Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Wednesday, November 16, 2011
Save the Internet!
It's American Censorship Day. In honor of this holiday, I intended to [DELETED] a [DELETED] with a [FNORD] on my [DELETED].
PROTECT IP Act Breaks The Internet from Fight for the Future on Vimeo.
I strongly encourage all Americans to take a few moments this morning to email or call their Senators and Representatives and complain about SOPA and the Protect IP Act, two pieces of legislation that, if passed, will cripple the internet. Hollywood and big music are trying to take your internet away. The laws they are trying to pass will chill and censor online creativity and expression, while mostly failing to actually stop piracy.
Wednesday, November 9, 2011
The Other End Of The Microscope
I've played four games of Microscope so far. After this most recent session (admittedly, about a month ago), I feel like I've learned a bit about how to get the most out of the game. Sadly, in order to learn and improve, we had to fall over a few times.
I'll start with nutshell summaries of the four games, in order of when I played them:
In the two games that didn't work as well, the players weren't really seeing eye-to-eye, and we were all over the map thematically. It just didn't come together as it should, which I'm thinking probably means our palette wasn't refined enough.
Good Palette, Bad Palette: Less Is More
(For those unfamiliar with Microscope: the palette is a list of thematic elements that the players nominate for inclusion or banning during a particular session of the game. The palette is constructed first, taking a couple minutes at the start of any game of Microscope.)
Not surprisingly, the best games are the ones where the setting was most clearly defined. Microscope really shines when the players are on the same page: riffing off each other's ideas, and reusing characters or concepts. As near as I can tell, there are two ways to achieve this:
Early on, we had a notion that monsters would occur mostly as one-offs, the way they do in Greek myth, where there's one minotaur, one hydra, three gorgon sisters, etc. But that was expressed as a "yes" option in the palette, and it was followed up by another "yes" that we could also include races of monsters if we wanted. Which meant the number of races in the setting kept creeping up. You know how I said that there were orcs, goblins, hobgoblins, kobold, and goat-orcs in the setting? Want to know all the established facts about them? Curious what the difference was between a kobold and a goblin? Here's all we knew:
What's the point of having all these races if you don't develop them? At least in D&D, you've got game mechanics and illustrations to differentiate them. In microscope, we had nothing. If the player needed a threat, plot device, or faction for a new scene or event, they'd just name-drop a generic fantasy monster race and leave it at that. Since we're not a D&D group at all, I'm guessing we had different people picturing different editions (and games) versions of these monsters, at least to the extent that they were being pictured at all. Mostly they were a blur in the background.
I'm going to contrast this with the gods. If there's one thing we did right on the palette of that epic-fantasy game, it was Peter's awesome restriction of "no" to there being more than 5 gods. I should note that 5 was also the number of players. This restriction ensured that people wouldn't just throw out gods casually, or mix pantheons. All of the gods that showed up were unique creations. You'd give them a cool name, a description, and a large purview / dominion (like "Goddess of Ice, Suffering, and Childbirth") that suggested even more about them. Only 3 of the 5 possible gods entered the narrative, but the two that got introduced early on showed up again and again. They rocked.
I strongly suspect that similar limitations being applied to other areas would have worked wonders for this game. If there was a limit of roughly the same number of fantasy species as there were players, then we would have reused species instead of paying lipservice to them. If wizards were defined individuals, not just a race or profession, we might have ended up with them being a bit more flavorful.
The more you reuse something, the more definition it gets. Confusion and vagueness are the enemy in Microscope. The whole point of the system is to keep narrowing in and discovering new things about what you've already looked at from a far. When allowed limitless freedom and left to their gut-instincts on a blank canvas, we end up just throwing around cliches, tropes and buzzwords, doing the same old thing we always have. When you have a limited palette is when the really interesting revelations come up.
I'll start with nutshell summaries of the four games, in order of when I played them:
- Alternate History / Steampunk: Leonardo da Vinci's craziest inventions all work, which leads to floating Italian city-states ruling the world.
- Science Fiction: The trials and social upheavals of a generation ship on it's centuries-long voyage to a new eden.
- Urban Fantasy / Secret History: A conspiracy to protect the unwitting masses from their own imagination in a dark world where popular literary characters can sometimes spontaneously come to life.
- Epic Fantasy: A "bigger-is-better" take on high fantasy with city-sized dragons, meddling gods, and the infamous 'Goarcs' (Goat-Orc Hybrids).
In the two games that didn't work as well, the players weren't really seeing eye-to-eye, and we were all over the map thematically. It just didn't come together as it should, which I'm thinking probably means our palette wasn't refined enough.
Good Palette, Bad Palette: Less Is More
(For those unfamiliar with Microscope: the palette is a list of thematic elements that the players nominate for inclusion or banning during a particular session of the game. The palette is constructed first, taking a couple minutes at the start of any game of Microscope.)
Not surprisingly, the best games are the ones where the setting was most clearly defined. Microscope really shines when the players are on the same page: riffing off each other's ideas, and reusing characters or concepts. As near as I can tell, there are two ways to achieve this:
- Alternate History (with a defined sub-genre and deviation point): A setting that looks like Earth, or like Earth until a particular event or time. This gives you a common well of ideas to draw from, and ensures everyone is picturing roughly the same images in their mind. The trick will only work if everyone has some grounding in the history, theme, or sub-genre you're proposing. Steampunk Renaissance (and the world that would evolve from it) was easy to grok, but a more obscure era or culture might not have worked so well.
- Really narrow palette: I believe you could make any setting work, provided the majority of the palette were "no" statements instead of "yes" statements. Confusion and vagueness are the enemy in Microscope, but too much freedom can likewise be disruptive. You want a couple of cool simple ideas to play with and explore. The game is at its best when you explore an idea and its ramifications thoroughly, and when individual characters or events get revisited and built upon. To quote an art teacher I once knew, "restrictions breed creativity". A large number of "yes" statements encourages people to just keep adding new eras ("periods" is the game-term, IIRC) and events that exist in isolation from the rest of the narrative, trying to shoe-horn in anything from the palette that hasn't yet been introduced. If you leave the field open for just about anything, you end up with an ugly mish-mash that doesn't hold together conceptually.
Early on, we had a notion that monsters would occur mostly as one-offs, the way they do in Greek myth, where there's one minotaur, one hydra, three gorgon sisters, etc. But that was expressed as a "yes" option in the palette, and it was followed up by another "yes" that we could also include races of monsters if we wanted. Which meant the number of races in the setting kept creeping up. You know how I said that there were orcs, goblins, hobgoblins, kobold, and goat-orcs in the setting? Want to know all the established facts about them? Curious what the difference was between a kobold and a goblin? Here's all we knew:
- Orcs got a well-defined culture, especially for a one-shot. They had dinosaur-riding shamans early in the timeline, who were then overthrown by magic-hating orc-amazon heroines. If you were playing an orc, you had some backstory to play with and have opinions about.
- Goarcs were created by a wizard who magically crossbred goats and orcs. Some where centaurian, others were goat-headed orcs, and still others were a random mix of goat and orc parts.
- Humans were also made by wizards, not gods. In an inversion of an established fantasy trope, humanity was created by breeding orcs and elves.
- Kobolds had big families with lots of children.
An aside about Goat-Orcs: Alas, the Goarcs were introduced too late in the game to get used. We all responded to the concept, but they didn't get proposed until probably half and hour before we folks had to start heading out to their buses. Had the Goarcs shown up 2 hours earlier in the night, they would have defined the game. If we'd had Goarcs early on, I doubt anyone would have bothered with Goblins, Hobgoblins, Kobolds, or other generic fantasy races.
I fully expect that Goarcs will show up in other games we run, and not just Microscope, either. I may just need to write a Goarc RPG.
What's the point of having all these races if you don't develop them? At least in D&D, you've got game mechanics and illustrations to differentiate them. In microscope, we had nothing. If the player needed a threat, plot device, or faction for a new scene or event, they'd just name-drop a generic fantasy monster race and leave it at that. Since we're not a D&D group at all, I'm guessing we had different people picturing different editions (and games) versions of these monsters, at least to the extent that they were being pictured at all. Mostly they were a blur in the background.
I'm going to contrast this with the gods. If there's one thing we did right on the palette of that epic-fantasy game, it was Peter's awesome restriction of "no" to there being more than 5 gods. I should note that 5 was also the number of players. This restriction ensured that people wouldn't just throw out gods casually, or mix pantheons. All of the gods that showed up were unique creations. You'd give them a cool name, a description, and a large purview / dominion (like "Goddess of Ice, Suffering, and Childbirth") that suggested even more about them. Only 3 of the 5 possible gods entered the narrative, but the two that got introduced early on showed up again and again. They rocked.
I strongly suspect that similar limitations being applied to other areas would have worked wonders for this game. If there was a limit of roughly the same number of fantasy species as there were players, then we would have reused species instead of paying lipservice to them. If wizards were defined individuals, not just a race or profession, we might have ended up with them being a bit more flavorful.
The more you reuse something, the more definition it gets. Confusion and vagueness are the enemy in Microscope. The whole point of the system is to keep narrowing in and discovering new things about what you've already looked at from a far. When allowed limitless freedom and left to their gut-instincts on a blank canvas, we end up just throwing around cliches, tropes and buzzwords, doing the same old thing we always have. When you have a limited palette is when the really interesting revelations come up.
Friday, November 4, 2011
1,000 Blank Pink Sheep
A few weeks ago my wife and I taught 1,000 Blank White Cards to some friends of ours (Mark and Laura). We played two games in rapid succession. Here's a bunch of our cards:
1kBWC - Teabagging Sheep, a set on Flickr.
Friday, August 26, 2011
TROOPS: Cloud City
Last night I ran a one-shot based on the cool old Star Wars fan-film TROOPS. This was the second time I'd run such a game, but the last time was way back in February of 2009. For last night's reprisal, I moved the game from Tatooine to Bespin. Filmed live on the platforms of Cloud City.
Here's a link to my post about the old game. For those unfamiliar with the general TROOPS concept, here's a link to the very entertaining video that inspired this madness.
We used the classic d6 system, with the PCs assembled quick and easy via the game's template system. The PCs were mostly Stormtroopers, plus one contract Bounty Hunter (an Ewok of all things) and a probe droid operating as embedded journalist / camera crew. Surprisingly likeable PC Stormtroopers, as in the video, with completely dysfunctional shady NPCs. "All NPCs are Guilty - Otherwise they wouldn't be NPCs." A few of the PCs were reprised from the other scenario two years ago, but any who got promoted had since been busted back down to no more than junior officer status so it would still feel like TROOPS.
This time I ran them through the background events of the last third of Empire Strikes Back, explaining why the 'Falcon's hyperdrive is deactivated, how C-3PO got shot, and what kind of trouble you can get into when someone's severed hand lands on your back porch.
At the start of every scene, I handed a random PC a short written script. This was their narrative monologue to the camera, used to set up and lead in to the next scene, and establish background details. For example, to start the session, I had someone read:
"Cloud City, Bespin, 7:00 am local-time" scrolled across the screen. Then the camerabot turned to another one of the TROOPS, who said (read from the telepromter, no doubt) this:
So the PCs enter the shipyard, where a pissed-off mechanic is bandaging his hand. He explains the owner of the ship has a real menagerie on board, some big fuzzy thing, a bunch of droids, and whatever it was that bit him. For a couple minutes I managed to imply it was Chewbacca that bit him, which was a total miscommunication red-herring. The players were wondering what the guy did that would provoke Chewie to attack, but had to proceed as the arrogant Imperial pigs they were.
The Imperials head over to the ship to check it out. One officer leans into the open hyperdrive port and bangs on it to scare out whatever the animal is, and ends up with a Mynock wrapped around his helmet. There's a couple more in the engine block, and they start flying around.
It wasn't much a challenge for armed and armored troopers, but I broke out the Star Wars miniatures anyway and dipped our toes in a combat system none of us had used in a long time.. The first two Mynocks went down in the very first round, but the third one was surprisingly resilient. No one could get a decent damage roll on it, and a missed shot with a "1" on the wild-die left the NPC lying dead on the floor.
After the Mynocks were dealt with, the PCs put a "boot" on the Falcon's hyperdrive, broke one of it's tail-lights to justify a few extra tickets, and searched the holds. They confiscated the boxes full of money that Han was going to use to pay off Jabba. Aside from a little trouble with that little zappy ball that Luke used to practice his sabre work in the first film, the scene wrapped up without incident, and without the PCs ever meeting the main characters from the movies.
Next scene. One of the PCs reads:
This lead to a small scene with an "obvious prostitute", I said as I placed a minature R4 astromech unit on the tabletop. When they eventually blasted the sexbot, it responded in the typical R2D2 method, rolling back, head spinning, and dozens of tools and attachments popping out of all the hidden compartments. So now the corridor is littered with vibrators. They question the other nearby bot, PI-MP, who claims to know nothing about "that slutty little bitchbot".
"You want me to backhand her for you officer? I'm fluent in over 6 million forms of bitchslapping."
Surprisingly, PI-MP doesn't get blasted. He managed to convince them that he was innocent. Some random protocol droid came walking in at that moment, and PI-MP pointed at him. "Look, that's gotta be the pimp you're looking for officers. Look how much bling-bling he's made out of." So they let PI-MP go, and blasted poor C-3PO who just happened to wander in at the wrong time.
Meanwhile, the dirty little Ewok bounty hunter wasn't at all interested in cleaning up the prostitution of Cloud City. Since we were in a bad part of town, he went looking for other entertainment. Before long, he was involved in some illicit gambling with a bunch of Ugnaughts and Jawas, playing some high-stakes game called "Utini!" As their game wrapped up, his fellow little people said they were off to some big protest that was going on.
Which lead right into this scene:
I got out an actual map for this one, and set up a big cluster of ugnaughts, ewoks, jawas, and various short droids in a picket line. They were complaining about the working conditions on deck 12 & 1/2. Poor lighting, no safety railings, and the terribly low cielings. "First off, who are they trying to kid here? We all know deck '12 & 1/2' is really unlucky number 13. Secondly, why the low ceilings? Are they trying to say we're short? Just because we're not 2-meter tall freaks doesn't mean that some of us don't get claustrophobic! And what did Baron Calrissian do to 'improve' our lot in life? Longer coffee breaks and freakin' door to the brain of Moff Malkovich. I don't think even Moff Malkovich wants to see what happens inside Moff Malkovich's brain. I sure don't!"
The PC Imperial Officer starts making rolls of his command skill, threatening to blow up the protesters if they don't disperse. This gets rid of most of the crowd, except one little power droid who stands his ground shouting "Gonk no, we won't Go(nk)!" Time for some good old fashioned police brutality. The PC AT-ST Pilot chose to have her walker kick the Gonk Droid off the platform. She failed, with a dismal low roll and a spectacular "1" on the wild die.
So now the AT-ST scout walker is lying face-down on the terrain (a parked Imperial Shuttle on the platform, as a matter of fact) and the badly damaged Gonk droid is ominously whistling as if it's going to blow.
That's not nearly dire enough, so I chose that moment to have some of the other protesters return. Including several ugnaughts in a mecha war machine. I put my "Uggernaught" miniature on the table. I've been itching to use this mini in a scenario ever since I opened it in a booster of Star Wars minis a couple years back. Look at that thing, ain't it just ridiculously cool? Usually hard to justify, but this was no doubt the perfect game for it.
So now the PCs are pinned between the fire of a crazy ugnaught death machine, and the whistling overload of a malfunctioning power droid. Now that's drama! :)
While most of the squad was pinned down, one of the Troopers did manage to use the cover of the buildings on the map to advance without incident and take out the rebel ugnaughts by means of a well-placed grenade. The whistling Gonk droid on the other hand was beyond their ability to multi-task, so most of the PCs took wounds from shrapnel damage that penalized their rolls the rest of the night.
The PC Imperial Officer went to fetch a change of uniforms, and came back with a new mission (and thus another of my short scripted monologues).
As it turned out, the home was that of Mr. and Mrs. Lobot. For those of you who don't recognize the name, Lobot was Lando's right-hand man on Cloud City. The bald guy with the computer sticking out of his head who follows Calrissian around, wordlessly directing lesser minions. He holds a position of importance, but he's very formal and not a particularly warm or communicative individual. So, it's no surprise that his marriage is a bit strained. Probably works late nights and weird back-room business deals with his shady boss in gambling dens and strip clubs. Who's to blame Mrs Lobot if she suspects her husband is secretly some sort of mob boss?
Lots of hysterics follow. The place has been trashed. She's in tears, crying and screaming, and he's standing there stoicly telling the troopers that everything is under control. Amidst all her sobbing, they eventually figure out she keeps repeating "it's on the balcony!" There the PCs find a severed hand. Mr Lobot swears he had nothing to do with it, that it must have fallen from somewhere further up the bottomless shaft. Mrs Lobot, however, is certain it's some sort of creepy mob signal, like waking up with the head of a Bantha in your bed.
While they're all out on the balcony trying to sort things out, the rest of a body falls past them. They look upward, and see this narrow promontory extending out to the middle of the chasm. There's someone else up on the damn thing, too, some black-clad Emo kid. Cut to narration:
In the movie, after Luke throws himself off the ledge, Vader just heads back to his Star Destroyer like its no big deal. That of course is not what the PCs find when they get up there, though. No, I have a "fine tradition" in my TROOPS games that every session must end with a Drunken Darth. So Vader's out on the far end of this narrow ledge over a huge pit, all sad and depressed because his son just jumped. The Ewok bounty hunter walks out there to talk him back in. They end up sharing a few drinks - all those buttons and switches on Vader's chest plate are controls to his built-in minibar.
"I'm not a bad father, am I? I know I wasn't ever really there for him, but lots of people have workaholic absentee dads, right? That's no reason to shout 'you're not my father' and jump off a cliff, is it? I mean, it's not like he didn't know I exist, I left him with family after all. That's better than I had. You know what my mom told me? She said my daddy was a magic space virus!! You know what that does to a kid? Teaches him his mommies a damn liar, that's what it does! So at least I didn't lie to him like that..."
The Ewok tries talking him back in off the ledge, but without a lot of luck. In retrospect, I should have called for some sort of social roll to give him a shot at success, but it was a surprisingly complex scene and I was pretty deep in character, so I dropped the ball there. Not that I wasn't pleased with how it all turned out.
He's out there, waxing suicidally, and would rather down a six pack and a few bowls right here at the cliffs of doom than go back to work or blow off steam at some nightclub.
Someone suggests that the one female Stormtrooper in the squad try to coax him back to safety. She's rather reluctant, because the other time we played this, he made her be his date to his High School Reunion... and let's face it, Darth Vader is kind of a dick. Speaking of which, it's not long before she's ordered out on the ledge, pole-dancing on that vertical pipe or antennae or whatever the point of those weird bits on the bridge to nowhere are. This took a fairly difficult climbing & jumping roll, especially in the armor, but as it turns out she was up to the task.
As Vader is talking about what a great kid he had before he threw himself off the ledge, the PC Imperial Officer steps forward with their evidence baggie from the previous scene. "This son of yours, was this his by any chance?" he asks, handing Vader the severed hand.
I tell everyone that this is too much for Vader, and he feints. Everyone should roll initiative. I'll roll 3d6 for when Vader falls, only people who roll higher than him can act before he falls off the ledge. The first PC to act is also the only one who's too far away to do anything more than shout. The next two PCs try Brawling rolls to grab Vader, but fail and have to make a Dex check to keep from falling with him. The Ewok bounty hunter attaches a grappling hook to Vader, but there's some doubts as to how well a lone Ewok can belay the descent of a rather tall human in battle armor carrying a well-stocked wet bar. Yet another PC rushes out on to narrow promontory to try and grab him, and they also fail, this time with a "1" on the wild die.
Time for some final narration, this time improvised, by the GM:
Here's a link to my post about the old game. For those unfamiliar with the general TROOPS concept, here's a link to the very entertaining video that inspired this madness.
We used the classic d6 system, with the PCs assembled quick and easy via the game's template system. The PCs were mostly Stormtroopers, plus one contract Bounty Hunter (an Ewok of all things) and a probe droid operating as embedded journalist / camera crew. Surprisingly likeable PC Stormtroopers, as in the video, with completely dysfunctional shady NPCs. "All NPCs are Guilty - Otherwise they wouldn't be NPCs." A few of the PCs were reprised from the other scenario two years ago, but any who got promoted had since been busted back down to no more than junior officer status so it would still feel like TROOPS.
This time I ran them through the background events of the last third of Empire Strikes Back, explaining why the 'Falcon's hyperdrive is deactivated, how C-3PO got shot, and what kind of trouble you can get into when someone's severed hand lands on your back porch.
At the start of every scene, I handed a random PC a short written script. This was their narrative monologue to the camera, used to set up and lead in to the next scene, and establish background details. For example, to start the session, I had someone read:
We’ve just been recently stationed out here on Cloud City in the Bespin system. I know, you’ve probably never heard of it, neither had I. It’s one of those fly-by-night corporate towns, mining Tibana gas out of the sky. Not sure you can even call that mining, it’s more like sucking. Can I say that on TV?
The local governor is kinda shady, 'cause the place is almost small enough to not be noticed. He’s not even enrolled in the Mining Guilds, and he owes a lot of back taxes and gambling debts. Anyhow, the citizenry aren’t too pleased with the way he’s running things, and there’s been some disturbances as a result.
That’s why we’ve been called in, to bolster the local police force.
Sometimes that ruffles a few feathers with the local big whigs, of course, but in the end everyone agrees quality of life improves once the Empire gets involved, and that’s what really matters.
"Cloud City, Bespin, 7:00 am local-time" scrolled across the screen. Then the camerabot turned to another one of the TROOPS, who said (read from the telepromter, no doubt) this:
We’re responding to a call from the local Port Authority, seems they need a bit of help here.
There’s a ship that came in for repairs, had a malfunctioning hyperdrive or something, Put it in to dry dock at the local shop, and there’s some sort of animal problem. I’m guessing the owner left his pet on board, and forgot to tell the mechanics.
Normally, this sort of thing would be handled by Animal Control, not by the Emperor’s Finest, but apparently these here Gas Giant planets don’t have much in the way of wild life, so this town doesn’t actually have an Animal Control Guildhouse.
Looks like that fellow over there works here, we’ll start by asking him if he knows what kind of animal we’re looking for.
So the PCs enter the shipyard, where a pissed-off mechanic is bandaging his hand. He explains the owner of the ship has a real menagerie on board, some big fuzzy thing, a bunch of droids, and whatever it was that bit him. For a couple minutes I managed to imply it was Chewbacca that bit him, which was a total miscommunication red-herring. The players were wondering what the guy did that would provoke Chewie to attack, but had to proceed as the arrogant Imperial pigs they were.
The Imperials head over to the ship to check it out. One officer leans into the open hyperdrive port and bangs on it to scare out whatever the animal is, and ends up with a Mynock wrapped around his helmet. There's a couple more in the engine block, and they start flying around.
It wasn't much a challenge for armed and armored troopers, but I broke out the Star Wars miniatures anyway and dipped our toes in a combat system none of us had used in a long time.. The first two Mynocks went down in the very first round, but the third one was surprisingly resilient. No one could get a decent damage roll on it, and a missed shot with a "1" on the wild-die left the NPC lying dead on the floor.
After the Mynocks were dealt with, the PCs put a "boot" on the Falcon's hyperdrive, broke one of it's tail-lights to justify a few extra tickets, and searched the holds. They confiscated the boxes full of money that Han was going to use to pay off Jabba. Aside from a little trouble with that little zappy ball that Luke used to practice his sabre work in the first film, the scene wrapped up without incident, and without the PCs ever meeting the main characters from the movies.
Next scene. One of the PCs reads:
This part of town has a bit of a reputation as a “red diode district”, if you know what I mean. That is to say, prostitution, mostly droid-related.
We’re just gonna do a little sweep through the neighborhood, mostly chase off the hookers and johns. Let them know the Empire is here now, and that sort of thing won’t be tolerated anymore. They shouldn’t be out on the streets lookin’ for droid love, that’s what the Twi’Lek Dancing Girls Guild is for.
Of course, if any of the pimps, hos, or sexbots get uppity with us, we are authorized to use whatever force we deem necessary. That’ll send a message, loud and clear. To protect the decency and social welfare of the city, of course.
This lead to a small scene with an "obvious prostitute", I said as I placed a minature R4 astromech unit on the tabletop. When they eventually blasted the sexbot, it responded in the typical R2D2 method, rolling back, head spinning, and dozens of tools and attachments popping out of all the hidden compartments. So now the corridor is littered with vibrators. They question the other nearby bot, PI-MP, who claims to know nothing about "that slutty little bitchbot".
"You want me to backhand her for you officer? I'm fluent in over 6 million forms of bitchslapping."
Surprisingly, PI-MP doesn't get blasted. He managed to convince them that he was innocent. Some random protocol droid came walking in at that moment, and PI-MP pointed at him. "Look, that's gotta be the pimp you're looking for officers. Look how much bling-bling he's made out of." So they let PI-MP go, and blasted poor C-3PO who just happened to wander in at the wrong time.
Meanwhile, the dirty little Ewok bounty hunter wasn't at all interested in cleaning up the prostitution of Cloud City. Since we were in a bad part of town, he went looking for other entertainment. Before long, he was involved in some illicit gambling with a bunch of Ugnaughts and Jawas, playing some high-stakes game called "Utini!" As their game wrapped up, his fellow little people said they were off to some big protest that was going on.
Which lead right into this scene:
There’s a lot of labor disputes going on lately. Not being affiliated with the Miner’s Guild, the local government is ill-equipped to deal with it.
An informant told us that there was going to be some sort of protest going on, an attempt by the workers from “Deck Twelve an’ a Half” to unionize or something.
On the one hand you want everybody to be able to speak their mind and improve their lot in life, but at the same time... well, we all know that protests are often just the first step towards Rebellion and lawlessness. We’re gonna see if we can’t get them to disperse, kinda nip that in the bud before it gets too troublesome.
Ah, jeesh, look at all those little guys. They’re kinda cute. Hope we don’t have to disintegrate them. Set for stun.
I got out an actual map for this one, and set up a big cluster of ugnaughts, ewoks, jawas, and various short droids in a picket line. They were complaining about the working conditions on deck 12 & 1/2. Poor lighting, no safety railings, and the terribly low cielings. "First off, who are they trying to kid here? We all know deck '12 & 1/2' is really unlucky number 13. Secondly, why the low ceilings? Are they trying to say we're short? Just because we're not 2-meter tall freaks doesn't mean that some of us don't get claustrophobic! And what did Baron Calrissian do to 'improve' our lot in life? Longer coffee breaks and freakin' door to the brain of Moff Malkovich. I don't think even Moff Malkovich wants to see what happens inside Moff Malkovich's brain. I sure don't!"
Lucasfilm purists might complain about my bizarre choice to work in numerous references in this scene to Being John Malkovich. I know, it was silly, and doesn't quite fit in the Star Wars universe - not even the Expanded Universe. Just like the cameo by Tom Servo in the background in the TROOPS film, so I feel justified. And lets be honest, it's not like you would have been any happier if my references were to Willow or Howard the Duck, so cut me some slack.
The PC Imperial Officer starts making rolls of his command skill, threatening to blow up the protesters if they don't disperse. This gets rid of most of the crowd, except one little power droid who stands his ground shouting "Gonk no, we won't Go(nk)!" Time for some good old fashioned police brutality. The PC AT-ST Pilot chose to have her walker kick the Gonk Droid off the platform. She failed, with a dismal low roll and a spectacular "1" on the wild die.
So now the AT-ST scout walker is lying face-down on the terrain (a parked Imperial Shuttle on the platform, as a matter of fact) and the badly damaged Gonk droid is ominously whistling as if it's going to blow.
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| It ain't easy justifying this much SteamPork. |
That's not nearly dire enough, so I chose that moment to have some of the other protesters return. Including several ugnaughts in a mecha war machine. I put my "Uggernaught" miniature on the table. I've been itching to use this mini in a scenario ever since I opened it in a booster of Star Wars minis a couple years back. Look at that thing, ain't it just ridiculously cool? Usually hard to justify, but this was no doubt the perfect game for it.
So now the PCs are pinned between the fire of a crazy ugnaught death machine, and the whistling overload of a malfunctioning power droid. Now that's drama! :)
While most of the squad was pinned down, one of the Troopers did manage to use the cover of the buildings on the map to advance without incident and take out the rebel ugnaughts by means of a well-placed grenade. The whistling Gonk droid on the other hand was beyond their ability to multi-task, so most of the PCs took wounds from shrapnel damage that penalized their rolls the rest of the night.
The PC Imperial Officer went to fetch a change of uniforms, and came back with a new mission (and thus another of my short scripted monologues).
We’re responding to a possible domestic dispute. Neighbors called, said there’s a lot of yelling and the sounds of dishes shattering coming from one of the homes here.
I don’t expect too much trouble, though, as you can tell we’re in a nice part of the city. They’ve got a beautiful view of the bottomless shaft, there. That’s a doozy.
If need be, we can take one or both of them down to the Detention Center till they sober up or calm down.
Dispatch says its the address is the home of one of the local city administrators, so chances are they’ll quickly calm down just to keep up appearances. These local government types are kinda slippery like that.
As it turned out, the home was that of Mr. and Mrs. Lobot. For those of you who don't recognize the name, Lobot was Lando's right-hand man on Cloud City. The bald guy with the computer sticking out of his head who follows Calrissian around, wordlessly directing lesser minions. He holds a position of importance, but he's very formal and not a particularly warm or communicative individual. So, it's no surprise that his marriage is a bit strained. Probably works late nights and weird back-room business deals with his shady boss in gambling dens and strip clubs. Who's to blame Mrs Lobot if she suspects her husband is secretly some sort of mob boss?
Lots of hysterics follow. The place has been trashed. She's in tears, crying and screaming, and he's standing there stoicly telling the troopers that everything is under control. Amidst all her sobbing, they eventually figure out she keeps repeating "it's on the balcony!" There the PCs find a severed hand. Mr Lobot swears he had nothing to do with it, that it must have fallen from somewhere further up the bottomless shaft. Mrs Lobot, however, is certain it's some sort of creepy mob signal, like waking up with the head of a Bantha in your bed.
While they're all out on the balcony trying to sort things out, the rest of a body falls past them. They look upward, and see this narrow promontory extending out to the middle of the chasm. There's someone else up on the damn thing, too, some black-clad Emo kid. Cut to narration:
We’re heading up a few levels, there’s a crisis situation, looks like a Jumper. It’ll be our job to talk him down.Hey, if you forgave a Being John Malkovich reference, I figure you won't mind me stealing a Bastogne line from Band of Brothers.
We don’t get these suicide calls too often since most citizens of the Empire are so darned happy. You sure do see it more often out here on the Rim, though.
I remember a couple of planets back, there were these Jumpers just hanging from the ceiling! Hanging there. Wouldn’t come down. Stayed up there so long, they caught their death of cold.
Man, that place sure was chilly. C - O - L - D! You can ask my wife. On a frosty night,
laying in bed, I still say to her “Well at least I’m not back on Hoth!” I’ll remember that place for the rest of my life.
In the movie, after Luke throws himself off the ledge, Vader just heads back to his Star Destroyer like its no big deal. That of course is not what the PCs find when they get up there, though. No, I have a "fine tradition" in my TROOPS games that every session must end with a Drunken Darth. So Vader's out on the far end of this narrow ledge over a huge pit, all sad and depressed because his son just jumped. The Ewok bounty hunter walks out there to talk him back in. They end up sharing a few drinks - all those buttons and switches on Vader's chest plate are controls to his built-in minibar.
"I'm not a bad father, am I? I know I wasn't ever really there for him, but lots of people have workaholic absentee dads, right? That's no reason to shout 'you're not my father' and jump off a cliff, is it? I mean, it's not like he didn't know I exist, I left him with family after all. That's better than I had. You know what my mom told me? She said my daddy was a magic space virus!! You know what that does to a kid? Teaches him his mommies a damn liar, that's what it does! So at least I didn't lie to him like that..."
The Ewok tries talking him back in off the ledge, but without a lot of luck. In retrospect, I should have called for some sort of social roll to give him a shot at success, but it was a surprisingly complex scene and I was pretty deep in character, so I dropped the ball there. Not that I wasn't pleased with how it all turned out.
He's out there, waxing suicidally, and would rather down a six pack and a few bowls right here at the cliffs of doom than go back to work or blow off steam at some nightclub.
Someone suggests that the one female Stormtrooper in the squad try to coax him back to safety. She's rather reluctant, because the other time we played this, he made her be his date to his High School Reunion... and let's face it, Darth Vader is kind of a dick. Speaking of which, it's not long before she's ordered out on the ledge, pole-dancing on that vertical pipe or antennae or whatever the point of those weird bits on the bridge to nowhere are. This took a fairly difficult climbing & jumping roll, especially in the armor, but as it turns out she was up to the task.
As Vader is talking about what a great kid he had before he threw himself off the ledge, the PC Imperial Officer steps forward with their evidence baggie from the previous scene. "This son of yours, was this his by any chance?" he asks, handing Vader the severed hand.
I tell everyone that this is too much for Vader, and he feints. Everyone should roll initiative. I'll roll 3d6 for when Vader falls, only people who roll higher than him can act before he falls off the ledge. The first PC to act is also the only one who's too far away to do anything more than shout. The next two PCs try Brawling rolls to grab Vader, but fail and have to make a Dex check to keep from falling with him. The Ewok bounty hunter attaches a grappling hook to Vader, but there's some doubts as to how well a lone Ewok can belay the descent of a rather tall human in battle armor carrying a well-stocked wet bar. Yet another PC rushes out on to narrow promontory to try and grab him, and they also fail, this time with a "1" on the wild die.
Time for some final narration, this time improvised, by the GM:
There's a scraping metallic sound, and the camerabot pivots to see several bolts of the superstructure pop as the narrow platform buckles under the weight. With a sudden lurch, the entire promontory breaks loose and tumbles far down out of sight, taking Vader and the whole squad with it.So I guess technically that's a TPK, but I've never seen a group quite that unanimously happy with a Total Party Kill before. TPKs don't usually get applause and laughter.
"TROOPS was filmed live in Cloud City." The theme music plays as the credits roll. "Bad Droids, Bad Droids, whatchyagonna do?"...
Tuesday, July 19, 2011
Recent Gaming Shenanigans
I haven't gotten around to much blogging lately, so here's a quick run-down of recent games I've played or GM'd. Probably any of these could have been an entire blog post unto themselves, and a few might still be if I find the time and energy.
Knowing in advance about the month-long gaps in my Continuum group's schedules, I planned to GM as often as possible for our Thursday night one-shot group. However, between my wife getting a promotion that totally rearranged our home schedule, a friend at that game coming down with chicken pox, and me getting sucked into a video game, then mired in a short patch of writers block... well, the month shot by with me just GMing once. That puts me in withdrawal. It gets ugly. My wife came home from work one day, and found me passed out in the bathroom with 3d6 sticking out of my brachial artery.
This past week, however, the gaming has swung back around and apparently I've been on fire (or just really obnoxious).
I am definitely looking forward to getting my regular fix of plot, puzzle and drama sometime soon, in hopes that it will pull me out of this over-the-top perverted character-actor spiral.
- I played Lacuna at the Emerald City Game Fest. This nearly became part of my "A good GM can save a bad system" post, but after a couple weeks of keeping it warm on the back burner of my mind, I've decided I don't like the taste of it after all. It's certainly unique, and an admirable experiment, but not one I plan to subject myself to again any time soon. Reviews I've read since suggest that PCs can perform all sorts of crazy stunts, but our game was rather more restrained than that. Ours played more like a mystery or detective story in which all the PCs had amnesia and expectations of cause and effect were upended. I had too many questions about the setting, and the GM (not just the NPCs) had too few answers; I found it frustrating. I guess I was hoping for Inception meets The Prisoner, and would have been totally okay with The Matrix meets Blue Velvet, but what I got was more like Memento meets Eraserhead. Interesting to watch, but damn hard to game in.
- The day after that, our Truth & Justice campaign wrapped up. I was likewise never quite rocked by that campaign. I really wanted to be challenged more. The plot was a little slow, the villains not as colorful as they could have been, and just not enough tension or drama to really engage me. I would have preferred to have the baddies be a bit more "in your face". The players (myself included) share some of the burden as well, as we never really worked together well and didn't chase plot threads perhaps as well as we could have. I guess I wanted less dysfunction, and more action. The game thankfully didn't meltdown or implode, but it also never seemed to get beyond a simmer.
- My Continuum campaign has had a few out-of-character hurdles. Individual sessions have been really good, but since it's a game where Information Is All, I can't really blog about any plotline (like the basilisk deaths near the 1527 Paracelsus symposiums, or the part where Derren Brown was posing as Christopher Marlowe) that's still in process. And they've been in-process for a long time, as we've only been getting half as many sessions as expected. Normally, I GM twice a week for two different playgroups in the same timeline/universe. The Wednesday night group had to take a month off from play because of one player doing a lot of summer travelling. Just before the Wednesday group returned to the game, the Tuesday group also had to take a month off because a huge work deadline hitting a player. So I had a couple weeks without GMing my Time-Travel game, preceded and followed by less GMing than normal.
Knowing in advance about the month-long gaps in my Continuum group's schedules, I planned to GM as often as possible for our Thursday night one-shot group. However, between my wife getting a promotion that totally rearranged our home schedule, a friend at that game coming down with chicken pox, and me getting sucked into a video game, then mired in a short patch of writers block... well, the month shot by with me just GMing once. That puts me in withdrawal. It gets ugly. My wife came home from work one day, and found me passed out in the bathroom with 3d6 sticking out of my brachial artery.
- The one time I did get to GM on the one-shot night was Og, which I totally only ran because I couldn't quite get the pregens finished for the Cyberpunk scenario I was planning on running. Og is a very goofy caveman game. I've run it a couple times before, more than a year ago, and worked in some Land-of-the-Lost references and time-travel nonsense which seemed to go over well. This time, though, I think I bit off more than I could chew. The PCs scattered every chance they got, and I was left with too much plot for their limited caveman vocabularies. I started grasping at straws, and pulled out of my belly The Great Gazoo, an intervention team from the Planet of the Apes, [a Slip-and-Slide, the Beach Boy's Pet Sounds] and about half a Roman Legion. I felt like it was a huge cluster-failure, but most of the players seemed to laugh their way through it.
This past week, however, the gaming has swung back around and apparently I've been on fire (or just really obnoxious).
- Thursday night we played Lady Blackbird. Honestly, I lack confidence in Lady Blackbird's mechanics, and I think a bit more definition to the setting (and magic) would be a huge benefit. Leaving so much up to the players is dangerous, especially when I've been role-playing deprived for a week or two. I played Snargle, the shapeshifting goblin pilot, and I hammed it up to no end. There was way too much discussion of goblin-porno and the proper inflating of boobloons. I'm quite certain it was nothing like what the designer of the game intended, and it may very well have undermined what the others at the table wanted too, but at least it entertained the bystanders at the game store.
- Then the night after that, dinner with friends lead to an impromptu game of Microscope. Our setting was an alternate earth with urban fantasy elements, where famous fictional literary figures became real. Dracula, Lilith, and Dr. Jeckyl all made appearances. There was this scene where I played Dr. Jeckyl (which I pronounced Gee-kell with a thick scottish accent so I could sneak past the initial round of character declaration without most people realizing who I was really playing till the scene got going) and turned into Mr. Hyde and crawled around under the table in some very inappropriate LARP-ish antics with my secretary. What happens under the table, stays under the table.
I am definitely looking forward to getting my regular fix of plot, puzzle and drama sometime soon, in hopes that it will pull me out of this over-the-top perverted character-actor spiral.
Tuesday, July 5, 2011
A good GM can save a bad system.
A good GM can save a bad system. I played several new (for me) RPGS this weekend at the Emerald City Game Fest, and I had a ton of fun. In spite of the mechanics. These games had ridiculous off-kilter mechanics, but the GMs kept the games rolling and provided more than enough color to overcome the flaws in the systems.
The first game was octaNe. The scenario was a riff on Big Trouble In Little China, and I gather that's not the usual setting for the game, but it was a lot of fun. Towards the end, the silliness meter cranked up higher than it goes in Big Trouble In Little China (and that's saying something, isn't it?). Ranma and Sailor Moon both showed up in the final scene, a couple PCs got replaced by their evil twins, things just got... odd.
All of which certainly justifies using some light-weight system (instead of, say, Feng Shui, or d20). Yet, I can't say I cared for octaNe. The mechanics were very unbalanced. The pregen I was playing had a Daring rating of 2, and (since the other pregens didn't) that meant I almost always acted first, almost always succeeded at every task, and ended every conflict with more plot points than I started with.
I can't imagine building any sort of dramatic tension in this system, given that on any die roll the PCs have at least a 71% chance of winning... the whole conflict. Because I was going first every round, I was constantly having to reign myself in, force myself to leave something for the other PCs to fight (or do). It was not easy.
I feel particularly bad for one of the players in our group whose best stat was Magic. Magic goes last each round, _and_ you have to pay plot points to activate it. In theory this is somehow compensated for by being broadly applicable and open-ended, but given the level of narrative freedom that any of the other stats already has, I can't imagine how that could possibly compensate for such drawbacks.
To add insult to injury, his second best stat was Charm... which sits in the middle of the initiative order. Ever try to make a social roll in the middle of the round, _after_ you comrades have already killed half the enemies? Oh, sure, on a success the rules let you narrate a sudden peaceful resolution, but it will rarely pass the disbelief test. "After you ambush and behead most of them, I convince the survivors that there are non-violent solutions to our disagreement." Sure.
Painfully bad system. I think the exact same scenario would have been far, far better with Wu Shu, Risus, PDQ, 3:16, F#, or any of a dozen other "fast and fun" systems. I can't think of any reason why I would want to use octaNe's system. Admittedly, I've never read the rulebook, so maybe there's something I'm missing here... but I doubt it.
Honestly, I'd rather just have everyone roll a single die at the start of a conflict and highest roll narrates how the entire conflict wraps up. It'd honestly be better balanced. As it was, I'd always go first, and nearly always had the freedom to end the entire encounter on that one roll, so spreading that around to the other PCs would have had to be an improvement. I have never, ever in my decades of gaming experience, had to fight so hard to keep myself from abusing a system. The flaws in octaNe are so obvious and horrid, it's amazing it ever made it into print (and even more amazing that there are supplements and expansions out there).
And yet we had fun. The GM did a few really interesting things outside of combat that really saved the game from its own conflict resolution system. His previous plays of the system had indicated that there'd be a plethora of plot points sitting unused, so he came up with a way to make them meaningful. He got these really fancy chinese envelopes and stuffed them with "fortunes". Clues, plot hints, solutions to puzzles, revelations of background info, and some real game-changers like "your character is actually a ghost". So, between scenes, we cashed in excess points for clues, and they really helped coax us along several possible plotlines. He also prepped color photos of all the locations alluded to in the clues (and many of the villains), so there was plenty of instant flavor and atmosphere, and a sense that we were "on the right path" even though it was free-form. Without these clever structural cues being available, I imagine our narrative freedom would have imploded the plot before the end of the second conflict scene. Well done, Mr. GM! I may just have to steal your red envelopes for my own future campaigns.
The first game was octaNe. The scenario was a riff on Big Trouble In Little China, and I gather that's not the usual setting for the game, but it was a lot of fun. Towards the end, the silliness meter cranked up higher than it goes in Big Trouble In Little China (and that's saying something, isn't it?). Ranma and Sailor Moon both showed up in the final scene, a couple PCs got replaced by their evil twins, things just got... odd.
All of which certainly justifies using some light-weight system (instead of, say, Feng Shui, or d20). Yet, I can't say I cared for octaNe. The mechanics were very unbalanced. The pregen I was playing had a Daring rating of 2, and (since the other pregens didn't) that meant I almost always acted first, almost always succeeded at every task, and ended every conflict with more plot points than I started with.
I can't imagine building any sort of dramatic tension in this system, given that on any die roll the PCs have at least a 71% chance of winning... the whole conflict. Because I was going first every round, I was constantly having to reign myself in, force myself to leave something for the other PCs to fight (or do). It was not easy.
I feel particularly bad for one of the players in our group whose best stat was Magic. Magic goes last each round, _and_ you have to pay plot points to activate it. In theory this is somehow compensated for by being broadly applicable and open-ended, but given the level of narrative freedom that any of the other stats already has, I can't imagine how that could possibly compensate for such drawbacks.
To add insult to injury, his second best stat was Charm... which sits in the middle of the initiative order. Ever try to make a social roll in the middle of the round, _after_ you comrades have already killed half the enemies? Oh, sure, on a success the rules let you narrate a sudden peaceful resolution, but it will rarely pass the disbelief test. "After you ambush and behead most of them, I convince the survivors that there are non-violent solutions to our disagreement." Sure.
Painfully bad system. I think the exact same scenario would have been far, far better with Wu Shu, Risus, PDQ, 3:16, F#, or any of a dozen other "fast and fun" systems. I can't think of any reason why I would want to use octaNe's system. Admittedly, I've never read the rulebook, so maybe there's something I'm missing here... but I doubt it.
Honestly, I'd rather just have everyone roll a single die at the start of a conflict and highest roll narrates how the entire conflict wraps up. It'd honestly be better balanced. As it was, I'd always go first, and nearly always had the freedom to end the entire encounter on that one roll, so spreading that around to the other PCs would have had to be an improvement. I have never, ever in my decades of gaming experience, had to fight so hard to keep myself from abusing a system. The flaws in octaNe are so obvious and horrid, it's amazing it ever made it into print (and even more amazing that there are supplements and expansions out there).
And yet we had fun. The GM did a few really interesting things outside of combat that really saved the game from its own conflict resolution system. His previous plays of the system had indicated that there'd be a plethora of plot points sitting unused, so he came up with a way to make them meaningful. He got these really fancy chinese envelopes and stuffed them with "fortunes". Clues, plot hints, solutions to puzzles, revelations of background info, and some real game-changers like "your character is actually a ghost". So, between scenes, we cashed in excess points for clues, and they really helped coax us along several possible plotlines. He also prepped color photos of all the locations alluded to in the clues (and many of the villains), so there was plenty of instant flavor and atmosphere, and a sense that we were "on the right path" even though it was free-form. Without these clever structural cues being available, I imagine our narrative freedom would have imploded the plot before the end of the second conflict scene. Well done, Mr. GM! I may just have to steal your red envelopes for my own future campaigns.
Tuesday, June 21, 2011
Black Crusade / Broken Chains / Free RPG Day
This past Saturday was Free RPG Day, and my local game store asked me to run a demo in their store of one of the free modules they'd be giving away. Sounded like fun, so I signed up to run the introductory scenario "Broken Chains" for the upcoming "Black Crusade" RPG.
Before I dive in to what I thought of Broken Chains and Black Crusade, I'd like to take a moment to thank Greenlake Games. They were really invested in the whole Free RPG Day concept. They had tons of product to give away, and packed gaming tables into every square foot of space they had available. They were especially nice to us GMs. I walked home with a stack of freebie adventures, a commemorative d6, and a coupon for 25% off my next purchase and a free Iron Die. Very cool of them.
Now on to Broken Chains and Black Crusade...
Black Crusade uses mechanics adapted from Dark Heresy, Rogue Trader, and Deathwatch (the three other 40k RPGs currently in print), which in turn use mechanics adapted from the 2nd Edition of the Warhammer Fantasy RPG. Now, personally, I would have preferred it had it used 3rd Ed Warhammer's rules, because I love the dice and it plays fast and easy. 2nd Ed is a bit clunkier and old-school-ier, and not nearly as familiar to me these days. 2nd Ed is grittier, but certainly not easier.
The demo version reduced the mechanical complexity a little in various places, and I very intentionally played fast and light with the system myself. I cheated the initiative system a little, skimped on the die modifiers, and kept the combats short. Several of my players were clearly interested in taking it the other direction, however, and would have been happy to use the full system with all of it's many combat modifiers and special actions. In retrospect, I wish I'd anticipated that and spent some time refamiliarizing myself with the options available to them, as it may have enhanced the gaming experience for more than half the table. That said, I think everyone had fun, and at the end of the night I got thanks and hand shakes from strangers, so I don't think it bombed by any stretch of the imagination.
It's worth noting that this is a very lethal system. We actually only ended up with 1 PC getting hit at all during the game, but despite his thick Space Marine armour and his genetically uplifted Toughness stat, that single hit ate up about 80% of his hit points. Most of the PCs would have died from that blow, and it came as a surprise attack from ambush so it's not like anyone could really avoid it.
This brings up a few related issues I have with the game system.
I'm not certain the game concept is particularly well-suited to the high lethality nature of the mechanics. One can argue that in Dark Heresy or Rogue Trader, much of the crux of the game is in avoiding gun battles. It's a dark, deadly world and the PCs should try to manipulate situations so that they don't end up fighting except when they have a strong advantage (or no other options). They've got the authority and power to push people around a bit, and should be engaging in as many social conflicts as physical ones. Death Watch (the space-marine version of the 40k RPG) certainly features less talking and more action, but the PCs are compensated with power armor, heavy weapons, and redundant bio-engineered organs. Black Crusade features a mix of PC types - armoured Chaos Marines, wild demon-possessed Psykers, and social-oriented Apostate Heretics. The gap between the combat-focused and social-focused PCs is pretty wide, and quite quickly lethal. As renegades, you lack the support and authority to leverage conflicts away from combat. And if the party has even one Blood-God-worshiping berserker in its ranks, the squishier characters aren't gonna have much luck avoiding fights.
The adventure did include some special threats intended to challenge the parties heavy-hitters, but as mentioned above my first die roll of such nearly vaporized the toughest PC. There's a steep curve to figuring out system balance and encounter design given this PC mix, and any mis-step is likely to result in quick character turn-over. So while I appreciate that some efforts were taken to address this in the adventure, I really found the system far too lethal and unforgiving for my tastes. What's more, there just wasn't any justification within the adventure for including the non-beefy PCs. 3 out of 6 characters were geared for combat, and 3 out of 6 were decidely not. Of those 3 non-combatants, only 1 really ever had anything to do in the adventure as written, and the other two completely lacked a moment to shine.
Now it may be that that particular gripe is well addressed and balanced in the main rulebook. I'm not sure how, given what I saw in the Broken Chains intro adventure, but it's possible. I imagine doing so would probably take some high-end social and support powers, but such powers just weren't evidenced in the sample characters provided with the adventure. The closest I saw in this adventure was a character who had the ability to add +1 degree of success to all her successful social rolls. This sounds impressive on some abstract level, but as near as I could tell it did nothing in the adventure. There really wasn't any point in the scenario where you needed a particular level of social success, and the abbreviated start-up rules didn't offer any suggestions of what the in-character difference was, either. The difficulty chart was of no help, either, merely telling me that a "challenging" roll was +0 and a "very difficult" social roll was at -30.
This was further complicated by environmental factors around the first likely scene in the scenario where a social roll was going to be of use. The PCs wake up in a derelict spaceship that's been drifting for generations; most of the people they meet are half-mad cannibals who attack on sight. The first NPC they meet who actually has any clues to what's going on is down in the bilges. He lives in the sewers of the ship, hip-deep in noxious sludge and dedicated to the God of Plagues. My players looked at the entry point to his lair, and the three socially-competent characters decided to wait outside. The combat-specialist PCs, being Marines, were equipped with full environmental suites in their power armour. So the three beefy kill-happy PCs marched into the muck, and engaged in a "don't ask, just kill" policy. The NPC with all the info is non-human, disgusting, murderous, and yet a push-over that "in no way is supposed to be a challenging fight". The PCs got the thing they new they needed from him and ripped him apart (long before any mention could be made of him knowing roughly what had happened on the ship in past 200 years and who had woken them from suspended animation or why).
Even had the PCs tried to get info out of him, a lucky Intimidation roll would have done it just fine, so again the Marine characters are all you really need. This is, sadly, a recurring theme of the adventure. I guess you need the fallen Tech Priest character for the first scene or two as well, but once the PCs have all their equipment back (they start unarmed), everything after that can be solved with nothing but brute force. Given this as the "introduction" to the game, I don't have a lot of faith that the finished product will feature mechanics or advice intended to make the squishy human / social characters viable.
For that matter, I gotta say, I don't feel this adventure was a particularly good introduction to the game. Don't get me wrong, I actually think it's great way to start a campaign, just lousy at it's role as a one-shot introduction to the setting.
Here's the plot: The PCs wake up from suspended animation in a prison ship, having missed the riot by 200 years. They have to battle generations of prion-infected cannibal savages, a couple of creepy demons, automated defense systems gone haywire, and eventually the team of Inquisitors who were also woke up about the same time as themselves at the opposite end of the ship. There's some mystery stuff going on in the background, but if you don't have time to explore the vessel in its entirety, that won't really matter. Eventually, the PCs make it to the bridge and battle the Inquisitor. Assuming they win, they can pilot the ship to the Screaming Vortex (or some other Renegade gathering) and gain a buttload of Infamy Points for "capturing" a mile-long Imperial ship. It's a great place to start a campaign, and early success will reward the players with a huge creepy ghost ship that can serve as a long-term plot device or setting. Other than a lack of balance for the squishy humans, it sounds and plays great.
Problem is, it gives you absolutely no feel for what the session of Black Crusade is likely to be like. I imagine very few sessions will start with the PCs waking up in a prison. The likely enemies of the PCs, Imperial troopers and citizens, are almost absent from the scenario. Part of the charm of Black Crusade is presumably going to be that you get to play the rebels and renegades, but that streak of rebellion was almost entirely non-existent in this scenario. It didn't feel like you were playing the "bad guys" either - every NPC they met was more depraved and less civilized than even the PC berserker. There are two demons in the scenario, but no appreciable word count is spent on any sort of Faustian deals that would have illustrated that the "heroes" of this adventure are supposedly in bed with Chaos.
So there was lots of genericly 40k-ish theme and flavor, but nothing about the Broken Chains adventure made it feel particularly "Black Crusade"-ish. While reading (and later GMing) this adventure, the thought that crossed my mind was that everything but the first and last scenes could have been run identically for a group of loyalist Imperial PCs in Dark Heresy or Rogue Trader. Have the PCs be Inquistor Crane and his Acolytes, and make the encounter at the end be against a group of Chaos Marines who escaped from the hold, and everything in-between could be identical. In fact, I kind of suspect this adventure was first written (or at least brainstormed) as Dark Heresy scenario, and then converted to Black Crusade as an afterthought when it was realized that the marketing opportunity known as Free RPG Day would fall just a month or so before the Black Crusade release date.
I still enjoyed it (a lot, actually), but I don't feel it gave me any particular insight into what a typical session (or campaign) of Black Crusade will be like. Which means that as an introductory adventure to the upcoming game, it probably fails. As a generic starter-seed for a slightly atypical campaign of any of the four 40k RPGs, though, it's a success. Enough of a success, actually, that I regret running it as a one-shot. I kinda wish I'd hand-picked a play group and used a slightly expanded and modified version to start up a campaign of something. In our one-shot, we didn't get anywhere near the end of the adventure, but we did see enough of the ship that I couldn't reuse the concepts in another campaign without having to dream up a whole new ship and scenario. Whatch ya gonna do?
Before I dive in to what I thought of Broken Chains and Black Crusade, I'd like to take a moment to thank Greenlake Games. They were really invested in the whole Free RPG Day concept. They had tons of product to give away, and packed gaming tables into every square foot of space they had available. They were especially nice to us GMs. I walked home with a stack of freebie adventures, a commemorative d6, and a coupon for 25% off my next purchase and a free Iron Die. Very cool of them.
Now on to Broken Chains and Black Crusade...
- SPOILER WARNING - Plot points of the adventure (as well as mechanics of the game) are discussed below. Read at your own risk.
Black Crusade uses mechanics adapted from Dark Heresy, Rogue Trader, and Deathwatch (the three other 40k RPGs currently in print), which in turn use mechanics adapted from the 2nd Edition of the Warhammer Fantasy RPG. Now, personally, I would have preferred it had it used 3rd Ed Warhammer's rules, because I love the dice and it plays fast and easy. 2nd Ed is a bit clunkier and old-school-ier, and not nearly as familiar to me these days. 2nd Ed is grittier, but certainly not easier.
The demo version reduced the mechanical complexity a little in various places, and I very intentionally played fast and light with the system myself. I cheated the initiative system a little, skimped on the die modifiers, and kept the combats short. Several of my players were clearly interested in taking it the other direction, however, and would have been happy to use the full system with all of it's many combat modifiers and special actions. In retrospect, I wish I'd anticipated that and spent some time refamiliarizing myself with the options available to them, as it may have enhanced the gaming experience for more than half the table. That said, I think everyone had fun, and at the end of the night I got thanks and hand shakes from strangers, so I don't think it bombed by any stretch of the imagination.
It's worth noting that this is a very lethal system. We actually only ended up with 1 PC getting hit at all during the game, but despite his thick Space Marine armour and his genetically uplifted Toughness stat, that single hit ate up about 80% of his hit points. Most of the PCs would have died from that blow, and it came as a surprise attack from ambush so it's not like anyone could really avoid it.
This brings up a few related issues I have with the game system.
I'm not certain the game concept is particularly well-suited to the high lethality nature of the mechanics. One can argue that in Dark Heresy or Rogue Trader, much of the crux of the game is in avoiding gun battles. It's a dark, deadly world and the PCs should try to manipulate situations so that they don't end up fighting except when they have a strong advantage (or no other options). They've got the authority and power to push people around a bit, and should be engaging in as many social conflicts as physical ones. Death Watch (the space-marine version of the 40k RPG) certainly features less talking and more action, but the PCs are compensated with power armor, heavy weapons, and redundant bio-engineered organs. Black Crusade features a mix of PC types - armoured Chaos Marines, wild demon-possessed Psykers, and social-oriented Apostate Heretics. The gap between the combat-focused and social-focused PCs is pretty wide, and quite quickly lethal. As renegades, you lack the support and authority to leverage conflicts away from combat. And if the party has even one Blood-God-worshiping berserker in its ranks, the squishier characters aren't gonna have much luck avoiding fights.
The adventure did include some special threats intended to challenge the parties heavy-hitters, but as mentioned above my first die roll of such nearly vaporized the toughest PC. There's a steep curve to figuring out system balance and encounter design given this PC mix, and any mis-step is likely to result in quick character turn-over. So while I appreciate that some efforts were taken to address this in the adventure, I really found the system far too lethal and unforgiving for my tastes. What's more, there just wasn't any justification within the adventure for including the non-beefy PCs. 3 out of 6 characters were geared for combat, and 3 out of 6 were decidely not. Of those 3 non-combatants, only 1 really ever had anything to do in the adventure as written, and the other two completely lacked a moment to shine.
Now it may be that that particular gripe is well addressed and balanced in the main rulebook. I'm not sure how, given what I saw in the Broken Chains intro adventure, but it's possible. I imagine doing so would probably take some high-end social and support powers, but such powers just weren't evidenced in the sample characters provided with the adventure. The closest I saw in this adventure was a character who had the ability to add +1 degree of success to all her successful social rolls. This sounds impressive on some abstract level, but as near as I could tell it did nothing in the adventure. There really wasn't any point in the scenario where you needed a particular level of social success, and the abbreviated start-up rules didn't offer any suggestions of what the in-character difference was, either. The difficulty chart was of no help, either, merely telling me that a "challenging" roll was +0 and a "very difficult" social roll was at -30.
This was further complicated by environmental factors around the first likely scene in the scenario where a social roll was going to be of use. The PCs wake up in a derelict spaceship that's been drifting for generations; most of the people they meet are half-mad cannibals who attack on sight. The first NPC they meet who actually has any clues to what's going on is down in the bilges. He lives in the sewers of the ship, hip-deep in noxious sludge and dedicated to the God of Plagues. My players looked at the entry point to his lair, and the three socially-competent characters decided to wait outside. The combat-specialist PCs, being Marines, were equipped with full environmental suites in their power armour. So the three beefy kill-happy PCs marched into the muck, and engaged in a "don't ask, just kill" policy. The NPC with all the info is non-human, disgusting, murderous, and yet a push-over that "in no way is supposed to be a challenging fight". The PCs got the thing they new they needed from him and ripped him apart (long before any mention could be made of him knowing roughly what had happened on the ship in past 200 years and who had woken them from suspended animation or why).
Even had the PCs tried to get info out of him, a lucky Intimidation roll would have done it just fine, so again the Marine characters are all you really need. This is, sadly, a recurring theme of the adventure. I guess you need the fallen Tech Priest character for the first scene or two as well, but once the PCs have all their equipment back (they start unarmed), everything after that can be solved with nothing but brute force. Given this as the "introduction" to the game, I don't have a lot of faith that the finished product will feature mechanics or advice intended to make the squishy human / social characters viable.
For that matter, I gotta say, I don't feel this adventure was a particularly good introduction to the game. Don't get me wrong, I actually think it's great way to start a campaign, just lousy at it's role as a one-shot introduction to the setting.
Here's the plot: The PCs wake up from suspended animation in a prison ship, having missed the riot by 200 years. They have to battle generations of prion-infected cannibal savages, a couple of creepy demons, automated defense systems gone haywire, and eventually the team of Inquisitors who were also woke up about the same time as themselves at the opposite end of the ship. There's some mystery stuff going on in the background, but if you don't have time to explore the vessel in its entirety, that won't really matter. Eventually, the PCs make it to the bridge and battle the Inquisitor. Assuming they win, they can pilot the ship to the Screaming Vortex (or some other Renegade gathering) and gain a buttload of Infamy Points for "capturing" a mile-long Imperial ship. It's a great place to start a campaign, and early success will reward the players with a huge creepy ghost ship that can serve as a long-term plot device or setting. Other than a lack of balance for the squishy humans, it sounds and plays great.
Problem is, it gives you absolutely no feel for what the session of Black Crusade is likely to be like. I imagine very few sessions will start with the PCs waking up in a prison. The likely enemies of the PCs, Imperial troopers and citizens, are almost absent from the scenario. Part of the charm of Black Crusade is presumably going to be that you get to play the rebels and renegades, but that streak of rebellion was almost entirely non-existent in this scenario. It didn't feel like you were playing the "bad guys" either - every NPC they met was more depraved and less civilized than even the PC berserker. There are two demons in the scenario, but no appreciable word count is spent on any sort of Faustian deals that would have illustrated that the "heroes" of this adventure are supposedly in bed with Chaos.
So there was lots of genericly 40k-ish theme and flavor, but nothing about the Broken Chains adventure made it feel particularly "Black Crusade"-ish. While reading (and later GMing) this adventure, the thought that crossed my mind was that everything but the first and last scenes could have been run identically for a group of loyalist Imperial PCs in Dark Heresy or Rogue Trader. Have the PCs be Inquistor Crane and his Acolytes, and make the encounter at the end be against a group of Chaos Marines who escaped from the hold, and everything in-between could be identical. In fact, I kind of suspect this adventure was first written (or at least brainstormed) as Dark Heresy scenario, and then converted to Black Crusade as an afterthought when it was realized that the marketing opportunity known as Free RPG Day would fall just a month or so before the Black Crusade release date.
I still enjoyed it (a lot, actually), but I don't feel it gave me any particular insight into what a typical session (or campaign) of Black Crusade will be like. Which means that as an introductory adventure to the upcoming game, it probably fails. As a generic starter-seed for a slightly atypical campaign of any of the four 40k RPGs, though, it's a success. Enough of a success, actually, that I regret running it as a one-shot. I kinda wish I'd hand-picked a play group and used a slightly expanded and modified version to start up a campaign of something. In our one-shot, we didn't get anywhere near the end of the adventure, but we did see enough of the ship that I couldn't reuse the concepts in another campaign without having to dream up a whole new ship and scenario. Whatch ya gonna do?
Monday, June 6, 2011
Leonardo's Microscope
I've tried quite a few different rules-light GM-less games over the years (Off the top of my head: Microscope, Remember Tomorrow, Fiasco, Universalis, Rune, Baron Munchausen, and Pantheon), and I strongly feel that Microscope is the best of the bunch.
Microscope is settingless, and indeed that's really the point of it. In-game, you create a setting turn-by-turn, and then zip your focus around to various eras within that setting for impromptu scenes exploring it. In our experience, it was lively and wild, an excuse for everyone to ham it up... even the more usually quiet and passive players dove right in! I suspect it'd be hard to do an entirely serious setting and find it satisfying at your first go. Aim for humor and over-the-top cinematics in your first testdrive of Microscope, and it won't disappoint.
I read in a forum thread somewhere that Microscope works really well for alternate history since you have a common ground to riff off of, and thus plenty of inspiration. I'd like to submit our game as further confirmation of that observation. Our setting began as just the concept of "Steampunkish alternate history where all of Leonardo Da Vinci's craziest ideas work as imagined, and empower the Italian city-states to dominate the world." We opened right up with the cathedral-airship of the Anti-Pope pursuing the floating city of Venice.... and it just got crazier from there. Assassination attempts against Empress Lucrezia; Sicily colonizing Japan; Napoleon leading the Genoese mammoth corps vs Baba-Yaga's lumbering mecha-bird-hut; analog computers stocking the Pope's personal bordello; and Venetians vs Zulu's at the battle of Beppo's Drift.
Like I said, it was a wild ride. Here's one of the tamer moments:
Microscope is settingless, and indeed that's really the point of it. In-game, you create a setting turn-by-turn, and then zip your focus around to various eras within that setting for impromptu scenes exploring it. In our experience, it was lively and wild, an excuse for everyone to ham it up... even the more usually quiet and passive players dove right in! I suspect it'd be hard to do an entirely serious setting and find it satisfying at your first go. Aim for humor and over-the-top cinematics in your first testdrive of Microscope, and it won't disappoint.
I read in a forum thread somewhere that Microscope works really well for alternate history since you have a common ground to riff off of, and thus plenty of inspiration. I'd like to submit our game as further confirmation of that observation. Our setting began as just the concept of "Steampunkish alternate history where all of Leonardo Da Vinci's craziest ideas work as imagined, and empower the Italian city-states to dominate the world." We opened right up with the cathedral-airship of the Anti-Pope pursuing the floating city of Venice.... and it just got crazier from there. Assassination attempts against Empress Lucrezia; Sicily colonizing Japan; Napoleon leading the Genoese mammoth corps vs Baba-Yaga's lumbering mecha-bird-hut; analog computers stocking the Pope's personal bordello; and Venetians vs Zulu's at the battle of Beppo's Drift.
Like I said, it was a wild ride. Here's one of the tamer moments:
Click-click click-click. Vacuum tubes glow and fade, gears whir and ratchet. A large loom arm glides over the top of the machine, and then it spits out a punched card with rows of woodblock-printed letters across the top. His excellency The Steam Pope adjusted his lenses and regarded the message at arms' length.So as not to entirely disappoint those who expect me to be overly critical of every game system, I have a couple minor gripes I can air here. These are things I wasn't as blown away by as the rest of the system:
It read: "Airship to Queen's Elephant 3. Checkmate. I am Deep Cerulean."
- The mechanism that the victim chooses the success and/or consequences of the attack worked plenty well, but didn't exactly motivate anyone to mount an offensive. Some scenes that could have been dramatic or violent lacked tension because of it. We had enough wackiness and scenery-chewing to keep it fun, regardless.
- Some scenes didn't suggest characters naturally. Especially since our group was large (the rules state it's for 2-4 players, but it worked smashingly well for our group of 7). You might think you're introducing a major character and then have nothing to do, or plan to play a background character and realize you're the only person representing one of the two factions involved in the scene.
- The "point" of Legacies is not particularly clear, nor is the "point" of rating every scene as light or dark. Both exist just for thematic considerations, but masquerade as mechanics. It wasn't until I carefully read the PDF the day after the game that I could be certain there wasn't anything more to them. I think this could be spelled out better in the rules... or that the virgin design space of making such things matter more in-game could be explored.
- I think named characters could end up on cards of some sort. It's not really necessary, perhaps, since they might only be in one scene and have no stats, but I think a bit more to remind us they exist would have facilitated making them recur. Or perhaps we just could have done a better job of titling our scene and event cards to make the characters more accessible later. Without some way to record the characters, the game definitely favors hamming-it-up and not taking things too seriously. Anything that fosters recurring characters and the time to develop them would help to reduce Microscope's need for grandstanding antics and outrageous humor.
- For a large group, I think it might be a good idea to pack a dozen chess pieces along with the note cards. Four pawns and a king and a queen of each of two colors. When you introduce a character, you grab a chess piece. Pawn vs Royalty indicates whether or not you're a major mover & shaker in the scene. Color indicates which faction you're with for conflict scenes. That way, if you're the last person to introduce a character in a round, you can immediately tell if it's 5-against-1 and then choose to side with the underdog. No restrictions, just a tool for helping spot who your friends and foes are amidst the narrative chaos.
- If you find your group reluctant to take pot-shots at each other's characters given the mechanics, you might test out this variant: Have the person making the attack roll 1d6. On a "1" they get to narrate the results, on a 2 to 6 the target does (per the rules as written). That may make aggressive actions seem more worth it, without too badly subverting the point of the game. If using the chess-piece idea from the previous paragraph, you could even make it that the attacker wants to roll equal to or less than the number of chess pieces engaged in the attack. Just a thought.
Labels:
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Friday, May 27, 2011
Intrigued by a new Wilderness of Mirrors
I just saw that the "double-oh-two" (002) edition of Wilderness of Mirrors is available as a PDF. There's a six-page preview up on DriveThruRPG, but it doesn't offer much in terms of what's different in the new edition. Since the actual book is itself about 14 pages long, a 6-page preview is rather generous. I can't really ask for more, even if it isn't answering my questions.
So what are the differences between the first and second edition of Wilderness of Mirrors? Here's what I can gleam from the preview:
One change I would have liked to see, but clearly isn't in the new edition, is fixes to the character creation math. As mentioned in my various other posts, there are certain builds that are just better than others in terms of in-game effectiveness, but if everyone made the "smart" decision during character creation, you end up with lots of overlap and little differentiation between PCs. Replacing Saturn with "The Heavy" may fix that a little, but probably not completely. Which makes me curious as to whether or not there's any changes to the way mission points and threat are generated, as you could perhaps fix the problems there.
Links to some of my previous posts about Wilderness of Mirrors:
So what are the differences between the first and second edition of Wilderness of Mirrors? Here's what I can gleam from the preview:
- The stats are no longer named for Roman gods. Judging from the index, it looks as though the whole mythology theme has been moved to what is perhaps an optional setting that takes up about a page at the end of the book?
- There's a new stat that represents using muscles or physical force to get what you want.
- The stat that was for killing looks to have been basically split up into shooting and the new muscles-related stat.
- As near as I can tell, the stat for being team leader is gone.
- The final page has some sort of list of (possibly real-world) intelligence agencies.
One change I would have liked to see, but clearly isn't in the new edition, is fixes to the character creation math. As mentioned in my various other posts, there are certain builds that are just better than others in terms of in-game effectiveness, but if everyone made the "smart" decision during character creation, you end up with lots of overlap and little differentiation between PCs. Replacing Saturn with "The Heavy" may fix that a little, but probably not completely. Which makes me curious as to whether or not there's any changes to the way mission points and threat are generated, as you could perhaps fix the problems there.
Links to some of my previous posts about Wilderness of Mirrors:
- Character Creation House Rule
- Mission Point House Rule
- PC Mortality House Rule
- Star Wars Wilderness of Mirrors
- Those posts and a few more on WoM (9 posts total), all laid out on one really long page
Labels:
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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:
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.
Previous Posts on Remember Tomorrow:
- Overview and initial impressions of Remember Tomorrow.
- The math behind character creation in 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:
- Gain +1 in an attribute
- Gain +1 in Influence (Factions only)
- Gain a P-Con
- Tick a goal box
- Remove your own N-Con
- Reduce another PCs attribute by -1
- Reduce a Factions Influence by -1
- Inflict an N-Con on another PC or Faction
- Untick another PC's goal box
- 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.
Labels:
advice,
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