Showing posts with label XP. Show all posts
Showing posts with label XP. Show all posts

Sunday, January 5, 2025

Session-Based Advancement vs XP from Combat RAW

 It's really weird to me how completely disconnected the main level-up options in the Dungeon Master's Guide are.

Here's the text from 2014 DMG about leveling up your characters based on how many sessions you'd played:

A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long.

The 2024 DMG adds a couple little sentences about adjusting this for length of session and accomplishment, but sticks to the general formula above. 

So how does that compare to XP gained from combat encounters, which I will note is the default system that the game largely assumes you are using, and which the various rulebooks (2014 and 2024 DMGs, and also Xanathar's Guide To Everything) spend a lot of time and word count (and math) hashing and rehashing.

I'd say that if you're tracking XP by combat it will take you at least 2, and more likely 3 sessions to get to level 2. I've also seen it take a lot more than that, especially with cautious players, or with those still learning the system or playing a new class for the first time. 

I'm not saying it's in any way a problem that the recommended progression rate for leveling-up by session is two to three times the speed of advancement if you did the XP math, but it is odd to me that this wide a gap exists without them mentioning it in any of the books that present that math.

Supporting XP math and book references can be found below the fold, along with a fair amount of rambling.

Friday, September 26, 2014

High Degree of Randomness

I've played Shadows of Brimstone 5 times now: twice at demos with the publishers, and three times at home.

I'm enjoying the game significantly. The randomness is high, but it provides a good variety of play experience. You never know what you're going to get.

We completed our mission at both of the demos with FFP really easily, so much so that I was mildly worried the game was too easy...

Since getting it home, we've lost three missions in a row. So, "too easy" is not such a concern now.


Cross-Posted at BGG 
If this is sounding familiar, it's probably because I adapted this from something I wrote on the forums at Board Game Geek. This version is longer, and includes some analysis I hadn't done there, but it also skips a bunch of TPK detail that here I could just replace with a link to a blog post from a couple days ago. This is the better version of the post, but if you've already read the BGG version recently, you may find this to be mostly redundant.

Two of our three losses were TPKs caused by chains of Threat cards. I gave a thorough example in a previous post. The other TPK wasn't quite as ridiculous as it was only a 2-player game, but similar in theme.

The third mission was lost by Darkness meter and the villain escaping. The corridors and exploration tokens pwned us. Despite thorough shuffling, we got 8 corridors in our first 10 map cards. (Each boxed set comes with 6, so a total of 12 of the 48 mine cards are corridors. 8 in a row wasn't even possible if playing from a single boxed set, and the odds of it with 2 boxed sets aren't exactly high.) This pushed us to the deep end of the track where Holding Back the Darkness is really hard. We continued on, but now the Exploration tokens conspired against us, and delivered all 7 of the tokens that don't have Clues before we could get the third (of 5) clued token. Game ended with villain escape despite us having handled all the fights really well and done everything "right". We wasted no time, but still lost on the timer.

These losses were of course all flukes, and won't be indicative of overall play experience across dozens of games... but it's still kind of awesome (or frustrating, if that's how you choose to look at it) to know that such losses are lurking in the cards. Even a well-equipped high-level party will still lose to the Darkness meter from time to time.

Despite the shocking upsets, I still feel that the randomness is a benefit. It's surprisingly fun to get curb-stomped by a cooperative game when you thought you'd won.

Contrasting with Myth:
We took a break from Myth because it was getting too repetitive, and just too easy. There were only two or three monster types that you'd see again and again, and our characters had earned titles and got good gear. Brimstone seems likely to avoid those problems because it has more encounter variety and built-in methods to upgrade the badguys and challenges as you level up. Also, there's more PCs to choose from in Brimstone (assuming you have both boxed sets), and each PC has more customization options out of the gate. If Brimstone starts to grow stale, swapping characters should actually freshen it up again.
In theory, Myth is finally actually shipping wave 2 to the US now, which may even it out until Shadows' second wave many months from now. If I can tear myself away from Brimstone long enough to find out, I'll post my observations here.
My expectation, though, is that the clarity of the rules and card phrasing in Brimstone will push it over the top in any comparison to Myth. There are parts of Myth I do like better (the action decks are fun but clunky, the monster AI is more varied, and the two-stage bosses are cool nod to videogaming), but Brimstone's far gentler learning curve, and dramatically fewer rules-holes is thus-far making it feel like the superior game. 

Little Annoyances:


Which is not to say that Shadows of Brimstone is without flaw entirely.

I do find it a little annoying to track XP during combat in Brimstone. I would have been happier if the xp per hit and per wound on the big guys had been more standardized and tracked with tokens or something that would have sped it up during the most complex of the combat rounds. It's not bad, but it could have been better. It's also not as bad as it had been, because in earlier drafts the XP per wound on large monsters was variable by monster type.

I also think that the high-Initiative characters are going to pull ahead in the XP long haul, and that might prove problematic. In yesterday's game the Saloon Girl asked me to give her my last dynamite so she could throw it before the monsters got to act, and it kinda sucked to be giving her a 100 xp worth of potential kills when she was already the only person to level up that session.  If your group includes anyone prone to jealousy or being a sore loser, I'd recommend rotating out characters frequently (so that you get a different party mix and can share the spotlight moments around the table from game to game), or splitting XP evenly (but that will increase the amount of math during fights, and as I mentioned above, I already find the XP tracking a little tedious). I haven't played enough, or leveled-up enough, to know if this problem self-corrects or not.

I do know that this problem is less pronounced than it was at the time of that first demo many months ago. At the time I complained to Jason Hill that I felt my character (the Gunslinger) was too good, because of the way Quickdraw interacted with Dual-Wielding and his high Initiative. Since that time, the Dual-Wield penalty has been rewritten to be more severe (it used to apply to only your off-hand shots, not all of them), the Quickdraw card gained a restriction that it can't be used when Dual-Wielding, and the XP numbers were tweaked in a way that rewards hits instead of wounds (so you can still get a decent amount of XP if you are shooting at a monster that only has 1 wound left).

On a related note, I don't quite understand why low-Initiative characters lose their activation if the last monster dies before they move. Restarting at the top of the round only makes it more likely that the high-Initiative PCs will get the scavenge rewards. This seems an unnecessary bit of insult-to-injury, even if they do get some manner of compensation during the Catch Your Breath step.


Things I Love


The combat system is solid, and the handfulls of dice are fun. The components are beautiful, and the tile system rocks. Variety of play experience is high, thanks to 18 missions, tons of cards, customized PCs, and lots of random events. As mentioned above, the game can turn difficult with a single bad roll or draw, which is a good thing in a cooperative game. The XP system solves the problem of being the party healer - you score a lot of experience patching up the other characters.

I really appreciate the Traveling and Frontier Town portion(s) of the game. While some folks are probably going to complain that the game inserts random rolls into everything, I find that the risk of events really spices up what would otherwise be another boring min-max shopping trip. I _hate_ those "stop and ponder the equipment list" moments in traditional RPGs, but in Brimstone shopping is actually fun.
House rule caveat: 
When we play, we don't let you buy things for other people. Doing so (there's no clear official rule against it, but the rules seem to vaguely imply you can't) would allow a 6-player posse to hit every location on the first day, and that's just not as much fun as pushing your luck on multi-day town stays. 
And really: Outlaws, Bandidos, Saloon Girls and Gunslingers probably shouldn't be trusting one another with their wallets.

The level-up system is kinda fun, too. You get one random (rolled on a chart) stat boost each level, and then you get to pick a cool power to go with it. This gives you control of the important parts of your character (choosing your new trick) but the random chart makes it harder to min-max. In most level-up systems, the players who've mastered the system (at least to the extent of having identified dump stats and exploitable interactions) have a huge advantage over casual players that haven't done as much analysis. In theory the random stat boost should even this out a bit. It won't perfectly balance things if one person is making poor choices while the other carefully weighs the options, but it should at least reduce the gap. I'm excited to see to what extent that holds true over the long haul, as we've had such bad luck that only 2 characters have leveled up in 5 games (though to be fair, that's also because I've played a different character in each game to get a taste of everything). Worst case scenario: the casual player gets unlucky rolls for stats with no synergy, and the min-maxer rolls exactly what they wanted. While that sounds bad, it's actually basically the default assumption/starting point of most other games.  Worst case is essentially breaking even, and it's still providing at least a small extra hurdle for the shameless min-maxer to have to work around. I feel like that's a step in the right direction.





Wednesday, April 10, 2013

Mandatory Career Completion

I'm running a Warhammer Fantasy RolePlay 3rd Ed campaign, and I've just hit my first real need for a major House Rule. (There's been a couple little things that have come up previously, but most could all be handled by what could be termed an "interpretation" rather than a deliberate rule change.)

The rule I'm likely to adopt is "Career Completion is Mandatory. You must finish your current career before swapping to a new one. You may have an exception to this rule only once in the lifetime of any given character."

The point of the exception, is to allow for storylines and character development situations such as:
  • A dwarf is terribly dishonored and feels he has no choice but to seek glorious death as a Troll-Slayer.
  • A character saves the life of a major noble and is immediately Knighted for their valiant heroism.
  • War breaks out and the players volunteer as soldiers to head to the front lines.
  • A previously law-abiding character turns to crime to avenge a misdeed or defeat a bitter rival.
  • A wizard dabbles in forbidden magicks and ends up cast out by their order.
  • A character marries into a noble family, and has to start living up to Gold Tier expectations.
  • A player grows tired or dissatisfied with their character, and thinks a major change of focus will refresh their flagging interest in playing that character.

The reason for the rule itself, and for limiting the exception to once-per-character, is because there's a glaring rules exploit possible if you're willing to swap careers willy-nilly to cherry-pick specific advancements. Especially for humans.

The most notable such exploit would be piling up Fortune Dice on your Characteristics. In and of themselves, Fortune Dice are not that amazing. On any given roll, each one has a better than 50% chance of being useless (by either rolling a blank side, or rolling a symbol you already had more than enough of). Compared to the Expertise Dice that come with Skills, Fortune Dice are very weak. One Yellow Expertise Die is a little better than 2 White Fortune dice. However, Fortune Dice are cheap and the only thing restricting their purchase is tied to your career. Skill dice, on the other hand, are restricted by both your career and your rank.

The default assumption of the system is that in most cases you'll complete your career before moving on. If that's what you do, in about 12 XP you'll add roughly 1 Yellow Die and 2 to 3 White Dice to the dice pool of your best action.

The cherry-picking approach where you never complete a career, and just continuously cycle to (and abandon) compatible careers that allow for Fortune Die accumulation could result in anywhere from 7 to 12 White dice in those same 12 XP.

This could quickly break the game. After 2 ranks of this, a PC using such an exploit would be rolling 20 to 30 dice per action in their area of focus, with success rates over 99% on their most likely actions. This would lead to a ridiculous "arms race" with the GM and their fellow players.

And it's not the Fortune Dice that are truly the problem, they're just the most likely manifestation of the problem.  The rest of this post details other things that get broken by the cherrypicking and career-swapping approach.

If a character decided to just max out Wounds, they'd have even more freedom in terms of which careers to cherry-pick from.  It would be like a D&D character deciding that instead of leveling up, they were just going to accumulate hit points at 4 to 6 times the rate of any other PC. That'd be a little bit broken, but mostly just really boring.

Actions, Talents, Skills and Stance Pieces have other things that keep them in check, but at the very least being able to swap careers temporarily undoes whatever soft limits are imposed by the "Advances" box on your career sheet.  It doesn't matter that my current career focuses on Skills and Talents instead of Actions, if I can play at being some other career for two or three sessions and cherrypick the Actions.

The Adaptable special ability for being a Human of the Reikland quickly breaks under this rampant career swapping. At character creation, non-humans come out slightly ahead of humans. Humans are basically built with 26 points worth of stuff, whereas Dwarves and Elves are built with 29 points of stuff (though 9 of those points are automatically invested in very specific racial abilities). This is roughly balanced by humans having more careers to choose from, and humans getting a 1 point break each time they change careers. A typical campaign lasts for 3 to 5 ranks. If you're completing careers at the rate of one per rank, means that by campaign end humans have broke even, or maybe come out a couple XP ahead.  If instead you're using the swap-and-cherrypick technique, your XP saving breaks even in Rank 1, and surpasses the demihumans at the start of Rank 2. Even worse, this XP break is what makes the cherrypicking even viable in the first place. Humans can accumulate White Dice (or whatever) at ridiculous rates, but non-humans would struggle to get any significant advantage out of the exploit.

Aside from all the game-breaking mechanical impacts, the worst part of this exploit is what it means for the setting.

If anything, one of the flaws of the default career system (even with my house rule in place to shore up the exploit) is that it really pushes character advancement and progression along at a breakneck speed. You're basically guaranteed to "get a promotion at work" every 10th session. When sessions involve long passages of time, that's reasonable. I'm currently running The Enemy Within, which is a lengthy investigative scenario. Because of all the time spent chasing down plot leads, we're basically advancing 1 day of the in-character calendar per session. Most of the logical career "paths" are only 3 or 4 steps (20 to 40 sessions) long. So you could go from squire to knight to head of your knightly order in as little as 30 days. That's already kinda pushing at the believability envelope.

Now imagine what those career transitions look like if you're cherrypicking. (Each day spent is a Fortune Die gained, or an XP spent on career transition.) I spend three days as an Apprentice Wizard. Then I become a Gypsy Mystic fortuneteller for four days. Then I pull teeth as a Barber-Surgeon for two days. Finally, I take a job defending the King's highway as a Road Warden for one day. That's not a character arc, so much as a manic episode. I thought changing careers every 10 days was weird enough. That character, having cherrypicked fortune dice for their Intelligence stat, would actually be much better at spellcasting than their colleague who stayed in the dorm studying as an Apprentice Wizard for 10 days.



Wednesday, May 25, 2011

Mid-Game Outcome Choices in Remember Tomorrow

This is my third post on Remember Tomorrow, a light cyberpunk RPG I played recently. This post analyzes some mid-game strategic choices you'll have to make, and concludes they aren't nearly as well balanced as the options at character creation.

Previous Posts on Remember Tomorrow:

Effectively, Remember Tomorrow has a very aggressive Experience Point system. Someone levels up at the end of every single scene. Fights, arguments, and mental challenges all use the same simple and abstract mechanic, and at the end of every conflict someone's stats improve. The number of successes rolled determines how many upgrades you get.

I was curious as to what things are worth spending Outcomes on when you win a scene during the game. Luckily, this analysis is a faster and simpler bit of math than my previous post. Unfortunately, while there's little math, there's a lot of conceptual ground to cover, and it's likely to be a lengthy and verbose discussion.

Your options for every success (some restrictions apply) you roll are:
  1. Gain +1 in an attribute
  2. Gain +1 in Influence (Factions only)
  3. Gain a P-Con
  4. Tick a goal box
  5. Remove your own N-Con
  6. Reduce another PCs attribute by -1
  7. Reduce a Factions Influence by -1
  8. Inflict an N-Con on another PC or Faction
  9. Untick another PC's goal box
  10. Kill a character that already has Injured and Dying N-Cons


Let's address that list option-by-option:

1. We'll use the first option (+1 to your own Ready, Willing, or Able) as the benchmark by which to measure the other options. Each point you add to an attribute increases your average number of successes by 0.1. So a starting character will score a mean of 1.2 averages on their introductory roll, but a character whose had any one attribute raised previously will instead score 1.3 successes. Is a noticeable, measurable bonus, but not huge.

2. Immediately it becomes obvious that +1 Influence compares very favorably to +1 to R W or A. Influence is the only attribute Factions have, and it functions for them in the same way that all three attributes work for PCs. Since it affects all three dice in a roll, +1 Influence is three times as powerful for a Faction as +1 in an attribute is for a PC. If you really want a Faction to improve or degrade, adjust their Influence accordingly. When a Faction goes from Influence 4 to Influence 5, their average roll goes up from 1.2 to 1.5, and their chance of scoring a triple-success nearly doubles (from 6.4% to 12.5%).

3. Next we compare +1 R W or A to gaining a P-Con. On the plus side, P-Cons can reliably give +1 to a roll, where as attributes and Influence rely on random chance. That is to say, gaining +1 to an attribute increases your average roll from 1.2 to 1.3, but invoking a P-Con increases it from 1.2 to 2.2. That is, in a word, huge. Even more so when you consider that a P-Con also raises your maximum roll from a 3 to 4.

To balance the advantage of a P-Con, there's the disadvantage that you only get to use it once. On first glance, I thought this would keep P-Cons and attributes fairly balanced. But in actual play, it doesn't. P-Cons are absolutely better. You just don't roll often enough in a session of play for the difference to compensate. You may get to use the attribute boost three or four times as often as the P-Con in a session, but it's worth only a tenth the value on each use, so the attribute falls behind. Plus, if the P-Con gives you the win, you can spend one of your newly earned outcomes restoring it. This ability to "roll P-Cons forward" is a huge strategic advantage in the game, and a little shocking the first time you see it in practice (if you weren't expecting it). If you don't have a P-Con, it's always worth getting one.


As a further wrinkle, you can only spend 1 P-Con per roll, so there's not a lot to be gained by stacking them up excessively (but keep reading). P-Cons have a few other uses, though.

They can also be used after the roll, to reroll your whole set of dice. This is always worth doing if you failed to roll any successes. As we mentioned, there's typically a better than 70% chance that the reroll will improve your position. Adding this in to the mix further increases the value of P-Cons. A second P-Con is probably always worth it, too, then, since that protects you from a bad roll. If you already have two P-Cons, though, the attributes start looking more attractive.

P-Cons can also be burned for various minor benefits. They can turn a +1 attribute bonus into a +2 attribute bonus, but it's hard to see why you'd want to since the P-Con on its own is more potent than the extra +1 to an attribute. Lastly, you can burn a P-Con to tick a goal box even if you failed a roll... but as we're about to see, that's rarely going to be in your best interests.

4. Here's where we start to get into weird territory. In the game, every PC has a goal. When playing that PC, you naturally want to pursue the goal, get them closer to it. However, if you ever achieve the goal, your character is written out of the story, so there's a minor conflict of interests. If you're enjoying playing a particular character, you're not terribly motivated to score them their third and final goal tick.

In addition, in order to achieve the goal, you need to spend outcomes (or burn P-Cons) to get the ticks. Which means that every time you gain a tick, you're doing it at the cost of being slightly less competent in the future than you otherwise could be. There's a trade-off here that provides some of the tension of the system, but I could also see it rubbing some people wrong. I kinda like it, but then I'm a big fan of tragedy in films and novels, and I don't mind watching my characters get run through the wringer a little.

Regardless of what you think of it from a dramatic perspective, it's hard to conclude that there's any reason to score goal ticks in the early game. If you use those outcomes and P-Cons for other purposes early on, you'll find it much easier to get the goal ticks late in the story when the plot seems to be winding down anyway.

5. The fifth option when spending an outcome is that you can get rid of your own N-Cons. My initial reaction to this is that it's never worth it, at least not mechanically.

N-Cons don't do much. They only get invoked rarely, just on those scenes where you win by a large margin and someone fears you really zapping them with outcomes.  Even then, as long as your Scene Goal was a good one, you're still getting something solid out of the exchange. So really, N-Cons only impact you if you're winning, and then all they do is make you win a little less. That's not to say there aren't times where you'll want to buy off a specific N-Con because it's thematically inconvenient. But this should be low on your priority list.

The exception would be for Injured and Dying, which have additional rules baggage that could result in character fatality if ignored for long. Getting ether of those fixed up / removed is a decent option if you're invested in your character, and could be critical if you expect that any of your fellow players are the murderin' type.



Now we're into the half of the list where things turn aggressive and negative. From here on out, all the options are things you can do to someone else.

6. When is it a good idea to lower another PCs attribute? Actually, I think the answer is "almost never". Remember how we decided that gaining a P-Con or an Influence was much more potent than gaining one Attribute point? Well, the same math applies here, and perhaps more strongly. If I'm expecting further conflict with the party in question, I'll get better results by pumping up my own characters than by hindering theirs. 

There's one obvious exception: If someone has a 1 in an Attribute, reducing it to 0 kills them off and writes them out of the story. That's pretty huge. Of course, if it's rarely worth knocking attributes down in the first place, you won't see these sorts of weaknesses come up very often.  When you do, you should always ask yourself if killing that PC off is dramatically appropriate at that junction. You should never kill off a PC "just because you can". If it fits the storyline and enhances game play, great, go for the throat. If all it's going to do is ruin the night for someone whose been rolling poorly, then consider the noble route of just boosting your own characters instead.

Another argument against impairing someone's stats is that it's flavorless. The various attributes just aren't defined well enough for most of us to really grok what it means when your Able is reduced from 6 to 5, for example. The game doesn't even really establish what human average is (4 because that's what most stats start at? Or 3 because PCs are exceptional? I dunno.) Your changing the math (-0.1 successes per roll), but not the shared reality.  If you're looking to make things hard on someone else, there's more thematic and flavorful ways to do so (namely, by giving them N-Cons).

7. There's slightly more cause to reduce the Influence of a Faction, however. For one thing, as we established earlier, Influence is about three times as potent as R W or A. The shared nature of Factions make them more likely to attack you in the future: a high-Influence faction is a threat to all PCs. If a Faction's Influence gets too high, it will exit the game victoriously, possibly speeding up the end of a session. Lastly, since they're not held by a single player you don't have to worry about a destroyed faction putting a damper on someone's fun the way a dead PC might (though it does count as an Exit and could end the session suddenly).

While still not generally as good as getting yourself a P-Con, burning a Faction's Influence is something you'll be happy to do from time to time.


8. Often the most flavorful option for antagonizing someone is to give them an N-Con. "-1 to Ready" is a lot less imaginative and meaningful than making your target "Confused" or "Destitute". N-Cons are easier to role-play, as they create great hooks and focus for the narrative fiction.

Sadly, N-Cons are mechanically very weak. As mentioned in the section on getting rid of your own N-Cons, giving them to someone isn't worth it from purely mathematical point of view. All they do is make the winner of a conflict win a little less, and since they are expended when used, they're a very temporary set back. You can sometimes trade them in to double the hit to an attribute or Influence, but that's a lot of set up for minimal impact. N-Cons may be flavorful, but they don't do much.

And that's perfectly fine, by the way. As is often the case in competitive RPGs, you often want some way to mess with another player that isn't a horribly huge setback for them. You want to rain on their in-character parade, without doing the same out-of-character to the player. Flavorful but trivial N-Cons are perfect for this.

As above, Injured and Dying are exceptions to the rest of the guidelines concerning N-Cons. A character with Injured eventually has to do something about it, or it will become Dying. A character with both can be killed as an outcome. Which means Injured and Dying have a bit more punch to them, and are reasonable choices to inflict on characters that you want to hinder.


9. Unticking goal boxes is an interesting and potentially flavorful option, but one that's hard to rate in terms of power and math. Yes, if you do it, that's at least one more scene the target has to spend pursuing their goals before they can successful Exit. Its just hard to predict how much longer you'll be adding to the game. Someone else may target them in the very next scene and inadvertently undo your result, or hours may go by without them getting a success in the right area.

As mentioned earlier, ticking a goal box in the first place is something of a sacrifice. That means undoing it is likewise both a sacrifice and a serious blow. It does nothing to advance your own cause, but it can potentially undo someone else's entirely. I wouldn't do so lightly, but would keep an eye open for times and situations where it's worth it.

Another thing worth keeping an eye open for is player enjoyment. Goal boxes aren't likely to get ticked until characters have spent some serious time building up strengths and pursuing plotlines. Which means that someone ticking a second box may be looking to retire the character. It may be a sign that they're just done with that character. If you make achieving the goal too difficult, they may just respond by
dumping that PC in the pool and running an Introduction scene for a new PC. While such disruption is certainly an effective and powerful use of your outcome, it's not particularly fun.

10. The final option for spending an outcome is to kill an Injured and Dying character (ie: one with the Injured and Dying N-Cons). As with anytime you kill someone else's PC, you'll want to consider whether or not it's dramatically (or politically) appropriate at the moment.

There's a school of thought that says it's important that PC death be a real possibility in gaming. That if you never grease a PC, your players will have a diminished sense of concern about their characters, and take stupid risks or goofy actions they wouldn't otherwise, and emotional impact (or suspension of disbelief) will be undermined. I, for one, tend to subscribe to this train of thought. You can't play a horror game (for example) for long with a GM that's never really going to challenge or threaten your PCs.

However, it's very easy to go too far in the opposite direction, killing PCs without warning and despite their players never making the sort of mistakes that might "justify" it. Even hardnose GMs need to take care not to be capricious or unfair about it, or they'll eventually lose all their players (not just the characters).  I mention this because I think it's one potential "problem" with RT's system. It's possible, though unlikely, to score one big lucky die roll that inflicts Injured, inflicts Dying, and kills off the PC in a single roll, without the player being able to do anything about it. More-likely, a couple of targeted scenes and bad rolls will conspire to inflict the special P-Cons on someone before they can do anything about it, and leave them vulnerable.

Sometimes the sudden plot-twist of character death will enhance the story, other times it'll ruin somebody's fun. Make sure you know which before you do it. And before you strike that death blow, remind yourself that the narrative structure and scene-framing rules of RT make it very difficult for someone to take simple precautions like getting their character to a hospital.






In Conclusion: (The following advice is assuming that accomplishing your Goals and "winning" is important at all. If you're not playing to win, disregard this advice and make whatever decisions seem most narratively interesting. It is an RPG, afterall.)

When playing your own character, the most useful option for spending your outcomes in game is to give yourself a P-Con. Spend P-Cons aggressively at every opportunity, and use the extra success to rebuy the same P-Con (or any other) whenever it's appropriate. Once you've got two P-Cons on your PC, your priorities should shift. Reduce the Influence of the Faction that is most directly in conflict with your PC to defend yourself from future attacks. Only raise your own attributes when you score a third (or further) outcome on a roll, or when the conflict didn't involve a Faction that's likely to be an issue in the future. Don't worry about your own N-Cons unless they are Injured, Dying, or really hampering your narrative style. Don't worry about goal ticks at all until you've got your character well established with 2 P-Cons and significantly boosted stats. Boosting your weakest stat is more important than raising your higher ones, as it will improve your chances of a double- or triple-success.

When being the Controller, strike a Deal early to shore up your PCs weaknesses. Once that's accomplished, look for opportunities to use your PC in a Face-Off you have a chance at winning. If that's a long shot (or even a 50-50 proposition), instead pick a favorite Faction and antagonize others to build the Faction up. Again, P-Cons are the means to long-term success, but keep an eye out for anyone burning off "your" Faction's P-Cons on their turns as Controller. If that happens, switch to just Influence boosts so you're not feeding someone else's efforts over your own. You want your favored Faction competitive, but not better than your own PC (so they won't be used against you). If another P-Con or Influence point on your favorite Faction would make them stronger than your PC, change your focus to inflicting N-Cons on the other players. N-Cons are great in that they're flavorful but won't ruin anyone's fun. The objective isn't to crush the other players, just to win slightly more rolls than you lose and provoke some fun as the soulless corporate (or homocidal ganger) badguys.


And remember, respect the narrative. "Winning" is less important than making a good game all around.

Tuesday, October 26, 2010

Planet Degas

On Sunday, I started a campaign of 3:16 Carnage Amongst The Stars. It's a military sci-fi RPG with very abstract mechanics. The primary influence is of course Starship Troopers (the book more than movie), but I'll be throwing in hefty doses of Platoon, Band of Brothers, and Going After Cacciato. Yes, there's big alien menaces to be dealt with in every session, but the plot is more about the moral dilemmas and the social dynamic between the soldiers.

It's extremely rules-lite with a single attack roll killing half a dozen aliens (or more - after just 1 session's advancement, one of our PCs can kill 3d10 per round). On similar lines, the GM rolls just once per round, regardless of how many aliens are attacking - but that one roll has potential to do damage to the entire party. With the wrong group, this level of abstraction could get boring real fast, but we were all narrating details and developments as we went, so the game flowed smoothly and colorfully. I was pleased with the system, it seemed to be living up to it's potential right out of the gates.

I ran a smaller pool of threat tokens than is "standard" for the first session, and never activated the alien's special ability. This wasn't to go easy on the PCs - it was because we'd killed about an hour and a half gabbing, explaining rules, and making characters before the first scene, and I didn't want to have to skip on characterization and description in our first session for the sake of slogging through the tokens. I went with just two combat encounters, but the second one was quite large. By the end of the session, I had a couple of well established NPCs to kill off later, so I'm pleased.

Going Planetside

Beyond a doubt, what I like best about this system is how little prep there is for the GM. The rules are so simple, there's plenty of space to improvise. You roll on a series of 4 or 5 charts, and make something from that. Here's what I selected for our first session:
  • Planet Name: Degas
  • Planet Description: High Humidity
  • Basic Creature Form: Dogs
I decided to have the PCs get deployed to the planet late, as reserves, because of some trouble with their new LT that just arrived fresh from the academy.  So they nosed around before deployment to try to learn what the planet was like. "Wet. F-ing Wet. Wet falling from the sky. Wet coming up from the ground. Wet inside your armor. Everywhere F-ing Wet. Can't see anything for the Wet. Wet. Wet. Wet. Then something bit my F-ing foot off." Said one of the wounded who'd been evaced.

They head down planetside, and there's a bit of snafu about having the wrong coordinates. This landing pad has been abandoned because the moist ground beneath it gave way, and one side sank beneath the muck. The rain is coming down mercilessly. Improvising, I'd described the clouds as being blue. So now I said there's some blue blobs in with the rain. I had no idea what they were at this point, I just wanted to spice it up and make it more alien. Of course the players assume there's some big mystery about it, and start taking precautions not to let the blue touch them. They fret overly when the new LT gets some blue right on the face. Somewhere along the way I improv that the sound of the blue striking their armor is like an eggshell cracking. I was intending that it might damage their armor, but their minds went to it being the eggs of the as-yet-unseen aliens. I kept that in mind for use later.

It was time for a fight. My aliens were supposed to be "dogs", so I'd been planning to use some wet shaggy werewolves. But, given that the PCs had commented that the blue gunk on the LT's face was going to turn him into a zombie, I decided werewolves was not the way to go. That'd be too predictable, too much of the campy B-horror vibe, and I wanted this game to be something else, something more alien. So, the when the enemy attacks, they're "Drogs": large furry clawed frog-like things. They howl, then ribbit. It felt sufficiently alien, despite being a very simple blend of terrestrial animals, so it seemed to work. There were these pitcher plants on the surface, which the Drogs used like grenades, with a (somewhat unreliable) electrical discharge when they hit. I left my descriptions kind of sparse, so each player could fill in to their own heads whatever blend of frog and dog they could imagine, but in retrospect a little more detail probably would have been better.

Climactic Geyser
After that quick intro combat, and some shenanigans during the night involving a memorable NPC and his grenades, we went on to the bulk of the mission. They were supposed to go locate missing elements of D and E companies, along with the egghead science team that were guarding. They'd gone missing while exploring the region near a geyser. It was 45 minutes from our scheduled quit time, so I put nine threat tokens into the encounter and called that my limit.
 
Technically, I had 10 more counters available than I used, but the GMing advice says to never go above double the number of players in any one fight, so I figured 9 for 5 players would be hard enough. I knew there wouldn't be time for another combat scene, but given the late start and the colorful non-combat bits, I was fine with having 10 chips that would never hit the table.) It was a pretty grueling fight, with all the PCs getting ripped up quite a bit. One player nearly invoked a strength, then got talked out of it. On the next round, a different player invoked a strength, because it was either that or die.

They were on the last threat token, so as they finished the narration I chimed in that they'd also "killed the geyser" - which turned out to be a giant Drog spewing it's eggs into the air. They yanked most of D & E companies out sinkholes, and managed to save one of the scientists. It was a little forced, and may have gone better with an extra hour to play and another fight leading up to it, but it certainly wasn't bad. The one mistake I regret was my insistence that half an hour after the big frog died, they all saw the first tiny patch of clear sky. I thought I was being poetic, but one player made a disgusted-sounding comment about "magical weather-control frogs", so I think I may have offended their suspension of disbelief. Everyone else seemed pleased, and next week is a different world, and I won't make the same mistake twice.

Experience and Promotions

Then came the post-mission section of the game. This is a few die rolls and related things that are pretty unique to 3:16, and also part of why 3:16 needs to be run as a campaign and not just a one-shot. Medals were awarded. One of the troopers was promoted to corporal. New equipment was requisitioned. Two characters "leveled up". Everyone got something, which was great for our first session. Eventually, there'll be a session where the successful dice aren't so evenly distributed, and someone gets a huge boost while the others get nothing. I'll be sure to blog here when that happens.

The "experience" system is a little lopsided and random, but it's not unfair per se. If your character is focused on FA you'll get a certain type of reward quite frequently, but if you went with NFA as your primary stat, you'll get the other reward types more often. Over the long term, it'll even out across the group, but there's a chance someone could get next to nothing for a couple sessions in a row. It's clearly an intentional feature, not a bug or hole in the rules. It's intended to reinforce thematic elements (life isn't fair, battlefields are chaotic, sometimes the least competent get promoted, etc) and encourage some competition between the players. I'm a tiny bit worried it could lead to hard feelings if the dice are cruel. I have one or two players in the group that I could see getting miffed if the system slights them too often. We'll just have to see how it plays out.

Simplicity

Overall, I was very pleased with the game, especially for a first session with next to no prep. I spent more time printing the character sheets than I did actually contemplating the plot, yet the simple mechanics and a couple war movie tropes were inspiration enough to keep the action flowing. It's light and flexible enough to let improvisation be the heart of the game, which is a good thing for me since it's the fourth weekly game on my schedule right now, three of which I GM.

Tuesday, October 21, 2008

Right Over My Thick-Skulled Caveman Head

According to the Og design journals at the firefly games site, I missed a pretty major joke in the original Land of Og. Characters never level up. Or rather, it takes 25,000+ xp to level up, and the biggest single award is about 2,000 xp per PC - and that's for the nastiest biggest dinosaur you'll never kill anyway. As Robin Laws describes it, it's like D&D if you had to kill Asmodeus (or some other major demon/devil/dragon/titan) a dozen times in order to get to second level.

I'm so jaded and used to house-ruling XP systems, I completely missed the joke (when I read Land of Og).

Tuesday, August 19, 2008

Experience and Training Times

I posted the following to the Scion Forums today. It was in response to someone saying that the "Speed Reader" knack should have an extra benefit of allowing people to raise knowledge-based skills faster. It's pretty coarse as-is, but I may refine it into a more useful essay sometime...

In most RPGs, I neither require people to spend time training in order to raise their stats or skills, nor do I reward those who spent time doing so with bonus xp or free dice or the like. It's a little unrealistic, to be sure, but that extra level of realism doesn't really benefit the game more.

Generally speaking, I just accept that XP is an abstract medium that exists purely for purposes of game balance. It doesn't really model character development - instead it's a way to reward player participation and enable them to tune their PC after character-creation. I don't figure it is meant to approximate the way people actually progress in the real world.

For example, in the real world, if you chose to specialize in a particular field, you tend to lose some of your skill in other areas. While we're in school (college, training programs, etc) we have all sorts of knowledge that we forget later. I, in the real world, am not as good at math or oil painting as I was 10 years ago, though I've honed other skills in the meantime. You may be a great cardiovascular surgeon, but you're not as good a General Practitioner as a result. That's just a reality of life - if you don't practice your skills, they get rusty. I can't say that I've seen that modeled in gaming - the closest I've seen is aging rules, but even those most often just penalize physical attributes.

I wouldn't reduce a PCs skill by GM Fiat because he hasn't rolled it in several sessions, or because we skipped 6 months of downtime between scenes. Increasing his skills 'cause he spent those 6 months studying something (but didn't spend XP to back it up) is just the opposite side of that coin.


While I'm okay with the "skills are cheaper" school of knacks, I feel no compulsion to extend such benefits to other knacks just cause it might seem more realistic.

Honestly, there's just not much realism in most XP systems, and I have no problem with that.

In White Wolf games (and many other point-based, not level-based, RPGs) you can go from rank amateur to an award-winning pro (in the skill of your choice) in just a few sessions that might represent as little as a few days in-character, but in the real world that typically takes years of dedication and practice.

The closer you model character advancement on reality, the less fun the game becomes.

(There are exceptions to that statement, of course, and a game using the "winter season" concept from Pendragon can get away with things other RPGs can't.)

Friday, March 28, 2008

XP and Character Advancement in Orky Heresy

Rather than using the existing (and convoluted) Dark Heresy system for character advancement, the Orky port to DH will use the simpler rules from Warhammer Fantasy Role-Play. You'll need both WHFRP and DH to run Orky Heresy, I'm afraid.

Here's the briefest of summaries:
  • Buying a skill or talent or +5% of statistic upgrade costs 100 xp.
  • When you have filled all the upgrades of your existing career, you may pay 100 xp to advance to any career that's listed in the "Career Exits" of your current career.
  • In the case of upgrades where you have choices (such as listing "Barter or Evaluate") you may advance provide you have at least one option from each choice, or can wait and buy every option first.
And here's ways this "Orky-port" varies from WHFRP and DH:
  • The WHFRP rule that lets you pay 200 xp to restart at ground level by going to any basic career does not apply to Orky Heresy. Instead, you may pay 200 xp and act weird for a session or two to go to the Outcast career.
  • Don't worry about meeting the prerequisites of Skills and Talents. The careers are set up to make it likely you'll hit the prereq's, but it's no biggie if you don't. They are still available as options. Your options are limited enough to prevent most abuses of this in an all-Ork campaign.
  • When you start a new career, you immediately get all the trappings (items) of that career. This is a bit more generous than WHFRP, but again it's not unbalancing as long as everyone gets the same benefits. Roll the teef dice of your new career, and add them to your total.
  • The system uses a few talents from WHFRP and some new talents. If at first you don't find it in DH, check here and in WHFRP.
  • I recommend the flat XP awards from WHFRP instead of the more organic system of DH. Part of the fun of playing Orks is being able to screw up and not worry too badly, so flat XP works well to make the players not stress over success. Replacement characters should only trail a couple hundred XP behind the character that died for much the same reason.
  • That said, the following XP bonus exists just for Orks: +100 XP in any session in which you took 1 or more wound. The fluff text of the 40k Ork books says that getting injured triggers a biological reaction in Orks to grow bigger and get 'arder. The rules should reflect that.
Again, this is all a playtest / prototype / beta / untested version of the Orky port for Dark Heresy. There's some rough edges, and the GM will have to improvise from time to time.

Good luck, and have fun!

Friday, January 25, 2008

possible alternate XP system

One thing I'm considering is a major top-down XP revamp for Scion. This is a very rough draft of such a houserule, and it assumes Legend rating is GM-controlled, NOT bought via XP.

In a nutshell, Everything would be categorized as: Costly, Average, or Trivial.

For Hero: Epics and Boons are Costly. (Mundane) Attributes and Abilities are Average. Nothing is Trivial at the hero level.

For Demigod: Epics and Boons at levels 3+ are Costly. The first two levels of a Purview or Epic are average. Attributes and Abilities are Trivial, except when being raised above standard human maximum, when they are Average instead.

For God: Epics and Boons at levels 6+ are Costly. Epics and boons at levels 1-5 are Average. Abilities and mundane Attributes are Trivial (regardless of rating) since adding one die is pretty meaningless at this level.

Cost to raise something by one dot would be based on it's Costly/Average/Trivial rating at your Legend. If favored by your divine parent, a thing costs 1 XP (or 10%?) less.

Costly = 2 x (average session award) to raise level by 1.
Average = (average session award) to raise level by 1.
Trivial = 1/2 x (average session award) to raise level by 1.

That way PCs advance something nearly every session, every other session if raising stuff that really has an impact. If raising minor minutia, they get two per session.

All existing limits based on Legend, corresponding mundane Attribute, etc, remain the same as per the rulebook. Things must still be bought in sequence, except for Boons. The only wonky part of the system would be Boons - a God could get a level 5 Boon for the same cost as a level 1 Boon, which would be a bit weird.

Saturday, January 12, 2008

Scion of Exalted

Scion's mechanics are lifted whole-cloth from Exalted 2nd Edition. Individual powers are different, but the combat rules are all the same. The biggest difference between the two systems is the inclusion of Epic Attributes in Scion.

In Exalted (which, to be fair, I've never played) your dice pools just get bigger and bigger. My friend Mike (aka "Doomshadow") had a starting character who rolled 27 dice for his big attack - thankfully he could only do it once per fight. I was invited to play in that campaign, and started concepting a character, when Mike told me about that dice pool. It scared me away.

In Scion, Epic Attributes grant automatic successes, and so there's no "need" for ever-increasing dice pools. It's more efficient (in XP) to increase your Epics instead. I strongly suspect that by the time you get to Scion: God (Legend Ratings 9-12) the game will be more or less diceless. Being (or not being) focused in an area will mean a difference of 10 to 30 auto-successes, so your dice pool of 6 to 12 dice (averaging 3 to 6 successes) won't be worth rolling.

This, however, will not hold true for Greek Scions. They have an ability called Arete, which grants ever more increasing dice. I predict the benefits of Arete will be enough to make Greek characters roll frequently, even at Legend 10.

On the other hand, XP costs may get so out of hand that everyone fills in their weak spots instead of focusing at all - which would be a bit of a let down. This would result in die rolls being a big deal even at high-Legend.

There's also a good chance that the disconnect in reality between (what) the rules (encourage PCs to spend points on) and (what) the authors (of the monster section expect when designing challenges) may result in monsters that are utterly focused in the wrong ways. While this was a problem in Hero, and an annoyance in Demigod, I think it may actually be a benefit in God. Innappropriately focused monsters will push that diceless aspect I'm hoping for. Let's hope the authors didn't read complaints on the forum and adjust to match reality.

I have some issues with the implications of High-Legend on the XP system of Scion, which I intend to blog about sometime soon. However, it won't be for a while. My wife gets back from Disney tonight, so I'll be engaging in the time-honored husbandly tradition of scrambling to get everything clean at the last minute, followed by the time-honored couple tradition of being really needy and clingy for the first day she's back. At least I'm honest about it.

Wednesday, December 26, 2007

PCs at Xmas

I like to give holiday presents to the PCs in my campaigns. (I haven't been able to do so in recent years, due to campaigns ending right around the holiday season).

This year, I had an easy gift for my Scion campaign. The PCs all ascended to Demigodhood for the holidays. This effectively doubled (at least) the power-level and XP total of the PCs. (And the irony of doing this for Christmas was not lost upon me. Umm... sacrilicious.)

In other years where we've done "White Elephant" random gift exchanges amongst the whole play group. When that's going on, I generally make little "gift cards" to put in the mix, with presents such as "+5 XP", "you gain a 3-pt henchman", "+1 die to the Ability of your choice" or "You are now Dworkin's favorite (for good or ill), and as such he brings you the jewel of judgment", whatever sort of stuff is relevant to the game we were playing.

The best gift card I ever made was my "Pound of (Drama) Dice" for 7th Sea. I had a single-player campaign going in 2002 - 2005. For Xmas one year, I made a punch card for the player (my wife) including one use of every single different thing a double-blooded sorceress-swordswoman (such as her character was) could get out of a drama die or reputation die. It had 17 entries, and was limited to 1 use per session.

Thursday, December 20, 2007

Speaking of Calvin's Clocks: Bridging the XP gap

XP is supposed to be a all about rewarding players who:
  1. achieve certain goals,
  2. role-play well,
  3. -or even just-
  4. show up consistently.
However, depending on the system, and just how spotty someones attendance is, XP can actually be a deterrent to consistent attendance and performance. If you miss a few sessions and the game goes on without you, other players begin to out-pace you in XP. Depending on the game, this will either be barely noticed or hugely obvious.

In that later situation, a person who's lagging behind gets delegated to the role of sidekick, or just gets overshadowed constantly. As such, they begin to enjoy the game less. This in turn causes them to re-prioritize the game a little lower on their to-do list. That results in them showing up less often, and thus lagging further behind in XP. It's a vicious cycle.

Have you ever seen this (regrettable) process in action? If so, how did you cope with it?
Do you know of any games that deal with this, or side-step entirely?

Wednesday, December 12, 2007

XP at High Legend

I continue to be a tiny bit nervous about the high-levels of play in Scion.

The XP system is set up so that PCs can advance something every session at the Hero stage. My players do so constantly. I suspect a session has never gone by that didn't end with someone spending XP on something.

The things you can spend points on get sickly good as the game progresses into higher Legend ratings. The costs go up with that power increase, but the XP awards stay the same. Meaning that the sessions still give out 5 or 6 XP, but relevant upgrades go from costing 3 or 4 to costing 20 or 40. What I fear is going to happen is that players will either:
  • a) Become disillusioned with the game because they have to wait so long to up their best powers. Player dissatisfaction could hobble the "legs" of the campaign, causing it to die somewhere mid-DemiGod.
or
  • b) Keep looking for cheap things to satisfy the "upgrade every session or two" mentality the early stages of the game fostered. This would result in PCs having nearly identical stats and/or each PC having virtually every Knack the game provides.
Despite all my bitching, I'm really enjoying the game, and would hate to see either situation develop.

Friday, December 7, 2007

Improvement by Time and Training

In general, I don't like systems that require or incentivize training. Frankly, training is rarely exciting. An occasional montage might work, like Luke with Yoda, but mostly it gets old quick. To make that the only method of advancement sounds uninspiring.

Enforcing realistic improvement rates slows character development to a crawl, so it's generally better to skip on this realism unless you have some way of guaranteeing the same playgroup for consecutive years. If you have a foolproof retention method, please publish it!

That said, Time & Training works admirably for Continuum. Largely because it's a time-travel game. The PCs control their own development, being capable of saying "I need to know about Art History to answer this question, so I'll jaunt off for a semester at MCAD before attempting the roll." Time & Training is not the only XP system therein, they also have an Improvement by Attempt sub-system. Players can fluctuate between actively seeking skill upgrades and just incrementing those things that the GM asks them to roll.

It can also work pretty well for any game that features sweeping leaps of narrative time. I don't recall what the XP systems of Pendragon and Orkworld are like, but I imagine you could work a fairly realistic advancement system into any game that uses their concept of "winter season".

My old "Hearts of Darkness, v2" LARP did so fairly effectively, though it was using a hybrid system of this mixed with XP by Accomplishment. The game featured immortal vampires as PCs. We'd run 6-8 session story arcs, then advance the timeline by 5 to 20 years. Experience could only be spent between story arcs. Your accomplishments in the previous arc made various things cost less XP. We'd give each player an individual list of things that had reduced costs due to their efforts.

What are your thoughts (or anecdotes) regarding games that use strongly simulationist methods of character advancement?

Experience Systems

All this talk about the clocks in Continuum has gotten me thinking about XP systems I have known, and what I have thought of them. I'll do a series of (hopefully) short posts to that effect.

Off the top of my head (and with poor, improvised titles) the dominant XP paradigms are:
and of course,
  • No Improvement
Can you think of any Experience/Advancement Paradigms that I have missed?