Patron Benefits on that Mission. Patron Benefits might be an extra roll on the Trade Table, or an extra Loot, or "Health Insurance" that provides two free Turns of Recovery for KO'd characters. That Health Insurance essentially has a value of 8 credits, so it alone is worth more than the maximum payout for a Rival Fight.

Patron Missions are also superior to the payout on any Quest Mission short of the final Mission of a given Quest (which gets bonus Loot which is hard to assign a strict value to). Because it's possible for various random charts (Trade Table, Battlefield Finds, etc) to give you Quest Rumors, it's actually most beneficial/strategic to ignore your Quests for several Turns until you've picked up so many Rumors that the Quest will automatically only last two Missions. Quests don't expire, so there's really no drawback to letting them "mature" before focusing on them. 

Quests have two main benefits, both of which only pay-out on the final Mission of the Quest Chain. That final step in a Quest gets you about +1.77 more credits than an Opportunity Mission would, but here's the catch: Danger Pay is roughly +1.6 more credits than an Opportunity Mission. So while that final Quest payout works out to only about +0.17 more credits than a Patron Mission, the need to spend at least 2 Missions on the Quest chain makes the overall Quest chain income actually slightly less than just doing only Patron Missions in that same number of Turns.

The other pay-out on Quests is that they give you extra Loot rolls, which are hard to compare and contrast directly. The random nature of Loot rolls, and the weird way 5 Parsecs handles shopping, does mean that sometimes a Quest will give you something that you've never had access to in any of your previous Turns. That is excellent when it happens, but it's far from guaranteed, and again your best bet is to hold off until you've gathered enough rumors so that you can complete the entire Quest in just 2 Missions. The final Mission gives you 3 Loot, and any normal Patron / Opportunity / Quest Mission gives 1 Loot for a Win. So if the Quest chain is properly managed so that it only takes 2 Turns, then you're getting 4 Loot overall, basically double normal. As soon as you add a 3rd Turn chasing the steps of the Quest, you're not only scoring less than double-Loot, you're also losing money overall.


 Of course, all this number-crunching and bean-counting may be missing the most important observation of them all: The point of Five Parsecs may not be to "win" the campaign. I mean, sure you don't want to just fail Turn after Turn and watch your crew die off one-by-one, but ultimately if your goal is just amass a bunch of credits, that's probably pretty dry and boring. Pursuing nothing but Patron Missions can be fun, but eventually you may want to try out other types of battles. A Rival Fight where you're defending your ship may not pay much in Credits, but it does have a certain amount of visceral fun and excitement. 

Once you've played enough Patron Jobs to pay off your ship loan, you may actually want to take on sub-optimal Missions just to get the maximum play variety out of the game. There are certain scenarios that don't ever show up in Patron Jobs, so you may want to play an Opportunity Mission, Quest Mission, or Rival Fight just to experience everything Five Parsecs has to offer. (On the other hand, quite a few of these other Mission scenarios say "if you drive off the enemy, you can <insert mission objective here> at your leisure, so if your playstyle is aggressive, or your PC Crew have strong ranged attacks, all these scenarios may end up being very close to the default experience.

Thursday, February 23, 2017

Mos Philos

In Night’s Black Agents, every PC has one MOS. This stands for Military Occupational Specialty, which, while delightfully jargonized, is a little misleading. It doesn’t necessarily have anything to do with the Military or your character’s official occupation. In a nutshell, an MOS is a once-per-session* automatic high-level success. You pick a single skill that you can absolutely rely on to save your bacon once per night*.



*: Recommended House Rule: The rules say MOS is once per session, but I’ve found that once per MISSION works much better, especially with larger groups. Once per Op means the players have to be a little careful not to just blow their MOS on something trivial, and in turn that frees up the GM to really make those MOS activations knock everyones socks off. The best reason to go with once-per-Operation instead of -per-session is that this discourages players from dragging things out. Someone metagaming the refresh system of a Gumshoe game like NBA can actually wreck your campaign. You never want a situation where the best play is to turtle up and do nothing until the end of the night because next week the PCs will all be back at full strength if they just stall out the clock. For my own campaigns I’ve moved all the end-of-session refreshes and processes to happen at end-of-mission instead, and I find it’s a strong improvement. Ops rarely last more than a second session back-to-back anyway, because all those MOS activations and Cherry benefits generally allow the PCs to shoot for the moon and stick the landing on any plan in just a session or two. About the only situation where I would consider moving things back to a per-session basis would be if I was running a campaign with just 1 or 2 players.  

I’ve seen three main philosophies or schools of thought for player MOS. Having seen them all in play, I think all are equally valid, though it took me a little while to get to that. Here’s three ways to pick an MOS:

1) Use it to strengthen the skill you plan to spend the most frequently. This is the obvious play for a super-shooty assault specialist. Putting your MOS in a skill you plan to lean on heavily provides you the freedom (and safety) of being able to blow all the points you want on every roll, knowing that even if you bottom out your best ability in a protracted conflict you still have one helluva trick up your sleeve.

Though I mentioned shooting, this approach actually works super well for non-combat skill MOS assignments. The notion of “master of disguise” is a very fitting one for the genre, but it can be very point-intensive in this game. You may feel that Disguise alone isn’t good enough, and before long your core concept is eating up your General Ability budget with the smorgasbord of Cover, Network, Infiltration, and Surveillance. Covering all the aspects of “master of disguise” can leave you feeling stretched thin, and those points all feel a little wasted when the current Op is some unsubtle smash-and-grab. Putting your MOS into one of those Abilities is a great way to ease that pain. You can then afford to specialize in just the Ability levels needed to score the most appealing Cherries, and know that a timely MOS will cover any oversights or point deficits.

Aligning your MOS with your best (or one of your best) skills feels very fitting, and makes good sense in- and out- of-character. There is no rule forcing you to pick an MOS in your best skill though, or even in a skill you've got any points in at all. Let's look at some other philosophies and options for MOS selection...

2) Use it to shore up a critical weakness. Here you’ll take a MOS in some action skill that you are otherwise incapable of using. The first time a player in one of my campaigns picked an MOS they didn’t have more than a point or two in, I was very apprehensive. On some level, it felt almost like an abuse of the system. But now I’ve seen it in action, and I’m a full convert.

One of the PCs in my current campaign took a Weapons MOS and basically no other combat skills. Once per mission* she can get the drop on someone and beat them into submission with a frying pan, but if faced with a protracted battle she’s more properly motivated to surrender and gather intel as a prisoner. It works out pretty well. She gets fun spotlight moments in the occasional fight despite being otherwise a non-combatant. That is all kinds of cool. The MOS mechanic allowed her the freedom to play a quirky civilian in a setting where that might otherwise be a lethally bad idea.


3) Use it to hand-wave past your least-favorite part of the genre. The entire point of Gumshoe is to cut out the tedious die-rolling and related frustrations that can wreck a mystery scenario… so there’s no reason you can’t apply that principle to any skill or type of scene that just doesn’t excite you.

For the sake of the argument, let’s say you just hate car chases. Maybe it’s the chase mechanics never live up to your imagination and expectations. Or maybe you’re bus-bound in the real world and couldn’t give a damn about cars. Whatever the reason, you’ve decided that you can’t stand car chases and don’t want to play that minigame. It may be counter-intuitive, but in that situation an MOS in Driving would be a great investment. It would allow you to short-circuit any chase or tailing sequence you want by just invoking your MOS to escape/catch-up/ram the opposition. If there’s someone else at the table that absolutely loves car chases, you can expect that there will be the occasional twice-in-one session chase scene extravaganza, but at least you only have to suffer through the second half of the double-play.  
(EDIT/afterthought: Depending on just how much your fellow players enjoy a car chase, you may find it fairest to instead suffer through a few minutes of it in the early part of a session, and then invoke your MOS if the scene really starts to drag or if a second car chase crops up in the same session. Your mileage may vary.)

Driving was merely the low-hanging fruit there, and the same principle can be applied to nearly any type of scene you don’t like if you just target the skill most likely to shortcut it. Hate shopping and planning scenes? A Preparedness MOS will get you the right tool for the job with no advance notice.  Can’t talk your way out of a wet paper bag? An Infiltration MOS will get you past the security check point and on to the fun parts behind enemy lines. Completely bewildered by technology, or bored to tears by hacking scenes? Digital Intrusion MOS cuts those down to a quick montage and a bare minimum of jargon.

The MOS mechanic is one of the great innovations of Night's Black Agents, and it does an amazing job of empowering the player to not just customize their character, but also tailor their gaming experience just the way they want it. That's a win for everyone.


Friday, February 21, 2014

What's "New" in the WFRP Game Master's Guide?

This is my third installment in an ongoing series about the "Guide" books for Warhammer Fantasy Roleplay 3rd Edition. This time, I examine the GM's Guide.

What's 'New' in the Player's Guide
What's 'New' in the Creature Guide

In the first two chapters, I was pleasantly surprised at just how much new content was hidden away in these "reprints", including important fixes and optional rules to cover some of the rougher areas in the game system. Overall, I was thrilled with my purchase of the Player's Guide and the Creature Guide.

I'm gonna get straight to the point: the GM's Guide not nearly as good as the other two. It has barely any new content, and I kinda regret spending money on it. Is it a better version of the GM's rules than what comes in the core set? Yes, but just barely, and mostly just for new GMs. It's certainly not worth spending the $40 MSRP on if you already have 95% of the content. I got mine on sale for $27, and it still feels like I overspent.

What follows is a chapter-by-chapter breakdown of what's new, and where exactly the old stuff came from. New content will include a page reference, so that it's easy to track down and read the only things that have changed. When possible, I'll also call out whether these are clarifications, new or optional rules, GMing advice and examples, or simple typo fixes. As with the previous posts, I'll use bold to mark any major changes or revisions... but there aren't very many in this book.

Chapter One: Game Mastering 101

Originally published in the Tome of Adventure from the core set.
  • pg 12: Advice: There is a single new paragraph, giving several modest suggestions on when to use the Party Tension Meter.

Chapter Two: Episodes & Acts

Originally published in the Tome of Adventure from the core set.
  • pg 15: Clarification (bordering on a New Rule) concerning Rally Steps: GMs are specifically empowered to veto or restrict some common Rally Step options if it fits the narrative or situation. This is mostly common sense, but it's nice to see it spelled out in case the GM is uneasy about Rally Steps in general.
  • pg 17: Advice: NPC Villains' big prepared speeches should happen during Rally Steps, because then they can't be interrupted.
  • pg 20: Example of a 3-Act Episode in flow chart form. In this example, the 3 Acts could be either 3 or 4 scenes, depending on decisions the PCs make.
  • pg 21-22: Clarifications and minor expansions to previously existing example 3-Act Episodes. Rally steps are clearly marked. Extra options and complications are mentioned. There's also a discussion of what happens if the players choose not to bite the plot hooks. If you're running a "Hostage Negotiation", "Ambush", or "Mistaken Identity" scenario in your campaign, this would be quick helpful read.
  • pg 21: New Terminology Sidebar: Several new paragraphs giving explicit definition to terms pertaining to time and duration, such as Acts, Phases, Rounds, etc. When you look at threads on the FFG forums where people express distaste for or confusion about the 3-Act Structure, I've found that the people complaining almost always use "Act" to mean what FFG uses "Episode" to mean, and vice-versa. That linguistic confusion may be coincidental, or it may be that there's an underlying misunderstanding about the terminology that's making this part of the game more problematic for those GMs. If you're having trouble with any of those related concepts, I'd really recommend reading this sidebar.

Chapter Three: Game Master Resources

Originally published in the Tome of Adventure from the core set.
  • pg 23: Advice: There's a one sentence warning here about giving out too much XP.
  • pg 24: Clarification: There's a single new sentence here weakly linking wealth to social tier. It doesn't add much.
  • pg 26: Advice: There's one extra paragraph about interpreting story and narration out of the dice results.

Chapter Four: The Progress Tracker

Originally published in the Tome of Adventure from the core set.
  • pg 30: Additional Example of Party Tension Meter use. This makes specific mention of Tension increasing when a spell miscasts.

Chapter Five: Campaign Play

Originally published in the Tome of Adventure from the core set.
No new content.

Old, but still worth grumbling about: Pages 33 & 46 of the GM's Guide have two similar but contradictory optional Morale systems. This isn't new (they were on pages 29 & 43 of the Tome of Adventure), but it is frustrating. It's an example of how FFG missed an opportunity here. If they'd consolidated these two systems into one, they could have built various cards and powers that referenced and played off of them. That's the sort of new content that could potentially have made the GM's Guide worth buying. I imagine FFG felt leaving both optional meant giving the GM the freedom to improvise. In reality, however, leaving them both optional meant leaving them both unsupported, and giving the PCs no reliable way to impact enemy morale. No attempt has been made to ingrate player-accessible mechanics like Fear and Influence into these systems. The suggested math of page 46 also creates a morale track so ridiculously lengthy that it would only matter in the largest, most epic battles. But, I digress...

Chapter Six: Enemies & Adversaries

Originally published in the Tome of Adventure from the core set, in a slightly different form. One and a half chapters from the ToA have been rolled together into a single chapter here. The order of the info has been shuffled around, but it's basically just a big copy-paste editing job. In addition, a single page from the GM's Toolkit has been shoehorned in at the end of this chapter.
  • pg 47 & 48: Clarifications on enemy stats, and an explanation of how creature cards work. This is technically new, but the exact same information can also be found in the Creature Guide. 
  • pg 49: New Rules on using A/C/E defensively, and also on Initiative. I'm tempted to label this a clarification, as opposed to a new rule, because it was already somewhat implied in the previous version. These new options for A/C/E use also appear in the Creature's Guide, along with a number of other A/C/E options there that aren't repeated here in the GM's Guide.
  • pg 50: Minor clarifications in the sidebar about NPC stat lines. If you found NPC stat blocks (or creature cards) to be confusing, this sidebar will likely answer your questions.
  • pg 51: The Nemesis rules from the GM's Toolkit are reprinted here. Note that it's only the rules for Nemesis NPCs, not the rules for the Organizations that they lead.

Chapter Seven: Corruption Rules

Originally published in the Liber Mutatis from the Winds of Magic boxed set.
No changes.

Chapter Eight: Disease Rules

Originally published in the Liber Infectus from the Signs of Faith boxed set.  I would have loved to see this chapter overhauled, but they reprinted it without changes.
  • pg 64: A "bonus" page with new fluff text. Cute, but meaningless, and set in a huge font so 10 sentences fill an entire page. It's a little annoying that they throw in half-assed filler like this, but couldn't find room to put in the other half of the A/C/E rules or the other half of the Nemesis rules or any of the other things they left out of the book. Oh, well, I suppose you could at least use this page as a prop, if your campaign's villain was sufficiently cartoonish.

Chapter Nine: Faith In The Old World

Originally published in the Tome of Blessings from the core set.  (This chapter probably should have been in the Player's Guide, not the GM's Guide, as it mostly deals with things all the PCs would know about the setting.)
  • pg 66: Correction: The sidebar here corrects an omission in the Tome of Blessings, where the equivalent list of gods there neglected to mention Taal.

Chapter Ten: The Imperial Cults

Originally published in the Tome of Blessings from the core set.  (As with the previous chapter, this would have made more sense to put in the Player's Guide, as it's immediately relevant to anyone playing an Initiate, and is all information that should be common knowledge to any human PC.)
No changes.

Chapter Eleven: Other Faiths

Originally published in the Tome of Blessings from the core set.
No changes.

Chapter Twelve: Corruption & Heresy

Originally published in the Tome of Blessings from the core set.
  • pg 88-89: "New" artwork for the symbols of the ruinous powers. Actually, I think it's old art, that's been sitting around for a decade or longer and used in earlier editions of WFRP. It's line-art, instead of full color. It's got some retro appeal, but I'm not sure I understand why they went to the trouble of swapping it out.
  • pg 91: Alternate flavor text in a thematic insert about witch-hunters. The old one (from Tome of Blessings) was from the perspective of a farmer. The new one is the words spoken by a witch-hunter and is much darker in tone. I think it's an improvement, but again it's unclear why such changes were warranted here and not in other chapters.

Chapter Thirteen: Magic Theories

Originally published in the Tome of Mysteries from the core set.
No changes.

Chapter Fourteen: The Colleges of Magic

Originally published in the Tome of Mysteries from the core set. (Much like chapters Nine and Ten, I feel this one really belonged in the Player's Guide. Anyone making a Wizard PC would want to access this info, especially the part on page 101 that directly affects an Apprentice Wizard's starting equipment.)
No changes.

Chapter Fifteen: The Eight Orders

Originally published in the Tome of Mysteries from the core set. (Again, this probably belonged in the Player's Guide because it's of vital importance to anyone thinking of playing a Wizard.)
No changes.

Chapter Sixteen: Forbidden Lore

Originally published in the Tome of Mysteries from the core set.
No changes, unless you count the goofy extra page:
  • pg 123:  A "bonus" page with new fluff text in a huge font to fill space. At least this one's an amusing read, unlike the similar filler content on page 64. 

Chapter Seventeen: An Eye For An Eye  (**SPOILER ALERT**)

Originally published in the Tome of Adventure from the core set.
SPOILER ALERT: The stats on a number of NPCs have changed, and discussing those changes will no doubt reveal plot details. Potential players should skip down to the appendices so the plot isn't ruined.
Overall, the changes have potentially made the adventure a little easier on the PCs if they do a good job of recruiting allies. PCs with a "Kill 'em all, and let Sigmar sort them out" attitude may have a slightly harder time.
  • pg 135: Minor Clarification: The game effects of a Superior item are now printed in the adventure text so that new GMs don't have to go look it up when a major NPC (Lord Rickard Aschaffenberg) uses one.
  • pg 136: NPC Stats Changed: Dr. Stefan Sieger's attributes changed, and he gained some skill training.
  • pg 136: NPC Stats Changed: Sister Sonia's attributes changed, and she gained some skill training.
  • pg 141: Redundancy: The sidebar about Korden's Hammer has been altered to include it's game stats, since GM's using this Guide instead of the core set may not have the equipment card that describes it. This is rendered immediately redundant since the main text already had all the stats listed on the very next page of the layout... but I imagine having it here in a sidebar probably makes it easier to find the stats should you need them in the middle of a fight. That's a good thing, then.
  • pg 143: Typo Fix / NPC Stats Changed: There's a critically injured NPC (Hans Kurtz) in the adventure, and the original text had their injury adding white fortune dice to their rolls. This reprint wisely corrects that to black misfortune dice, so the injury is a penalty not a benefit.
  • pg 144: NPC Stats Changed: Captain Blucher gained training in Weapon Skill.
  • pg 149: New Art. A very gor-y picture of beastmen replaces the monster stat bar that had been at the top of the page. Monster stats have moved to the following pages (and been expanded somewhat).
  • pg 151-154: Easy-access monster stats and actions: These are reprinted from the Tome of Adventure, but they are much more conveniently located in this edition. The content of pages 151-154 had been located on pages 67, 55, 51, and 57 of the Tome of Adventure. Having them all together will no doubt make the fight scene run much faster for GMs that don't have (or choose not to use) the cards from the Creature Guide.... but it could have been made much faster and easier even than that. Many of the named PCs have special skill modifiers mentioned on pages 135, 136, or 144, but those modifiers aren't mentioned on the generic NPC summaries on page 151, so you'll still have to flip back and forth between four or more pages in the middle of a fight to track it all.  Even worse, the stats for the daemon on page 154 neglect to mention that it can fly. One of it's actions heavily implies it can fly (or at least jump really well), but the actual description of the Flight power and its mechanical effects were at the bottom of page 56 of the Tome of Adventure, which didn't get reprinted in this version.  It's only two sentences that are missing, but it's silly that they weren't reprinted especially since page 154 has about a quarter-page of blank space at the end.  Here's the missing sentences from the ToA: "Flight: A fury does not need to perform a manoeuvre to disengage from opponents before moving. It can move away from engaged opponents as if it were not engaged with them, unless they also can fly. 

Appendices:

This section begins with charts that are basically the various decks from first few releases, lain out in table format for use with percentile dice. It's an interesting tool, and no doubt goes a long way to making the game more portable. Tables A-1 to A-5 incorporate cards from the core set, Winds of Magic, Signs of Faith, and the adventures The Gathering Storm and Edge Of Night. Personally, I'm not so thrilled with these charts because I find the cards to be handy reminders that are much more convenient than looking up critical wound effects in a rulebook (and writing them down on your character sheet) in the middle of a fight scene.

It's also worth noting that the tables are significantly more dangerous than the decks are (with the possible exception of A-1), because each table ends with one or more "roll again twice" entries.  Rolling in the high 90's is pretty much to a death sentence (more so on some charts than others). 

Table A-1: Critical Wounds (pg 156-157)

  • pg 156-157:  Noteworthy Absence: The critical wound chart lacks the Severe Wounds later printed in the Omens of War expansion. As a result, A-1 is the only one of these 5 charts that is less lethal than the corresponding card deck (provided you have all the cards from expansions).

Table A-2: Insanity (pg 158-159)

Table A-3: Miscast (pg 160-161)

Table A-4: Mutation (pg 162-163)

Table A-5: Diseases (pg 164-165)

  • pg 165: New Chart: Disease Symptom Keywords. This is a secondary chart that supplements Table A-5. I found it so useful I needed to call it out specifically. It provides a very helpful overview to all the possible symptom effects, and makes it clear just how dangerous diseases are in this game. This is all pretty opaque when you're reading the main disease rules, but the high lethality becomes much clearer as you pour over this chart and table A-5.

Conditions

This is a chart of Condition cards from the core set, the Adventurer's Toolkit, and two adventures (The Gathering Storm and Edge of Night). 
  • pg 166:  Noteworthy Absence: The list of Conditions bizarrely lacks the Condition cards from Signs of Faith and Winds of Magic, despite their content being on the charts before it, and despite one of those conditions (Nurgle's Rot) being detailed in Chapter Eight. It's an odd oversight.
  • The rules for Conditions are only briefly summarized here, and fleshed out in greater detail in the Player's Guide. The logic behind that decision escapes me.
  • pg 166: Clarification/Errata: The Frightened Condition has received errata that is either a clarification or a major change of functionality, depending on how you interpreted the vague phrasing of the old version of the card. The new version (available as either this chart in the GM's Guide, or in card format from the Game Master's Vault) is much improved.

Location Cards

Includes the text from all the Location Cards found in the core set and the GM's Toolkit, but not from any of the other supplements.

Index

Seems pretty thorough, and easy to use. Well done.

Warhammer Fantasy Roleplay Campaign Log

  • pg 174  New Campaign Aid: Warhammer Fantasy Roleplay Campaign Log. It's an interesting, but brief, form for scribbling down your plans for a campaign. I could see it being very useful early on to help you get your thoughts together. It's also potentially helpful in the later stages of a long campaign when you have a lot of plot-threads and NPCs to keep track of, but by then you'll probably need more than 1 page of notes.



TL;DR:   Overall, there's nothing really great about this book, and almost nothing new either. The few changes that did seem major to me can be found in other products:
  • There's new A/C/E uses, but they can also be found in the Creature Guide, along with a number of other new uses for A/C/E.
  • The Frightened Condition was revised, but you can also get that new version of the card by picking up the GM's vault. Depending on how you were parsing the text of the card before, it might not actually be a change.
  • If the Disease, Miscast, Mutation, and Insanity decks aren't deadly enough for your group, you might find it useful to use the charts in this Guide instead. They have on average a 5% chance of getting you two penalties instead of just one. The chart for Critical Wounds is also nastier than the deck in the core set, but not as nasty as a deck using the new cards from Omens of War. If you absolutely hate having cards in your game, you may find these charts useful.
  • There is a tiny smattering of new GMing advice scattered throughout the book, mostly about tension meters, rally steps and the three-act structure.
I'd say save your money. Spend it on the Player's Guide or Creature Guide instead if you don't have them yet, they are both better investments.

Wednesday, August 7, 2013

What's "New" in the WFRP3 Creature Guide?

A few weeks ago I sat down with my Warhammer 3rd Ed Player's Guide and the various books it used as sources and made a big list of all the things they'd changed, clarified, or expanded upon. There were a surprisingly large number of updates and improvements therein, from subtle rebalances to major alterations. I decided then that I needed to buy the similar Creature Guide and Game Master's Guide compilation books, because they probably had important things I was missing.

As I did with that book, here is a page-by-page break down of the Warhammer 3rd Ed Creature Guide.  Critical changes that you don't want to miss are in bold. Underlined words represent important subsections worth discussing, and are often followed by further discussion in later bullet points. After the page-by-page walk through, I'll share my conclusions and opinions on the book.

Main Text

Chapter 1: Rules & Resources

This chapter is partly reprinted from the Game Master's Toolkit, and includes things from the earliest versions of the WFRP3 FAQ, plus some new content.
  • pg 4: Clarification on NPC's CR when using non-standard weapons
  • pg 4-5: Lots of coverage of optional new uses for A/C/E budgets. For example:
  • pg 4: New rule that Stance and A/C/E can be used on Initiative checks.
  • pg 4: New rule on defensive A/C/E use. It's not just for opposed checks, but for any attack or action that targets the NPC. A for attacks and physical actions, and C for spells and mental actions.
  • pg 5: Clarification on NPCs taking wounds (instead of fatigue) for extra manoeuvres.
  • pg 5: New Rule concerning Henchmen and Fatigue. If a henchman group spends Fatigue to get an extra manoeuvre, it only costs them 1 wound per group not 1 wound per henchman.
  • pg 5: Reprints the optional expanded A/C/E rules from the GM's Toolkit, expanding the things NPCs can do with Aggression and Cunning.
  • pg 5: New Optional Rule about using A/C/E to soak up Stress or Fatigue.
  • pg 5: Reprints from the GM's Toolkit the optional rules for "Preparing For Actions" and "Sacrificing Actions". These are entirely player-facing rules, and have no place in the Creature Guide. They should have been in either the Player's Guide or GM's Guide, not here.
  • pg 6: New guide to the Group Sheets from the Creature Vault. Group Sheets are essentially "Party Cards" for NPCs and Monsters, giving the groups special abilities and talent slots. If you've got the Creature Vault you probably figured them out pretty quickly, but if not the rules are here. If you don't have the vault, you can find the text of the group sheets on pages 105-107 of this book).
  • pg 7-8: New guide to the Creature Cards from the Creature Vault. Again, if you have the vault you probably already figured these out. The only thing I found confusing from just the cards themselves was figuring out which icon was Soak and which was Defense. For the record, Soak is the human with an exploding shield, and Defense is the skaven gutter runner.

Chapter 2: Combat Encounters

This chapter is entirely new. It's four pages about encounter design. The best parts are:
  • pg 10: Advice and examples regarding props and locations during combat scenes.
  • pg 11: Provides advice on "top down", "bottom up" and "grab bag" approaches to encounter design.
  • pg 11: Advice for the GM for on-the-fly adjustments should an encounter prove to be more challenging than you intended.

Chapter 3: The Bestiary

This chapter is mostly new material, woven with some reprinted text from the Tome of Adventure out of the coreset. I expected it to be mostly reprint, but it actually has a lot of cool new stuff. Each creature type is presented with fluff text and info on its societal structure, then advice on using them in encounters and scenarios,  descriptions and powers of each individual creature subtype, and lastly a short list of possible adventure seeds based around that creature or NPC type.

For each major category of creature, I'm going to list a page count of new vs reprinted content (which is always reprinted from the Tome of Adventure), a list of the new creature subtypes covered here, and then any individual new rules or changes to existing monsters and NPCs from the coreset.
  • Beasts: pgs 14-20: 1 page reprint from ToA, 5 new pages. 8 new monsters: Cockatrice, Cold One, Dragon, Fenbeast, Griffon, Harpy, Manticore & Wyvern.
  • pg 15: New Rule (also printed in Hero's Call) that Beasts use Willpower instead of Intelligence to make Observation checks. This makes it much harder to hide from a Boar.
  • pg 20: New Rules for mounted NPCs, and what happens to the mount if the rider or handler dies.
  • Beastmen: pgs 20-23: 0.5 pages reprinted, 1.5 pages new.  1 new monster: Minotaur.
  • pg 23: New Power: Wargors have a new "Man-Bane" power.
  • Chaos: pgs 23-26: 1 page reprinted, 2 pages new. 3 new monsters: Forsaken, Dragon Ogre, and Shaggoth.
  • pg 24: New Power: Chaos Warriors now have Resilience Trained, in addition to Weapon Skill.
  • pg 24: Suggestions on which talents and actions can best represent the influence or worship of each of the four chaos gods.
  • pg 24: Optional Rule/Advice: Chaos NPCs may have different Stance pieces available depending on which Chaos God they follow.
  • Cultists: pgs 26-27: All reprint. Not even any new adventure seeds.
  • Daemons: pgs 27-29: 1 page reprint, 1 page new. Good advice on using Daemons in your story, and avoiding making them too common or casual.
  • pg 28: New Power:  Flesh Hounds now use Willpower for Observation tests (just like Beasts)
  • Dark Elves: pgs 29-31: All new. 3 new monsters: Dark Elf Assassin, Corsair, and Witch Elf.
  • Dwarves: pg 30: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a dwarf NPC. It's not quite the same as for PCs.
  • Forest Spirits: pgs 31-33: All new. 4 new monsters: Dryads, Spites, Treekin & Treemen.
  • Giants & Trolls: pgs 33-35: 0.5 pages reprinted, 1.5 pages new. Good advice on setting the tone of a troll or giant encounter.
  • pg 34: Updated Powers: Trolls and Giants cause Fear or Terror now.
  • pg 34: Updated Powers: Minor timing change on Troll Regeneration ability.
  • pg 34: Updated Powers: "Watch Out!" ability on a dying Giant changed to Challenge die instead of Misfortune die, and the bane result changed to a chaos star result.  Errata:  The WFRP3 FAQ says the Challenge symbol in the text was also intended to be changed to a Bane symbol when they changed the die. Only half the change was made on pg 34. This is a critical change. The entry in the Tome of Adventure had a 50% chance to hurt a PC. The entry in the Creature Guide has a 62.5% chance to hurt a PC. The entry in the FAQ has only a 37.5% chance to hurt a PC. Season to taste.
  • Greenskins: pgs 35-38: 1 page reprinted, 1.5 pages new. 2 new monsters: Black Orc, Squig
  • High Elves: pg 38: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a high elf NPC. It's not quite the same as for PCs.
  • Human, Reiklander: pg 38-39: 0.5 pages new content. Mainly instructions for converting Human NPCs to Reiklander Human NPCs. This seems a little weird and pointless to me, since the stats already assume they're human, but I suppose it could be useful if you're using the regional stats for humans from Hero's Call.
  • NPCs: pgs 39-41: 2 pages reprint, less than half a page new content. New NPCs: Ruffians and Merchants.
  • Skaven: pgs 42-46: 1 page reprint, 3 pages new. Info on skaven clans and society. 6 new subtypes: Assassin, Packmaster, Plague Monk, Globadier, Skavenslave, and Stormvermin.
  • pg 44: New Power: All skaven now have Keen Senses power, which boosts their Observation checks. Note that in 2nd Ed they had Night Vision, which would actually be much more useful to them than Keen Senses most of the time. Just sayin'.
  • Swarms: pgs 46-48: All new. 3 New Monsters: Bat, Rat, and Insect Swarms.
  • pg 47: New Rules for Swarms make them actually feel like a collection of smaller creatures in the mechanics.
  • pg 47-48: New Stats and Powers: Rat Swarms as presented here (and on page 100 of this book) have radically different stats and powers than the Rat Swarm in the adventure The Edge Of Night.
  • Undead: pgs 48-50: 1 page reprint, 1 page new. 4 New Monsters: Cairn Wraith, Tomb Banshee, Spirit, Vampire.
  • pg 48: New Powers: All undead from the core set have gained 3 new powers. They are immune to fear, can see in the dark, and suffer movement/manoeuvre penalties.
  • Wood Elves: pg 50: 0.5 pages new content. Mainly instructions for converting any existing human NPC stat block or card to better represent a wood elf NPC. It's not quite the same as for PCs.

Appendices

Appendix 1: Blessing Actions (pgs 51-52)

Appendix 2: Melee Actions (pgs 53-73)

Appendix 3: Ranged Actions (pgs 74-77)

Appendix 4: Spell Actions (pgs 78-81)

Appendix 5: Support Actions (pgs 82-87)

These five appendices compile actions from various sources. If I'm understanding correctly, every NPC (or creature) action card from the core set, Signs of Faith, Winds of Magic, Edge of Night, and The Gathering Storm are presented here. In addition, a large number of new action cards (or technically reprinted from the Creature Vault if you prefer) for the new creatures in this book are provided in these sections. This could be useful if you prefer book reference to using the cards. Personally, I like the cards.
Warning: A quick glance through the WFRP3 FAQ reveals that there's a number of misprints in these appendices. So if you plan to rely on this part of the book, it'll be worth getting out the FAQ and taking a pen to your book.


Appendix 6: Creature Stats (pgs 88-110)

This appendix is a mixed bag of rules, charts, and other charts, and probably could have been subdivided into several appendices itself. So I'm going to discuss it in sections.
  • pgs 88-90: Explanation of creature stats. Most of this is reprinted and reorganized from the Tome of Adventure. It's somewhat redundant and covers a lot of the same ground as pages 4 to 8.
  • pg 89: Clarification that if you give an NPC a piece of equipment, he gets all the stats (including CR) and powers of that equipment.
  • pg 90: The new rules about using A/C/E defensively and/or on Initiative checks from page 4 appear here as well, and are explained best on page 90. The other clarifications and new rules about how you can spend A/C/E and how monsters interact with fatigue are not duplicated in this appendix. It's a little frustrating. Either this should have been integrated into chapter 1, or that chapter should have been moved here.
  • pgs 91-101: Monster stats by type. This section is nicely formatted, and easy to use. Monster stats appear in a familiar format that's easy on the eyes, and all the powers and special rules for those monsters appear on the same page as their stat bar. Organized by type, so all the Greenskins are on one page, and all the Skaven on another. In addition to the monsters in the Tome of Adventure (some of which have updated powers), this section includes stats for: Bat Swarm, Black Orc, Cairn Wraith, Cockatrice, Cold One, Dark Elf Assassin, Dark Elf Corsair, Dragon, Dragon Ogre, Dryad, Fenbeast, Forsaken, Griffon, Harpy, Insect Swarm, Manticore, Merchant, Minotaur, Rat Swarm, Ruffian, Shaggoth, Skaven Assassin, Skaven Packmaster, Skaven Plague Monk, Skaven Poison Wind Globadier, Skavenslave, Spirit, Spite, Squig, Stormvermin, Tomb Banshee, Tree Kin, Treeman, Vampire, Witch Elf and Wyvern.  
  • pgs 102-104: Another Monster Stat List. This one is kinda painful to look at, and hard to use. It's in a tiny font, and powers and the rules and powers for the creatures are not listed here at all. On the other hand, it includes a number of monsters not mentioned elsewhere in this book. Every monster and many of the NPCs from Edge of Night, The Gathering Storm, Signs of Faith and Winds of Magic are on this chart. If you want basic stats for Epedimius, Niklaus Schulmann, or a Feathered Fiend, they're here, but with no context other than listing which supplement they were detailed. While Tzeentch and Nurgle Daemons are listed here, Amber Order beastforms are not. Also the variant Rat Swarm from Edge of Night is not here.
  • pgs 105-107: The Group Sheets (monster equivalent of Party Cards) from the Creature Vault are reprinted here in text format. Printed here are sheets for Beastmen, Beasts, Chaos, Daemons, Dark Elves, Forest Spirits, Giants & Trolls, Greenskins, Skaven (four different versions based on Clan), and Undead. The Group Sheets are really useful for customizing monsters and making consecutive encounters feel different. One caveat to go with that: I find that many of the Group Sheets rely on a progress tracker that has no realistic chance of getting to it's end in the course of a fight. You may want to double the rate the trackers advance or else they'll be sitting uselessly on space 3 of 8 at the end of the fight.
  • pg 108: This is a reprint of the ability summary insert from the Creature Vault. It's mostly redundant, as at least 9 of the 11 powers are defined elsewhere in the book. The other 2 are a brief summary of Nemesis rules and a generalized Terrain-Walker ability that parallels the Forest-Walk and Swamp-Walk in other parts of this book.
  • pgs 109-110: The index. It's short, but very functional. Above average for a gaming index.

 

In Conclusion:

Since I like using the cards and components of Warhammer 3rd, I initially bought the Creature Vault instead of the Creature Guide. I imagined the Creature Guide to be mostly redundant. Not the case at all. There's a lot of great new material here, whether your tastes run to crunchy mechanical splat books, or narrative brainstorming and setting fluff.  A handful of the cards from the Creature Vault (such as everything Swarm-related) are all but unusable without the Creature Guide, which gives you supporting rules and explanations. Even if you already know the Warhammer World inside out, the plot hooks in each monster entry will serve up some great inspiration. The Creature Guide is very useful, and I'm glad I bought it.

However, it's far from perfect. Specifically, it seems to have fallen off the editing bandwagon. The appendices 2-5 are full of typos and appendix 6 is inconsistently formatted. Some subsections are worse than redundant, such as when they reprint and compile all the A/C/E rules from other books into chapter one, and then reprint only half of them in an appendix six. It boggles the mind.

Most, but not all, monsters from previous supplements are reprinted here in one form or another. Things you will not find here include the beasts an Amber Order Wizard can transform into, nor most of the daemon subtypes from the various Chaos God supplements. Even though stats for a Bear were included in Winds of Magic, you won't find them reprinted in the Creature Guide. The Great Unclean One's stat line does appear in the appendix, but it has no entry in the Daemon section of the Bestiary. These omissions are minor, but terribly annoying.

Another curious omission is the absence of the henchman and morale rules from the Tome of Adventure. The Creature Guide has a ton of advice and rules for handling encounters, but for whatever reason they didn't decide to reprint those two critical subsections here.

All those complaints aside, I still found the book helpful and well worth the investment.



Monday, July 8, 2013

The Dice Are Always Greener On The Other Side Of The Delay Icon

A friend of mine recently wrote a couple of excellent statistical analysis articles about the dice in Warhammer FRP 3rd Ed. If you play or GM Warhammer Fantasy RolePlay, and are at all curious about the math going on behind the dice and the action cards, you'll definitely want to check out his articles.
  • The Correlation Effect - about the interdependence of the success/failure and boon/bane axis of the Warhammer dice.
  • Reckless Or More - about how stance modifies success and damage in the game.
His articles have triggered some discussion amongst our group about the mechanics, and specifically how the green and red dice stack up (and, by extension, the corresponding sides of the action cards).

Figuring out how aggressively to apply the results of the Delay icon on the green die is a surprisingly large part of the learning curve for a WFRP GM. In yesterday's session, I did it all wrong, and learned a lot from my errors. I was way too nice with the Delay icons, and won't be doing that again. 

Green (Conservative) and Red (Reckless) Dice need to be roughly equal, as do the Green and Red sides of the cards. Character decisions should be rewarded, so it's it's okay if there's sometimes a better stance depending on the situation or card combo, but no single situation or combo should be allowed to dominate play. Some cards will be better on a specific side, and that's okay, but it shouldn't be "green is always better" or vice-versa. It's vital that a PC be able to act carefully or recklessly to meet the needs of drama and characterization without it completely screwing their character every single time. If not, then what's the point of offering this extra mechanical fiddliness? Either decision needs to be valid in the majority of circumstances... but not every circumstance, or else the decision becomes meaningless. That is a tricky path to walk.

Delay icons need to be nastier than Exertion symbols. The other aspects (and sides) of the green die are more reliable than the red, so the green Delay should be slightly worse to compensate for that. The Delay is not just equivalent to the Exertion, it also has to compensate for the increased risk of Boons. This takes some thought and effort on the GM's part. The maximum result of a Delay symbol is locking you out of one action for the rest of the fight. The maximum result of a Exertion icon is locking you out of all your actions for the rest of the fight,  thereby making you extremely vulnerable, and making the player sit bored and frustrated while everyone else gets to play without them. Therefore, if you want to make them balanced, you need to make sure the minimum effect of the Delay is more dire than the minimum effect of an Exertion.

Exertion and Delay should be complimentary opposites, not equals. A character can generally laugh off rolling an Exertion teardrop on their first roll or two of a scene, but that same roll in round 3 or 4 of a fight is a noteworthy source of danger. For a long time, I thought the Delay hourglass should roughly follow that same pattern, to keep them balanced. Problem is, that doesn't really work. Penalties to recharge become less (not more) important late in a fight, because the fights are so short that you won't be reusing that action again even without the Delay. Penalties to initiative have a similar curve, and are really only a big penalty if applied early. So rather than building up to a crescendo like Exertion, the Delay icon needs to hit hard right out of the gate.

That said, Delay icons should never be applied to add recharge tokens to Active Defense cards. To a GM it's very tempting to put the tokens on Dodge or Parry, because it's a way to give a real but relatively modest penalty to a player. It's easy to justify to yourself because all you're doing is removing one or two black dice from one or two NPC rolls. The problem with that comes when you think about what the green dice represent. Green means I'm being careful and conservative, intentionally playing it safe and not taking risks. Does it really make sense that the consequences of that caution be a temporary weakening of my defenses? Not really.



With all those thoughts bouncing around in my head, my plan next session is to make Delay a much bigger deal than it was yesterday. I'll let you know how well it works.

Wednesday, June 12, 2013

4 Missing Conditions

Warhammer 3rd puts just about everything on a card. This is mostly great, because it means less time spent looking things up in a rulebook. Condition cards, in particular, are really useful because they serve as reminders to the players about various weird effects the PCs are suffering from. Not only do you not have to look things up, but you're also less likely to forget to apply that penalty to your die rolls. It's right there! How can you forget it?

Well, that only works if they actually make a Condition card for things that logically should be a condition. Here's 4 and a half Condition cards I made for my table because I felt their absence was troubling.


Darkness
Warhammer has specific rules for actions taken in darkness. Such actions get a whole bunch of black penalty dice added to them. This should totally have been put on a card in the core set, so I made one:


To the left is my first draft, which faithfully summarizes the official rules.

To the right you'll find my revised version. I swapped out two of the misfortune dice for one purple die in cases where there's literally no light. It better matches the penalty from the Blinded condition, and also provides for an increased chance of rolling Chaos Stars, which is the symbol that generates all the hilarious fall-off-the-side-of-the-location-card effects scattered throughout various Warhammer encounters.

For the record, I totally would have started the purple dice much earlier on that list if not for the existence of the Dwarven and Elven racial ability. The night vision possessed by those two character races cancels two black dice from darkness penalties, but has no impact on purple dice. If not for that, every instance of two black on that card would be replaced with a purple.



Prone

There's a few points where the rules discuss what it means to be knocked prone. Standing up from being knocked prone officially costs a manoeuvre. Elsewhere in the rules they suggest you might apply fortune or misfortune dice to rolls involving prone individuals, but leave the specifics up to the GM.

As flexible and vague as that is, is it would be rather helpful to have at least the minimum effects put on a Condition card for easy reference. So I made exactly that.

I included a specific statement that you can't change locations while prone. That seemed the most elegant way to restrict crawling, which officially has no rules. Per the books only common sense stops you from running while prone.

EDIT: As has been pointed out by comments here and at the Warhammer forums, I really should revise this to add a misfortune die to ranged attacks from long and extreme range. It only makes sense.



Fire

After much searching the books, I could only conclude that Warhammer 3rd doesn't actually have any official fire rules.  There are, however, a number of location cards for things like burning buildings, barges and cities.  Each time an adventure needed to take place inside or adjacent to a fire, they made a card to capture the feel of it. They aren't quite uniform, but they have a few commonalities. They usually slowly load you up on Fatigue points, sometimes give you minor penalties on your actions,  and if you roll Chaos Stars near a fire it may well result in actual wounds.

The upshot of this is that I could reverse-engineer some baseline effects for standing in or near a major fire. Since I have a Bright Wizard pyromancer in my gaming group, this seemed worth putting on a generic reference card.

EDIT: I neglected to mention the real point of this card. It's not really intended to be applied as a condition directly to a target. Mainly it's a cheat-sheet that summarizes the most common effects of all the various fire-related location cards. That's why instead of "Dependent Effect" it says "Likely Affects Of A Burning Environment". I don't generally let my players thumb through my binder of unused location cards during the game, but I wanted our Bright Wizard to be able to eyeball the strategic benefits of setting a building on fire.



Non-Lethal Damage

Warhammer 3rd has no official rules for pulling your punches or dealing non-lethal damage. A number of GMs have attempted to address this specifically with custom actions or house-rules that inflict fatigue points instead of wounds. This runs into problems, though, as Fatigue and Wounds are mechanically very different.  PCs are generally KO'd much faster by fatigue than wounds, and per the default rules NPCs don't take fatigue.


My version of the card is a voluntary effect. The main effect is that it cancels your critical hits on any attack that gets no Chaos Stars.

As it turns out, the normal healing rules are very generous, so once the fight is over normal wounds feel like non-lethal damage.  Critical wounds take longer to heal, and are also what determines whether or not a KO'd character actually dies.  As long as you take zero crits, you can technically survive an infinite number of normal wounds.

I kept the side-effects of the card pretty minimal, so it'd be worth using when the situation warrants. It adds a misfortune die and reduces damage by 1, just to pay lip service to the notion that you're intentionally not giving it your all.


Thursday, January 3, 2013

Bennies, Drama Dice, Fate Points, and Gumshoe

Some RPGs (7th Sea, Savage Worlds, FATE, PDQ, etc) include some small budget of tokens you can spend for the rolls that really matter. Bennies, Drama Dice, Fate Points, Aspects, etc. They are often represented by poker chips, glass beads, or unusually-colored dice. You usually get 3 or 4 of these things at the start of each session, and opportunities to earn a couple more as you play.

In their simplest form, these give a bonus on your roll, or maybe a reroll. The point of this is so that you're not screwed when the dice misbehave at a critical moment. My life depends on this roll? I'd better spend a Bennie.  The bad guy's getting away? I'd better spend a Bennie.  The plot stalls out if I don't get this NPC to confess? I'd better spend a Bennie.

In many of these systems, you can also spend your Bennies to gain narrative control. Each point spent lets you add a detail to the setting, improvising some fact or development that is to your advantage in a way that is more flavorful (and flexible) than just another +X to a die roll. It's all about empowering the players. If you had enough Bennies, you could totally take over the game and leave the GM in the dust.

The GUMSHOE system, in a nutshell, is a game where your entire character sheet is nothing but Bennies. It's like starting every session with about 80 Bennies per player, and I find that to be awesome.

Friday, December 21, 2012

A Fight Gone Wrong

A few weeks ago, in my Night's Black Agents game there was a fight scene that ended poorly for a character, and it shouldn't have. From my perspective, I saw that a PC made a poor tactical/mechanical decision, that nearly got them killed.  However, the message that at least some of my players walked away with was "wow, this system kinda sucks, and the PCs are really weak". I didn't realize till today, reading the comments to my last post, that any of the players felt this way. It's a pretty heavy disconnect, and I think I need to address it. I'd prefer to do this in person, but we won't be playing again till after the holidays.


How To Succeed At Gumshoe Combat

General advice on how to approach Gumshoe fight scenes.
  • Spend Points. Lots of them. Enough that you never actually have to roll, because even a "1" on the die will still be a success.
  • The goal is to end every fight with zero points left over in your three best General Ability pools. You will almost always have the ability to restore all your points in any three pools between any two fight scenes.
  • The consequences of "wasting" points by spending too many are very minor. The consequences of not spending enough are far more dire. I'll go into more detail on this at the end of the post, but trust me, it's always better to over-spend.


And now for the specifics of one particular scene, and how it went horribly awry...

The Scene

Night's Black Agents is a game about Spies and Vampires.

During the session, a PC got a phone-call from an adversarial NPC who wants to arrange a meeting at the PCs hotel room. The meeting is, of course, an ambush, and the players knew it.  None-the-less, this PC chose to handle this scene by themselves, with no other PCs involved.

The NPC shows up at their door, and the PC looks out the peephole. I give the player a Sense Trouble roll, which he makes, and I tell him that he can tell there's two thugs with the NPC, at the edge of view on either side of the door. The player dithers, tells the NPC to leave because he's not feeling well. The thugs smash the door open, and combat begins.


The PC's Stats

The PC on question is the team's sniper, and thus a bit of a "glass cannon".

His big advantage is 10 points of Shooting, and the Cherry that gives a 3-point refresh per scene. If shooting runs out, he does have 4 Hand-to-Hand points he could fall back on. 

He has the default Hit Threshold of 3, and has only 6 Health, which is tied for lowest in the party. Since he's a player character, he can operate from health 0 to -5 with just a -1 to his die rolls, which is a minor (but risky) advantage over the NPCs.


The Opposition

There's two Thugs plus the named NPC. The thugs have guns, the named NPC has just a wooden stake. The thugs are low-level Russian mafiya goons, and no stranger to violence. The named NPC is a corrupt Russian Orthodox Priest, with exorcism experience. He's got a touch of athletics and plenty of occult, but not a lot of combat skill. The Priest thinks the PC is a vampire, the goons think they're just getting paid to be muscle.

The Thugs are Hit Threshold 3, same as the PC. They have Health 3 each, to the PCs Health 6, but unlike the PC they go down when they hit 0 Health. They have a combat pool of 4 points.

The misguided Priest is very determined, but lacks the skill-set for this kind of work. Hit Threshold 2, and no combat pool to speak of. He does have as much Health as the PC (so twice that of his thugs), but is out of the fight the moment that is reduced to zero.



GM's Game Plan

The thugs will follow the "Opposition Spends" rules on page 52 of NBA. That means they will only use 1 point from their attack pools on the first round, and only escalate beyond that if 1 point per round is failing to get results.

I picture the fight as follows:

Round 1: PC has the higher pool, and goes first. He spends 2 (of 10) shooting, and drops one thug. Since they're at point-blank range, it's literally impossible for the gunshot to not take the thug out, as the thug has 3 health and the PC is doing 1d6+2 damage. The second thug returns fire, and probably hits the PC for 1d6+2 damage. The priest, having never been shot at before, freezes up for a second and does nothing.

Round 2: PC fires at the second thug. They spend either 2 or 3 points (depending on whether or not they are wounded), which would be enough for an automatic hit. Again, at point blank range any hit kills a thug. So, he's down to either 5 or 6 Shooting points left, before he invokes his Cherry and refreshes his Shooting pool back up to an 8 or 9.  At this point, the Priest will no doubt have seen his two bodyguards die bloodily, and will probably bail.

Round 3: The PC either shoots the Priest in the back, or chases after him and knocks him out with hand-to-hand, or decides to just flee the scene before hotel security responds to the sound of gunshots.  The PC is probably wounded at this point, but in no real danger unless something really unusual happens.


What Actually Happened

Round 1 goes as expected. The PC spends 2 shooting, and drops one of the thugs, but then takes a bullet from the second one.  The thug rolls maximum damage (8), leaving the PC at Wounded (-2 Health).

Round 2 is where things get weird. The players are worried because the PC is wounded, and still has 2 foes to fight. They've drawn some inaccurate conclusions about the Priest, and expect him to be attacking this turn as well.

One of the other players suggests the PC should make a called shot to ensure that whoever he shoots goes down. This wasn't really necessary if the PC shoots the thug at point-blank (since any hit will kill him), but it would matter if the PC decided to plug away at the named Priest instead. That would be a tactical error, but the player doesn't know that because they don't know the hit point total of the unwounded enemy.

This leads to conversation about how called shots work. It's kinda fiddly and there's a chart, but it basically works along the lines of "add N to difficulty, to add N-1 to damage if you hit." There were too many people talking at once, and little fiddly details getting mentioned and discarded.

I think in the process, the player of the PC in question got a bit confused. He announced that he was targeting the face of the thug, raising difficulty by 4 to get +3 damage. To hit he would need to roll a 3, increased to a 4 because the shooter was wounded, increased to an 8 because of the called shot.  He then announced, to my horror, that he was spending 2 points of Shooting, and rolled the die. His total was, as probability would suggest, less than an 8 on 1d6+2. He missed entirely.

Naturally, the thug returns fire. I spend zero points on the roll (he'd hit the previous round), but he still only needs to roll a "3" to hit, which he does. I proceed to roll maximum damage again, for the second gunshot in a row. The player is now at -10 health, and thus must make a difficulty 10 roll to remain conscious. Suffice it to say, that didn't happen.

Round 3: The PC is lying on the floor, bleeding out. The thug bails before the cops can arrive.  The Priest is left with a very messy situation on his hands, and is still there when the rest of the party shows up.



What I, As GM, Should Have Done Differently

Prior to the fight, I probably should have more strongly encouraged the party not to split up.  I wasn't too worried, because the PC should have been able to take the bad guys in a couple turns with only minor injuries. Still, if I had kept the group together, this would have been a cakewalk for them.

I should have made the NPCs breaking in the door take more than 1 turn. That I would definitely do differently if I ran this scene over again. If the player had a couple turns to think and act while the thugs kicked at the door, he might have come up with a clever plan, or just gone out a window to escape.

On the first round of the fight, perhaps I should have given the player an explicit reminder of the rules for taking cover, and the rules for invoking Tactical Fact Finding Benefits. Either would have made the fight look a lot less intimidating to the players. Ironically, a less-threatening fight probably would have resulted in the player being more inclined to spend points. It's a little counter-intuitive, but basically by presenting the fight as being a challenge, I inadvertently encouraged the player to horde their points for later rounds. This desire to stash points away in case things get worse later is a fairly common reaction when you haven't yet figured out how Gumshoe really works, and it almost always backfires.

I'm still not sure if I should or should not have told the player: "Don't bother with called shots, this guy will go down with one hit without it".  In this situation, that particular player character option didn't really help at all. Since a two-point spend without a called shot was sufficient to kill the thug, there was no point in using a fancy combat option that raised the difficulty. Some GMs would be inclined to help the player out here, and others tend to keep the bad guys HPs (etc) secret or leave strategy up to the players. I was on the fence, and could have gone either way.

At the very least, I should have taken better control of the table so we weren't all bombarding the player with different bits of rules detail. I think we overwhelmed him.

Certainly, if I'd processed that he was only spending 2 points before the die left his hand, I would have encouraged him to spend more.



Not my best moment as a GM, but not game-breakingly bad either.  I've fumbled worse before, and will likely do so again at some point.



Arguments In Favor Of Spending More Points





Not convinced that it's better to spend your points now then save them for later? Here's some rambling arguments to support my position:


Refreshing pools is easy, so there's no need to save points. Most NBA characters have some sort of Cherry that lets them refresh 3 points in their best skill, once per scene. Even without that, if you get an hour's peace and rest between fights or chases, you get a full refresh of any three General Ability pools. That's a standard rule in Gumshoe. If 24 hours go by without a fight or chase, you'll refresh all your General Abilities. If you accomplish a major success that wraps up an "Operation", you can expect for the whole party to refresh everything.  It should be very rare that you go more than one session without a refresh of some sort. You can routinely drain three entire Abilities per major fight or chase scene without suffering any long-term consequence.

The secret of Gumshoe is that it is actually a diceless system. Rolling the die should be the thing you do only when you're out of points. Anything worth doing is worth spending enough points on that you auto-succeed.

The point of Gumshoe is avoid the narrative collapse that can happen in normal systems when a bad die roll derails an investigation. The GM wants you to solve the mystery, so the rules ensure that you can't accidentally fail it because the dice suck. The same logic applies to combat rolls as well. The GM wants you to win the fight, and hates to see you fail just because of a bad die roll.  If you spend lots of points, the die roll won't matter.

Gumshoe is not d20, you're not going to have to make dozens of attack rolls per battle. Most foes will go down in one or two gunshots.  You don't need to hold back points in case the fight "goes long". You need to spend points early so that your victory happens quickly and decisively.

On a related note, if some NPC in NBA doesn't die after the second gunshot, that almost certainly means they are a wickedly-powerful supernatural entity and your guns won't save you. Time to flee. Come back later with holy water, lots of explosives, and the element of surprise.

If that sounds like gunfights in Gumshoe (especially NBA) are intentionally lop-sided, you're getting the picture.  It's intentional. Long drawn-out fights are bad, and generally a sign that the players should have fled several turns ago. If you can win, you'll do so very quickly.  By turn 3 of any battle, you should either be mopping up the stragglers of your obvious victory, or running for the exits because your life depends on it.

If the PC in our scene had spent 4 more points on his second roll, he would have killed the second gunman and thus won the whole fight. Instead, he saved himself 4 Shooting points but "paid" 8 health instead.  As this left him with 6 Shooting and -10 Health, it was not a good trade.

The consequences of "wasting" points by spending more Shooting (for example) than you needed to on early rolls is fairly minor: in some later turn you might have to take some action other than shooting. You might use hand-to-hand to keep fighting, or athletics to escape. You might take cover, and let some other PC do the shooting for a while. These are pretty minor consequences.

The consequences of not spending enough points on a Shooting roll is usually that you miss, and then you get shot later that round or the next when your foe survives to counter-attack.  That is a far worse consequence then wasting a point here or there. It does you no good to hold back 2 points of a skill "for later" if not using them right now gets you killed. You can't spend those extra 2 points after you die, so you might as well use them this turn instead.

Friday, September 28, 2012

cardX - a 6X variant

Last night I ran a one-shot RPG using a variant of the 6X rules. It worked pretty darned well, so I thought I'd share it here for anyone who was interested.

Normally in 6X, whenever there's a dynamic action or dramatic twist to the plot, you make a 6-entry chart where the active player fills in one end with the ideal success result, the GM picks the most dramatic (and most appropriate) failure for the opposite end, and the rest of the players fill in one possibilities 2 to 5, half as successes and half as failures, to fill out the spectrum between these extremes.  Then you roll a d6 to find out which one happens.

In this variant, we ditched the structure of a chart with exactly 6 entries. Instead, we used notecards and a paper bag (which could have been a hat, or pot, or whatever metaphor/tool you prefer). When an action or event would come along that would in vanilla 6X result in a chart and die roll, everyone scribbled down a possible result on a notecard and we threw them in the bag. One result was drawn from the bag and used, and the unused result cards discarded.

More often than not, we didn't even announce the "best" and "worst" results (the "1" and "6" results of a standard 6X chart), so the only options you knew when the cards were drawn was whatever you personally threw into the hat, plus eventually the one card that was actually pulled and read aloud.

This had several advantages over the default rules:
  • Faster pacing, less downtime. Everyone writing down their results at the same time instead of sequentially meant we were less likely to get hung up by one person drawing a mental blank. If someone else was taking too long, you had the option of writing up a second result card yourself instead of sitting around bored.
  • Escaping from the 50% success rate.   There are times where more interesting failures present themselves than successes, and if the group overwhelming wants something to succeed or fail, it's a lot more likely to turn out as the consensus wishes. The semi-anonymous nature of cards getting dumped in the hat meant this sort of "we all want you to fail" dynamic could happen smoothly without any out-of-character social drama or political debate. Plus, if one character was meant to be a badass and the another the comic relief, they aren't both saddled by equal odds of success.
  • No lame results.  Unlike vanilla 6X, you never agonized over trying to come up with a "2" that was still negative, but not as bad a the "1" result. No need to put filler onto the charts.  If you personally couldn't think of a cool result for that particular action, you'd just choose not to throw something into the hat this round.
  • Far less confusion. Every game of 6X I've ever played had at least one event where the most memorable or amusing result on the chart was not the thing that ended up being rolled. Which then always results in somebody mis-remembering that interesting "almost-was" as if it happened, and basing later results or plot developments on something that the rest of the table realizes didn't occur. In this variant, all those other possibilities stay secret and only get revealed if they're drawn. Keeping the narrative and past events straight in your head is much easier when you're not hearing every possibility that didn't happen.
That's not to say this variant is entirely without flaw.  There's a couple small areas where this variant is arguably inferior to the normal 6X rules:
  • The semi-anonymous nature of the card inputs to the hat could skew the game and/or be abused. If all the players wanted to, they could submit only successful and beneficial results, dramatically reducing the narrative tension to the point of boredom. If someone had an out-of-character axe to grind, they could get away with making every card (or rather, every card they wrote) pick on the same target disproportionately. If someone in the group has a fragile ego or a long-standing grudge,  you may be better off using the more-transparent default 6X method.
  • Along those lines, the option to throw in a second (or third?) card could be abused. If you find that someone keeps throwing multiple cards into the hat on roll after roll to make their own ideas more likely to be chosen, you may need to reign them in. The second card is meant to be an option for when inspiration strikes, not a way to game the system. If you are throwing in two (or more?) cards, they should be for significantly different ideas, not just to increase the odds of getting your preferred result.
  • You really chew through the notecards fast. Our one-shot had 20 events worth throwing in a card, and 7 players, so we burned through around 150 half-sized notecards. A normal game of 6X would have used less than half that.
  • Lastly, and certainly most sadly, you will find that some of the best material never gets revealed. At the end of the session, it may be worth digging through the piles of discarded cards to see what wonderful ideas never came to be.  
If I were playing 6X with strangers, especially strangers that had never played 6X before, I'd use the default rules. This variant is probably best reserved for people you know and trust, who have a basic familiarity with story-gaming and the "do"s and "don't"s of collective narrative building.

Friday, May 18, 2012

3d6 sucks in Risus

Following a really rocking' game of Risus Primeval last night, some discussion came up concerning the dice mechanics. This prompted me to run some numbers this morning. Oh, the numbers I crunched. My brain is sore, and it mostly just confirmed my suspicions, but at least now I can actually make non-anecdotal arguments to defend my position concerning the character generation system.

In Risus, a character typically starts with 10 dice to be divided amongst their skills (known as clichés), with a limit that no skill may start with more than 4 dice.  So, you see a lot of 4/4/2 or 4/3/3 builds, spotted by the infrequent oddball builds like 4/2/2/2 or 4/3/2/1 or even 3/3/2/2. I'm here to tell you that anything other than 4/4/2 sucks horribly, and should be avoided at all costs.

Risus features two types of rolls. Generic rolls vs a static target number to see if you succeed at some standard task, and then there's combat. 

Let's look at the non-combat rolls first.

According to the rules, rolls have a difficulty of 5, 10, 15, 20 or 30 (20 or 30 just sounds crazy to me, given that the hard-cap for a PC whose maxed out a trait is 4 dice at character creation and 6 dice after much XP spending).

Difficulty 10 is meant for things that should be challenging for a professional, and 15 is for "really inventive or tricky stunts".   Then the GM is vaguely instructed to sometimes lower this if a given cliche is particularly appropriate, but only a handful of examples are provided and no real advice on adjudicating it. In my experience, this means most GMs don't really adjust the numbers much. Even if they do, as a player reading the rules you feel really motivated to get at least 3 dice in anything you ever want to do, because the rules state that 3 dice represents professional-level skill. Sounds like you want 3 dice, right?

Wrong. Here's the first wrinkle. Most GM's never have you roll against the lowest difficulty, which is specifically 5 in Risus. Someone at the table is going to have 4 dice in something (in fact, in my experience, nearly every PC has 4 dice in something) pertinent to the roll. The first time the GM sets a "5" difficulty, people grab their 4 dice and someone asks "why are we even rolling this?"  There's a social pressure then to not roll vs difficulty 5 on 4 dice, as it just feels too silly. Most GMs pretty much default to difficulty 10 for average tasks worth dicing for, because it  feels fair regardless of whether you got 3 or 4 dice to roll, and is a lot more interesting than difficulty 5.   Perhaps some other number would be better, but 10 is nice and round, it shows up in the rules, and really who wants to deal with a sliding scale of improvised values in the middle of a fight?

So now 10 is your routine average difficulty, even though that's not really what the rules say.
  • Chance of succeeding at difficulty 10 on 3d6: 63%
  • Chance of succeeding at difficulty 10 on 4d6: 90%
So 4d6 is a good deal better than 3d6 at routine standard tasks, but 3d6 is still plenty respectable. 3d6 feels professional.

Of course, in a typical gaming scenario, not everything is routine. GM's frequently want to make something a little tougher than average. Players also frequently come up with crazy ideas, and it's very normal for the GM to respond to that by raising the difficulty up one step. Officially, one step up in difficulty in Risus is a 15.  But as it turns out, a 15 is terribly hard to score on 3d6:

  • Chance of succeeding at difficulty 15 on 3d6: 9%
  • Chance of succeeding at difficulty 15 on 4d6: 44%

So the 4d6 character is still reasonably proficient, but about half as likely to succeed as they were on a difficulty 10 challenge. Most GMs (and most players who have a 4-die stat) could live with that.

The PC rolling 3d6 however, is nearly guaranteed to fail at that test that's just 1 difficulty level above "normal".  Already 3d6 is starting to suck, and we haven't even gotten to our first fight scene.

If the GM realized how low the odds were on getting that 15, they probably wouldn't use it as a difficulty very often.  Chances are the GM hasn't realized how hard the 15 will be. Most people aren't that good at intuiting actual odds, that's how casino's make money after all. We remember the big successes more than the day-to-day failures. While gamers are often more math-savvy than the general public, we've all been kind of brainwashed by years of D&D optional character generation rules teaching us that a 15 stat isn't all that unusual.  Don't believe it.



Combat:
Combat in Risus has a somewhat infamous death spiral. If you fail a roll, your dice pool shrinks for the rest of the fight.  Combat uses contested rolls, so each round one side of the fight grows weaker, while the other maintains their strength.  It's in such a combat that 3d6 clichés really become a liability.

Two hypothetical characters (or players), Alison and Brad, are about to have a duel.  Alison has a relevant cliche rated at 4 dice. Bradley's cliche is only 3 dice. What are the possible outcomes of the first round? Most of us would correctly deduce that Alison's got better than even odds, but how much better?

Alison's 4 dice are in fact 4 times more likely than Brad's three to win the first round of the fight. I ran the numbers on it this morning, and was a little surprised just how dominating that extra die is.  Here's the results of round one:
  • 75%: Alison (with 4 dice) rolls higher than Brad. Brad drops to 2 dice next round.
  • 19%: Brad (with 3 dice) rolls higher than Alison. Alison drops to 3 dice next round.
  • 6%: The rolls are tied.
Risus doesn't actually address what happens when there's ties on a combat round, so the GM is left to figure out what to do on the ties. Most GMs have both sides reroll, either as a new round or as just a second roll in what is technically the same combat round. If that's the case, the 6% is replaced by:
  • 4.5%: The rolls tie initially. The GM calls for a reroll, and Alison wins it.
  • 1%:  The rolls tie initially. There's a reroll, and Brad wins it.
  • Half a percent: This round of combat takes 3 or more rolls to resolve. It's likely Alison wins eventually.

I've seen a few GMs try other tie-breakers to avoid delays from rare consecutive ties. Usually these tie breakers are either "highest stat wins", or "highest single die wins". Either of those basically make the 6% tie chance into another case of Alison's 4-die stat delivering a win. 

So there's about an 80-20 split in favor of the 4-die character. And that's just round one, where the difference in stats is just 1 die.

Round two now deals one of two situations.

It's 80% likely that Alison won the first round, and is still rolling her 4d6 against Brad's now weakened 2d6.  Her odds of winning the second round have just shot up to 96%.  Brad's hosed.

The other 20% of the time, Brad will have gotten lucky and won the first round. Alison's 4-dice are knocked down to 3. That means both characters are rolling 3 dice. Even though Alison lost once, she's still got a 50-50 shot at winning the second round. If she does, she's retaken the advantage.

So a true break-out of the full results of the 4-dice vs 3-dice fight are basically thus:
  • 80%: Alison trounces Brad without ever taking a hit.
  • 10%: Alison takes an unlucky early "wound", but still manages to win the conflict.
  • 10%: Brad defies the odds and comes out the victor.
And that's assuming that Alison only has the one 4-die skill.  If Alison's build is 4/4/2 vs Brad's build of 3/3/2/2, she can essentially soak up one bad roll without it diminishing her attack strength.

Even if Brad's got the second-best build, 4/3/3, he's still likely to come up short in a fight.  Let's see how that 4/4/2 vs 4/3/3 conflict plays out over several rounds of combat.

Rounnd 1: Alison with 4/4/2 vs Brad with 4/3/3. Both characters roll 4 dice.
50% A wins round 1: Rnd 2 is A4/4/2 vs B3/3/3. A has advantage.
50% B wins round 1: Rnd 2 is A4/3/2 vs B 4/3/3. Even dice next round.

Round 2: Number of dice adjusted by who won round 1.
40%: A wins rnds 1 & 2. Rnd 3: A4/4/2 vs B 3/3/2. A has advantage.
10%: A wins 1, B wins 2. Rnd 3: A4/3/2 vs B3/3/3. A has advantage
25%: B wins rnd 1, A wins rnd 2. Rnd 3: A4/3/2 vs B3/3/3. A has advantage.
25%: B wins rnds 1 & 2. Rnd 3: A3/3/2 vs B4/3/3. B has advantage.

Round 3:
32%: A wins all three rounds. Rnd 4: A4/4/2 vs B3/2/2 A has advantage
8%: A wins 1 & 2. B gets lucky on round 3. Rnd 4: A4/3/2 vs B3/3/2. A has advantage.
8%: A wins rounds 1 and 3. B wins 2 Rnd4: A4/3/2 vs B3/3/2. A has advantage.
2% A wins rnd 1. B wins rounds 2 and 3. Rnd 4: A3/3/2 vs B3/3/3.  Even dice, but breaking in B's favor.
20%: B wins 1. A wins rnds 2 & 3. Rnd 4: A4/3/2 vs B 3/3/2. A has advantage.
5%: B wins rnds 1 & 3. A wins rnd 2 only. Rnd 4: A3/3/2 vs B4/3/2. B has advantage.
5%: B wins rnds 1&2. A wins rnd 3 only..Rnd4: A3/3/2 vs B3/3/3. Even dice, but breaking in B's favor.
20% B wins all 3 rounds. Rnd 4: A3/2/2 vs B4/3/3. B has advantage.

So at the end of three rounds:
  • There's a 68% chance that Alison (who started with 4/4/2 stats) has a strong advantage of being able to roll 1 more die than Brad can.
  • There's a 25% chance that Brad (who started with 4/3/3 stats) has a strong advantage of being able to roll one more die than Alison can.
  • There's a 7% chance that they're rolling the same number of dice next round, but that Brad has a minor long-term advantage that may allow him to outlast Alison.
Even if we count Brad's long-term advantage as being as potent as rolling an extra die immediately (which it's probably not), that still means the 4/4/2 build as having twice the chance of the 4/3/3 build at winning a protracted battle.

Just how big of a deal this advantage ends up being has a lot to do with the GM, and what the stats are of the challenges they throw at the players. PC healing rates are totally a matter of GM Fiat in Risus.

Even with a very generous GM who hands out free heals after every conflict and doesn't put you up against NPCs with lots of dice or back-up stats, there's still never a situation where you'll regret a 4/4/2 build. Some GMs might be easy enough you don't _need_ to go 4/4/2, but there's never a downside to doing it. Risus' clichés are so open-ended (you can use "hairdresser" in combat), and the "penalty" for using an inappropriate skills is so unthreatening (it's actually an advantage), that you should have no trouble coming up with just two big cliches that cover everything you really want the character to do and a minor 2-die stat on the side just for flavor.

The basic rules give no advice on how to handle the implications of the math behind rolls, nor does it give any good advice on how to stat out NPCs. Heck, one of examples in the rulebook casually throws out a horde of rats that roll 7 dice, with not even the slightest mention of the fact that 7-die horde is a TPK waiting to happen.  I just spent this huge article talking about how much better 4 dice is than 3, and I assure you 7 dice would be a damn spot better than that.

A few other numbers that may be useful as data points:

4 dice beats 3 dice 80% of the time.
4 dice beats 2 dice 96% of the time.
4 dice beats 1 die 99% of the time.
3 dice beats 2 dice 90% of the time.
2 dice beats 1 die 90% of the time. 

Friday, April 20, 2012

Zombies at the Gates

Session three of Death Warmed Over (my home-brewed zombie apocalypse) went pretty well.  Society is cracking and going out with a whimper, and the most of the infected still look more like victims than threats. I've got the creepiness dialed in just right. The despair and worry is coming along fine. The writing's on the wall.

Pacing is still a little slower than most RPGs, but it will pick up as society crumbles further and more of the undead transition from "sympathetic infectee" to "flesh-eating monster". So far we've only had 2 low-key chase scenes and 1 real fight scene, which was a very short PCs with guns vs a single zombie.

None the less, we've had our first player character death already. Mark was playing a compassionate man of faith who put altruism and generosity above his own safety a bit more than can really be advised during a zombie epidemic. He got himself exposed to zombie fluids repeatedly in the process of helping get infected people to shelter at the Kingdom Hall.

When he turned, I didn't tell him right away. He was up most of the night, and I described a few early symptoms as sunrise was approaching. Itches and rashes, a slight fever, and some distortions to his field of vision and light sensitivity. He knocked on the door of his neighbor the doctor (another PC), so I cut to her player and told Laura (playing the doctor) there was a pawing at her door. She looked out the peephole to see Mark's character, covered in blood and self-inflicted scratches. For the rest of the scene, I let Mark tell me what his character was trying to do, and I then I spit it back out to Laura through this filter of how the infection was influencing his perceptions and actions.  Much as the other infected have been easily distracted, I narrated to Mark that random objects and sounds would just suddenly get brighter or more beautiful and really capture his attention. It took most of the party to get him contained without killing him. They lured him with noise, knocked him over, wrapped him up in blankets, and then locked him in a spare bedroom. Incoherent and obviously infectious, his "word salad" included a few bits that were mostly intelligible, and a number of biblical references. Clearly the zombies are not entirely mindless, nor in all cases immediately violent. Those facts complicate the days ahead.

Mark took his demise really well. I've been keeping a lot of the mechanics under cover, which is probably frustrating to the players. To keep things mysterious, as they should be in the opening days of an epidemic, I avoided letting anyone know exactly what their Exposure Rating was.  I did eventually reveal that Mark's character had an Exposure Rating of 6. Which meant he needed to roll a 6 or better to not contract the disease. I'm using some elements from the "Night Zero" graphic novel series, specifically the notion that a high blood-alcohol content can help keep the infection from taking root. So exactly what dice you roll vs your Exposure Rating is determined by how drunk you get. Of course, at this point the PCs had no way to know that in-character, and Mark's PC in particular was very religious and not likely to imbibe. So he was pretty much screwed.

Mark's new character entered the game just a couple scenes later. That's one of the benefits of the rules-lite approach, you can cobble together a new character in just a couple minutes.

His new character is a Cop. He'd been on the job for over 30 hours and was finally returning home on the second day of the outbreak. It's not that they'd let him off duty. It's that while out on yet another call responding to looters, he lost contact with the police dispatch office. Around sunrise, they stopped answering the radio or phone. When he drove to the police station he was based out of, he found it full of infected, many of whom had been fine when he'd last seen them just a few hours before. Being the last living cop in the substation of the damned, he decided it was time to retire.

So the other characters are standing around the apartment complex courtyard arguing about what to do with Father Gil and the infected and quarantined NPCs they've got locked up, when Officer Ray pulls his police cruiser up to the gate and rushes inside, shotgun in hand.

Since then, the PCs have raided the apartment manager's office, which was inside one of the other gated areas on the property. They've got all the spare keys from the lock box, some billiard balls from the clubhouse to use as thrown weapons (you know how gamers are), and all the chips and chocolate they could carry from the vending machine in the office.

On the return to their own part of the complex, they ran into a one of the bonafide zombies. She looked like the other infectees, covered in her own blood and strange blistery rashes. However, instead of acting like a newborn or simpleton as most of the infected have, she got right up and started chasing them. Her jerky motions weren't quite up to a running pace, but she could keep up with a fast walk. The PCs tried to stay ahead of her, but had some delays at the gate.

The game has psychology rules, and while they're simple and elegant, they're pretty punishing. So getting the gate unlocked while a zombie lurched towards them took a die roll and some delays.  Eventually, the infectee got close enough to try grabbing Officer Ray, so he blasted her with the shotgun at point-blank. Took most of her arm off. Instead of doubling over from the pain and trauma, she just stopped to look at her arm. Waved the stub around a bit, pawed at the dangly bits with her other hand. That's when another PC arrived (from the side of the gate that doesn't require a key) and let them in.

The PCs have had a few other encounters with the undead in the hours since then. There's half a dozen milling about outside the gates of their courtyard. One slipped it's head between the bars, but luckily didn't have the clarity of mind to twist it's shoulders in. So the latest project is the reinforcement of the fences with lumber, book shelves, spare furniture, etc. One of the PCs also built a barricade in front of their own stoop and door as an extra obstacle in case something gets past that outer fence. The game has Resource Points instead of strict inventories, so you can purchase items on the fly and narrate that they were in your closet. In the case of makeshift barriers, each point spent increases the Barricade Rating on one section of the wall. However, the players don't yet know for certain what zombies roll to try to beat the Barricade Rating, or how often, so they can't feel too secure behind those fences. Basically, the players get to know all mechanics pertaining to their own actions, but have to figure out how the zombies work in-character.  (Note-to-self: I should probably make a point next session of expressly stating what a PC would have to do to get over such a barrier, because they could probably judge for themselves whether or not the wall they've built is sturdy enough to keep themselves out.)

There's more to say, but I think I've hit the most salient points from the latest session. Sometime soon I'll post the character sheets here so you can see what the PCs look like.