My favorite game at GwenCon this year was Lego Batman. It had a great balance of goofiness and challenge, played wonderfully with tropes and expectations, and was just a delight to dive into.
The setting was a city that had outlawed superheroes. The Comedian was dead. Sounds familiar, right?
Except this city was Gotham, and The Comedian was a former sidekick of The Joker, a sidekick who'd gone on to become a hero of his own. The Joker, you see, was one of the outlawed Superheroes. We were all playing characters mostly known for being villains that Batman battles against - but in this alternate reality, we were the heroes. Our backstories were just a little different to fit that as well - they paralleled various superhero backgrounds. I was The Joker. My parents had been killed on our way home from the circus as a child, so I grew up to become a crime fighter, wearing a costume styled after the most terrifying thing I knew - circus clowns. I didn't get to read the other PCs backstories, but bits came out. The Penguin developed his super powers after being bitten by a radioactive penguin, etc.
The Comedian was dead, having seemingly been drained by a vampire bat, then thrown off his balcony. So I loaded up my clown car full of the old superhero gang, and started the investigation. Much hamming-it-up ensued. Before the night was over, the Bat had also kidnapped my current sidekick Eddie "The Riddler" Nigma. Our attempts at a rescue were nearly blown by the psychotic showboating of a Scarecrow that clearly had elements of Rorshach in him.
Not that I can complain about psychotic showboating. At the scene of the crime, where the police rushed to the decision that The Comedian had killed himself, I did a little psycho showboating of my own. A pretty lengthy performance, the Joker wearing a little black pillbox hat and black veil, wailing like a bereaved widow. Eventually, when the police wouldn't do anything, I took matters into my own joy-buzzer-laden hands. "The mask is it's own protection", I told them, and then got in Commissioner Gordon's face. In fact, with a few good Taunt and Intimidate rolls to back it up, I managed to make the good commissioner pee his pants on Gotham TV.
Mechanics either were True 20, or were based on True 20. I haven't read True 20 in years, so I'm not sure how modified it was. But it was fast and simple, easy to grok and worked really well despite the frequency of opposed rolls. I just may have to go take another look at True 20, 'cause this was pretty sweet. I'm not used to anything d20-related having an elegant and robust set of social mechanics that use the same basic rules as the combat system, but it was a beauty the way it allowed for the confrontation with the Commissioner.
Did I mention this was LEGO Batman? Tim Beach, the GM, went above and beyond by making a set of awesomely intricate lego models for the various locations and vehicles. No doubt many of the vehicles were published lego models, but the most important bits were Tim's own creation. I wish I could show you The Comedian's apartment and the building it was part of. Fully detailed, with all sorts of tiny details like little lego faucets and toilet. It must have been weeks worth of constructing. It was an extremely cool prop - almost cool enough to make me regret that we were playing such over-the-top characters, I'm certain there were clues and details we missed because we were too busy riffing. We were chewing the scenery instead of analyzing it.
And then there was the scene at the Superhero Bar. He made this bar model, complete with "sidekick shack" out back. The bar had more than 30 figures in it - all outrageous and awesome. I could only identify about half of them. Villains from DC and Marvel, badguys from Harry Potter, one of the Emperor's Royal Guard from Return of the Jedi, Amelia Earhart for reasons that boggle the mind, etc. Mr Danger-To-Himself-And-Others (that's Doc Ok to you, kids) was the multi-armed bartender. We were holding a wake to remember our dear friend The Comedian. In the middle of the ridiculous wake scene, me standing on the bar trying to eulogize the deceased, the Batmobile crashed through the sidekick shack.
This lead to a watery chase to that falling-apart waterfront lab from Spiderman II (where Dick Grayson was holding poor Eddie Nigma hostage), then an aerial chase from there to the BatCave. In the midst of it all, I ended up leaping from Earhart's biplane onto one of Batman's flying toys. I managed to cling on to the outside, and made him crash. Meanwhile the rest of the group trashed the BatCave and beat up his Butler. Or maybe I was fighting the butler? It's hard to tell when they're wearing the same costume.
It was a delight to behold. A cornucopia of fun. So much going on, on so many levels. Thank you, Tim, for running the best game of a really good con.
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.
Friday, September 18, 2009
Monday, September 14, 2009
GwenCon recap
GwenCon was this weekend - it's a small gaming convention in the home of Gwendolyn Kestrel and Andy Collins. It's an amazingly packed weekend, always a lot of fun. Gwen and Andy are great hosts, and go to a lot of trouble to open their homes to several dozen visitors for this yearly event. We only went to 2 of the 3 days, but it was exhausting. Here's a list of all the games I played:
Friday:
Friday:
- TransAmerica - an elegant and casual boardgame about being sneaky rail-barons
- Apples to Apples - the classic party game
Apples to Apples again - a second game of it - Tekeli-Li - a Cthulhu-themed trick-taking cardgame. Read more here.
- Fordyce Hall - a Cthulhu by Gaslight RPG scenario where the PCs were the servants of a nobleman, sent ahead to prepare the old family estate he'd just inherited. Read more here.
- (Are You A) Werewolf - the party game / deductive logic exercise / mob-rule simulator
Werewolf again - there was a whole second village to hang
- Pandemic - which I've written about plenty of times before, nothing new here other than getting to play it with Sparky and Logan for the first time.
- LiveAction RoboRally - the game of robots, lasers, and conveyor belts... on a board so big, we got to play our robots from the first-person perspective.
- 9/11/1984 - a cross-publisher superhero one-shot where we were saving the Twin Towers from Ra's al Ghul and Prince Namor. 18th-level PCs, and my first time playing 4th Ed. Read more here.
- Lego Batman - In the second prop-heavy superhero-themed d20-based RPG of the day, were playing popular villains from DC comics - except, we weren't villains. Instead, the villain was Batman. Read more here.
Sunday, September 13, 2009
Why I don't like starting at Seasoned
Thursday night I played in the second half of a really good Savage Worlds short-shot where the PCs were Seasoned-level characters. Before going any further, I'll reiterate that it was a great game and I had lots of fun.
At that session, however, I made an offhand comment about really not liking the process of how you make an experienced PC in the Savage Worlds system. The other players questioned me about it, but I couldn't articulate it at that moment. On the walk home from the game, though, I realized roughly my issue with it.
My main complaint can be summed up as:
At first glance, the 4 advancements of being a Seasoned PC feels like you're making a 4th or 5th level character. But you're not, you're making a 2nd level character. Here's how I came to that conclusion:
The power increase from going from starting character to Seasoned in Savage Worlds is akin to the power increase in going from 1st to 2nd level in D&D. A fighter gaining second level in 3.x D&D gains +1 to his attacks, +2 skill points, and a bonus feat. A Feat is roughly like an Edge, and the rest are basically the same as advancing 4 Skills (consider that +1 to BAB in D&D is like increasing both your Fighting and Shooting skills in SW). That's 3 Savage World's advances right there. The D&D fighter then gets a +1 to his Fortitude Saves, which, by it self isn't nearly as broad as +1 to Vigor in SW, however, he also gets big boost in Hit Points - his chance of surviving any given sword blow has probably gone up by 50%. The combination of hit points and Fort is roughly equal to increasing Vigor by a Die-Type in SW. That's roughly equal to 4 advances.
Even if the above point weren't true, and you were making a slightly higher-level character in comparison, I feel that SW makes the advancement system more complicated then it needs to be.
Let's say, for the sake of the argument, I'm making a D&D character of moderate level - say a 5th level character.
In 1st or 2nd Edition, that really only takes about 90 seconds longer than making a 1st level character. You had to pick a couple of proficiencies (none of which have prerequisites, and most of which will almost never actually matter in-game), and if you're a 2nd Ed Thief you had to assign some thief skill points. More if you're a spell caster, because you have two more spell lists to read over, but I'll say more about that in a moment. The biggest time-sink is just spending your extra money.
The important point is that in D&D you don't have to make a 1st level character, then advance them to 2nd level, then to 3rd, etc. Instead, you just make a 5th-level character, and the charts are set up to let you just copy over the relevant info. Your character is at least 200% more powerful, with only like 10% more work.
In 3.X edition D&D, it's a little more complicated. Everybody has skill points, and you're looking at an extra feat (or three for a fighter). Feats have prerequisites, so it can take a bit more time building the character, and you need to have an idea what you want the character to be. But, over all, it's still probably at most 15% more effort, for a character who is at least 200% more powerful. Again, the most lengthy part of the process is probably picking out your magic items. (And again, this is assuming you're not an arcane caster with spell lists to consider - I'll get to that, I swear.)
In Savage Worlds, a Seasoned character is definitely not 200% more powerful than a Novice character - it's more like a 50% increase in power. Yet despite that far tamer power curve, the amount of work added is about a 25% increase. Nearly twice as much additional effort for about a quarter of the boost. I'll detail why it's so complicated in the next section.
I'm going take a quick aside to justify my math on Savage Worlds:
In D&D, advancement just flows from your class. It's a hallmark of 3.X - advancement can be really tricky (multiclassing, prestige classes, complicated feat choices, etc) if you enjoy that, but it has plenty of tools to speed it up and simplify if you'd prefer - there's some straightforward paths to advance characters along that, once initiated, make leveling-up quick and easy.
Savage Worlds has no equivalent, no obvious choices, no shortcuts. If you've got the time to spend on it, and a good solid understanding of how the system works, that's an advantage to Savage Worlds. It's really flexible, and you're never pigeon-holed or restricted. But unless you've mastered the system, and have a really clear idea of what you want your character to be like, it's just tricky. The system is opaque. There's no archetypes to base your character on. It's hard to figure out just how much better d10 is than d8. No yardstick by which to measure how proficient your character actually is.
Partly as a result, those advances in Savage Worlds take a lot more thought than their D&D counterpart. It's not just read one line of a chart, then pick two skills (as it is to raise a D&D fighter by a level). Instead, on each of those 4 advances that make up a rank, I have darned-near limitless options. I'm choosing between raising one attribute, raising 2 skills, raising 1 really good skill, buying a whole new skill, or picking one of over 50 Edges. In the D&D equivalent, 3 of those 4 decisions are made for me, and all I really have to worry about is what feat I'm taking... if it's a level where I get a feat.
Complicating it further is the prerequisite issue. Yes, I realize there's prereqs in D&D as well, but here's the big difference:
Similar things can be said about Acrobatic/Acrobat, Stealthy/Thief, etc. There's a few exceptions (for example, every Savage Worlds PC effectively has D&D's Power Attack for free), but in general the prereqs are higher and more fiddly in Savage Worlds. The result is, much more care must be taken when advancing your SW character. I think the worst perpetrator I've seen is the Texas Ranger Edge in Deadlands Reloaded, the cost-to-benefit ratio for that one is just wonky. It costs 2 Attribute Points, 12 Skill points, and Seasoned Rank to qualify - for benefits that comparable to (and in some campaigns less reliable than) the Charismatic Edge.
On a related note, many of the best Edges list "Seasoned" (or a higher rank) as a prerequisite. Starting at a particular level doesn't mean you get to take Edges of that level. It means you get to take exactly 1 Edge of that level - or exactly 1 Power of that level - or raise 1 more attribute instead.
If I'm gonna have 4 or 8 advances, I need to think ahead to decide whether or not I need the early advances to qualify me (by being prerequisities) for the better advances I plan to take after them. It's really easy to get 3 advances in, and then realize you're 1 skill point short of the thing you want.
The fact that you only get 1 Seasoned advancement when making a Season character trips me up a lot - for my most recent character, I basically had to build him three times to get the order of advancements right. From looking at other PCs character sheets, I see I'm not the only one having this trouble. My wife had similar troubles with her character. The GM caught a similar problem on another PCs sheet last night at the start of the game - and he'd even goofed up and taken 3 such advances, not just two. Likewise, in my Deadlands campaign, 2 of the 3 players who took Veteran of the Weird West had made the same mistake as well.
One reason for this is that in normal character creation, you get to apply the steps in whatever order you want. This means you can finagle "extra" skill points out of the system by using your bonus points from a Hindrance to boost your Attributes before doing skills. Or you can buy up a prerequisite skill to qualify for an Edge before you take it. In making a higher level character, however, you first build a Novice character, then apply advances in order. It seems like a simple and self-evident difference, and the Explorer's edition book just casually drops it in a single sentence. But it's a fundamentally different paradigm, and causes all sorts of slip-ups. Switching between the two modes requires a conscious analysis/transition, but nothing in the text makes that clear - and so again and again I see people screw it up.
Policing the character sheets to prevent this extremely common mistake, however, is really time-consuming. There's a decided lack of transparency in character creation - the order is so important, but there's no good way from a character sheet to track the order without deconstructing your build. A legal Seasoned character could have between 3 and 9 Attribute points, and between 10 and 32 Skill points, depending on Hindrances and order of creation. There's 13 edges and 7 powers that are restricted to Seasoned rank, and any PC can only have one of them - but if so they end up with 1 less Attribute point. You can't eyeball that.
So much so that the GM is tempted to just let it slide. A character built without paying strict attention to that timing restriction while leveling up can be a little more potent. That's all, just a little - the various Powers and Edges that require a higher rank aren't really all that much more potent, and there's (to Savage World's credit) not many degenerate combos in the system. If you goof up and take two Seasoned Edges, it's not like you're going to overshadow all the other PCs and make people angry.
So, you want to just say "screw it". However, there's a slippery slope here. It magnifies the potential that a player who's more familiar with the system will have a huge advantage over someone new to the game, and opens a potential for point-weaseling and munchkinism. A mistaken extra Seasoned power or edge won't unbalance anything - but intentionally taking all your advances as Seasoned-rank ones might. Or taking Seasoned-Rank powers with not just your advances but also initial character build - that'll give you a significant step up. Exceeding the number of Attribute raises you take, especially if you also have a Power who's derived stats come from those attributes will give you a huge leg up. So, a mistake is not likely to cause any troubles, but waiving all restrictions probably will.
This is not an insurmountable flaw, not a game-breaker, but it is the sort of thing that just rankles my hide.
Now, as promised, let's talk about Magic. One of the strengths of Savage Worlds is the simplified magic system. The spell list is much shorter, and in theory the trappings let you customize as you need without having to read an extra 150 spell descriptions. Even assuming that the trapping system does that (which it would if they gave a few more examples - there's not much guidance and no real tools for balancing it in the Explorer's Edition), we still hit an issue with the utter lack of high end magic.
Savage Worlds seems takes pains to avoid the "Linear Fighters, Quadratic Wizards" trope. Magic Users do not appear to suddenly jump out ahead of other character types in later stages of the campaign. At first blush, this is admirable and welcome - I am not a fan of that trope, after all. However, the more I build high-rank characters, the more I suspect they overcompensated and went too far to fix it.
There are 31 spells in Savage Worlds - 20 of which can be taken by starting characters, 7 that require Seasoned level, and 4 that require Veteran status. Invisibility, Quickness, and Telekinesis are all pretty buff (Telekinesis sickly so), the other Seasoned-rank spells aren't really worth it. Of those 11 "higher level" spells, four of them are even sadly redundant to lower level powers:
When you take one of these advanced Powers, you really don't get you much more than the Novice powers would give you. I had Burrow and Bolt, I'd never be seriously tempted to pick up Teleport and Blast. In both cases, sinking the points into my spellcasting skill would be a better upgrade - it'd make my existing powers more effective. Since Bolt (SW's Magic Missile) takes the same amount of Power Points as Blast (SW's Fireball), and does the same amount of damage, there's not much desire to take both. Bolt can hit the same target three times, or hit three targets. Blast, the "better spell" can sometimes hit more targets, but it's gonna be rare to get more than 3 enemies in the radius with no friendly fire problems, and it can never do more than 1 hit to a single target. The sole real advantage it has is the reduced chance of rolling 1's and getting a misfire - but since the dice mechanics of SW are a little wonky, it's hard to say if that's really better than just spending the advancement (where you would have bought Blast) on raising your Spellcasting stat. Either method reduces the chance of scoring a critical failure, and the later method would improve all your other spells as well.
In D&D, picking up new spells is pretty easy. Spellcasters just naturally gain versatility as they level up, and you're happy that you have both Magic Missile and Fireball, because it didn't really cost you anything. In Savage Worlds, each new spell costs an Edge. That edge, "Extra Power" feels weak. The original Arcane Background Edge got me 10 power points, plus 2 or 3 powers. The new Extra Power Edge gets me just 1 power, with no power points. I've gained versatility, but have to spread my powerpoints thinner to use it. They didn't just do away with "Linear Fighters, Quadratic Wizards", they effectively inverted it - it's now "Linear Everything Else, Diminishing Returns On Magic".
Compared to D&D, making an experienced wizard in Savage Worlds takes a lot less time - and I applaud that. This character type is the only one that takes so much less effort in Savage Worlds. It accomplishes this because there's such shorter spell lists to read over. However, the cost of that simplification is that you can't really capture the feel of a high-level wizard. There's just no spells that boggle the mind, wipe out armies, or make everyone sit up and take notice.
Well, I've rambled on long enough. The point was to just explain why I'm not enamored with making experienced characters in Savage Worlds. I don't feel they gain enough power to warrant the extra complexity. I'm pretty happy with starting characters in Savage Worlds, and feel my desire for elegance outweighs my desire for power. I'd rather play a starting character than have to worry about all that crunchiness.
At that session, however, I made an offhand comment about really not liking the process of how you make an experienced PC in the Savage Worlds system. The other players questioned me about it, but I couldn't articulate it at that moment. On the walk home from the game, though, I realized roughly my issue with it.
My main complaint can be summed up as:
- The system actively bills itself as being faster and lighter than D&D, but the process of making a Seasoned character is much slower and more complicated than making the equivalent level of character in D&D.
- Seasoned looks on the surface like it's the equivalent of a mid-level character in most systems, but it's really just the equivalent of 2nd-level in D&D.
- The greater flexibility in Savage Worlds open-ended character system means the learning curve of making a good character is much higher.
- While Edges and Feats are equivalent in power, the prereqs for an Edge are often more like the prereqs for a Prestige Class.
- It's really easy to screw up the order of your advances, or take more than one Seasoned-level advance, which means the GM has to police the character creation process pretty heavily.
- Novice level spellcasters are pretty potent in Savage Worlds, but advancing to Seasoned rank almost never results in any increase in the power of said magic-users. It's the inverse of the "Linear Fighters, Quadratic Wizards" trope.
At first glance, the 4 advancements of being a Seasoned PC feels like you're making a 4th or 5th level character. But you're not, you're making a 2nd level character. Here's how I came to that conclusion:
The power increase from going from starting character to Seasoned in Savage Worlds is akin to the power increase in going from 1st to 2nd level in D&D. A fighter gaining second level in 3.x D&D gains +1 to his attacks, +2 skill points, and a bonus feat. A Feat is roughly like an Edge, and the rest are basically the same as advancing 4 Skills (consider that +1 to BAB in D&D is like increasing both your Fighting and Shooting skills in SW). That's 3 Savage World's advances right there. The D&D fighter then gets a +1 to his Fortitude Saves, which, by it self isn't nearly as broad as +1 to Vigor in SW, however, he also gets big boost in Hit Points - his chance of surviving any given sword blow has probably gone up by 50%. The combination of hit points and Fort is roughly equal to increasing Vigor by a Die-Type in SW. That's roughly equal to 4 advances.
Even if the above point weren't true, and you were making a slightly higher-level character in comparison, I feel that SW makes the advancement system more complicated then it needs to be.
Let's say, for the sake of the argument, I'm making a D&D character of moderate level - say a 5th level character.
In 1st or 2nd Edition, that really only takes about 90 seconds longer than making a 1st level character. You had to pick a couple of proficiencies (none of which have prerequisites, and most of which will almost never actually matter in-game), and if you're a 2nd Ed Thief you had to assign some thief skill points. More if you're a spell caster, because you have two more spell lists to read over, but I'll say more about that in a moment. The biggest time-sink is just spending your extra money.
The important point is that in D&D you don't have to make a 1st level character, then advance them to 2nd level, then to 3rd, etc. Instead, you just make a 5th-level character, and the charts are set up to let you just copy over the relevant info. Your character is at least 200% more powerful, with only like 10% more work.
In 3.X edition D&D, it's a little more complicated. Everybody has skill points, and you're looking at an extra feat (or three for a fighter). Feats have prerequisites, so it can take a bit more time building the character, and you need to have an idea what you want the character to be. But, over all, it's still probably at most 15% more effort, for a character who is at least 200% more powerful. Again, the most lengthy part of the process is probably picking out your magic items. (And again, this is assuming you're not an arcane caster with spell lists to consider - I'll get to that, I swear.)
In Savage Worlds, a Seasoned character is definitely not 200% more powerful than a Novice character - it's more like a 50% increase in power. Yet despite that far tamer power curve, the amount of work added is about a 25% increase. Nearly twice as much additional effort for about a quarter of the boost. I'll detail why it's so complicated in the next section.
I'm going take a quick aside to justify my math on Savage Worlds:
Building a character has 4 steps.Counting each skill point, it's a total of 19-26 decisions, with the majority of the difficulty being in the 1-3 decisions that could involve edges.
- You assign 5 attribute points - but that's really just two decisions, which single attribute do you want at d8 and which one do you want at d4. Yes, sometimes you'll decide you want a d10 in an attribute, but you probably won't do it at this stage - the drawback of having 2 or more traits at d4 is much nastier than the benefit of having a d10. 8/6/6/6/4 is the most common split I've seen.
- You assign 15 skill points - which probably takes rather longer than the previous step. On the other hand, some character concepts need just a couple skills. Some characters have to make do with a lot of d4s, while others just pick 3 or 4 skills and max them out.
- You pick 0 to 3 Hindrances. If this is your first Savage character, that's tricky. But by your 3rd, you'll realize that half the list (at least) are bizarre things you'd only use for 1 character in a thousand, and you can safely ignore them. How many one-armed or blind PCs do you make?
- Now you choose 1 Edge, plus possibly a few more advances, depending on how many hindrances you've picked. Edges are beyond a doubt the trickiest thing about character creation. Many have prerequisites, some of which aren't easy to get. More on that in a later section.
If you want, you could bump that up by including the equipment decision, but honestly, vanilla Savage Worlds has no decisions to make in regards to equipment. Unless you took the Pacifist Hindrance, you get the best weapon and armor available for the setting of the game - SW lacks the extensive equipment lists of D&D, and there's nothing in edges or powers that motivates you to take a substandard weapon. Plus, weapons are expensive enough, you aren't going to have a bunch of back-up and contingency items as a starting character.
Now let's look at a seasoned character. I'm only adding 4 more decisions - but they're all akin to the level of complexity of the Edge decision - slightly more so, because they can be an attribute raise, various permutations of skill bumps, etc, in addition to being Edges. Because they can be used for skills, you could call it 8 new decisions. 0, 1 or 2 of which can be attribute raises - if the number is 0, you'll also get 1 Seasoned-rank Edge or Power. If the number is 1, then you may or may not get a seasoned-rank Edge, depending on when in the process you raised that attribute. The number of decisions is probably only up by 20% or so. However, you're more than doubling the number of really hard decisions.
In D&D, advancement just flows from your class. It's a hallmark of 3.X - advancement can be really tricky (multiclassing, prestige classes, complicated feat choices, etc) if you enjoy that, but it has plenty of tools to speed it up and simplify if you'd prefer - there's some straightforward paths to advance characters along that, once initiated, make leveling-up quick and easy.
Savage Worlds has no equivalent, no obvious choices, no shortcuts. If you've got the time to spend on it, and a good solid understanding of how the system works, that's an advantage to Savage Worlds. It's really flexible, and you're never pigeon-holed or restricted. But unless you've mastered the system, and have a really clear idea of what you want your character to be like, it's just tricky. The system is opaque. There's no archetypes to base your character on. It's hard to figure out just how much better d10 is than d8. No yardstick by which to measure how proficient your character actually is.
Partly as a result, those advances in Savage Worlds take a lot more thought than their D&D counterpart. It's not just read one line of a chart, then pick two skills (as it is to raise a D&D fighter by a level). Instead, on each of those 4 advances that make up a rank, I have darned-near limitless options. I'm choosing between raising one attribute, raising 2 skills, raising 1 really good skill, buying a whole new skill, or picking one of over 50 Edges. In the D&D equivalent, 3 of those 4 decisions are made for me, and all I really have to worry about is what feat I'm taking... if it's a level where I get a feat.
Complicating it further is the prerequisite issue. Yes, I realize there's prereqs in D&D as well, but here's the big difference:
- While Edges and Feats are equivalent in power, the prereqs for an Edge are often more like the prereqs for a Prestige Class.
Similar things can be said about Acrobatic/Acrobat, Stealthy/Thief, etc. There's a few exceptions (for example, every Savage Worlds PC effectively has D&D's Power Attack for free), but in general the prereqs are higher and more fiddly in Savage Worlds. The result is, much more care must be taken when advancing your SW character. I think the worst perpetrator I've seen is the Texas Ranger Edge in Deadlands Reloaded, the cost-to-benefit ratio for that one is just wonky. It costs 2 Attribute Points, 12 Skill points, and Seasoned Rank to qualify - for benefits that comparable to (and in some campaigns less reliable than) the Charismatic Edge.
On a related note, many of the best Edges list "Seasoned" (or a higher rank) as a prerequisite. Starting at a particular level doesn't mean you get to take Edges of that level. It means you get to take exactly 1 Edge of that level - or exactly 1 Power of that level - or raise 1 more attribute instead.
If I'm gonna have 4 or 8 advances, I need to think ahead to decide whether or not I need the early advances to qualify me (by being prerequisities) for the better advances I plan to take after them. It's really easy to get 3 advances in, and then realize you're 1 skill point short of the thing you want.
The fact that you only get 1 Seasoned advancement when making a Season character trips me up a lot - for my most recent character, I basically had to build him three times to get the order of advancements right. From looking at other PCs character sheets, I see I'm not the only one having this trouble. My wife had similar troubles with her character. The GM caught a similar problem on another PCs sheet last night at the start of the game - and he'd even goofed up and taken 3 such advances, not just two. Likewise, in my Deadlands campaign, 2 of the 3 players who took Veteran of the Weird West had made the same mistake as well.
One reason for this is that in normal character creation, you get to apply the steps in whatever order you want. This means you can finagle "extra" skill points out of the system by using your bonus points from a Hindrance to boost your Attributes before doing skills. Or you can buy up a prerequisite skill to qualify for an Edge before you take it. In making a higher level character, however, you first build a Novice character, then apply advances in order. It seems like a simple and self-evident difference, and the Explorer's edition book just casually drops it in a single sentence. But it's a fundamentally different paradigm, and causes all sorts of slip-ups. Switching between the two modes requires a conscious analysis/transition, but nothing in the text makes that clear - and so again and again I see people screw it up.
Policing the character sheets to prevent this extremely common mistake, however, is really time-consuming. There's a decided lack of transparency in character creation - the order is so important, but there's no good way from a character sheet to track the order without deconstructing your build. A legal Seasoned character could have between 3 and 9 Attribute points, and between 10 and 32 Skill points, depending on Hindrances and order of creation. There's 13 edges and 7 powers that are restricted to Seasoned rank, and any PC can only have one of them - but if so they end up with 1 less Attribute point. You can't eyeball that.
So much so that the GM is tempted to just let it slide. A character built without paying strict attention to that timing restriction while leveling up can be a little more potent. That's all, just a little - the various Powers and Edges that require a higher rank aren't really all that much more potent, and there's (to Savage World's credit) not many degenerate combos in the system. If you goof up and take two Seasoned Edges, it's not like you're going to overshadow all the other PCs and make people angry.
So, you want to just say "screw it". However, there's a slippery slope here. It magnifies the potential that a player who's more familiar with the system will have a huge advantage over someone new to the game, and opens a potential for point-weaseling and munchkinism. A mistaken extra Seasoned power or edge won't unbalance anything - but intentionally taking all your advances as Seasoned-rank ones might. Or taking Seasoned-Rank powers with not just your advances but also initial character build - that'll give you a significant step up. Exceeding the number of Attribute raises you take, especially if you also have a Power who's derived stats come from those attributes will give you a huge leg up. So, a mistake is not likely to cause any troubles, but waiving all restrictions probably will.
This is not an insurmountable flaw, not a game-breaker, but it is the sort of thing that just rankles my hide.
Now, as promised, let's talk about Magic. One of the strengths of Savage Worlds is the simplified magic system. The spell list is much shorter, and in theory the trappings let you customize as you need without having to read an extra 150 spell descriptions. Even assuming that the trapping system does that (which it would if they gave a few more examples - there's not much guidance and no real tools for balancing it in the Explorer's Edition), we still hit an issue with the utter lack of high end magic.
Savage Worlds seems takes pains to avoid the "Linear Fighters, Quadratic Wizards" trope. Magic Users do not appear to suddenly jump out ahead of other character types in later stages of the campaign. At first blush, this is admirable and welcome - I am not a fan of that trope, after all. However, the more I build high-rank characters, the more I suspect they overcompensated and went too far to fix it.
There are 31 spells in Savage Worlds - 20 of which can be taken by starting characters, 7 that require Seasoned level, and 4 that require Veteran status. Invisibility, Quickness, and Telekinesis are all pretty buff (Telekinesis sickly so), the other Seasoned-rank spells aren't really worth it. Of those 11 "higher level" spells, four of them are even sadly redundant to lower level powers:
- Blast is only marginally better than lower level Bolt or Burst (and not a lot better than Stun, either).
- Fly and Teleport both have situations where they are superior to Burrow and Speed, but come with a lot more complexity and expense in the process.
- Greater Healing is really expensive, and in most situations not actually more helpful than Healing.
When you take one of these advanced Powers, you really don't get you much more than the Novice powers would give you. I had Burrow and Bolt, I'd never be seriously tempted to pick up Teleport and Blast. In both cases, sinking the points into my spellcasting skill would be a better upgrade - it'd make my existing powers more effective. Since Bolt (SW's Magic Missile) takes the same amount of Power Points as Blast (SW's Fireball), and does the same amount of damage, there's not much desire to take both. Bolt can hit the same target three times, or hit three targets. Blast, the "better spell" can sometimes hit more targets, but it's gonna be rare to get more than 3 enemies in the radius with no friendly fire problems, and it can never do more than 1 hit to a single target. The sole real advantage it has is the reduced chance of rolling 1's and getting a misfire - but since the dice mechanics of SW are a little wonky, it's hard to say if that's really better than just spending the advancement (where you would have bought Blast) on raising your Spellcasting stat. Either method reduces the chance of scoring a critical failure, and the later method would improve all your other spells as well.
In D&D, picking up new spells is pretty easy. Spellcasters just naturally gain versatility as they level up, and you're happy that you have both Magic Missile and Fireball, because it didn't really cost you anything. In Savage Worlds, each new spell costs an Edge. That edge, "Extra Power" feels weak. The original Arcane Background Edge got me 10 power points, plus 2 or 3 powers. The new Extra Power Edge gets me just 1 power, with no power points. I've gained versatility, but have to spread my powerpoints thinner to use it. They didn't just do away with "Linear Fighters, Quadratic Wizards", they effectively inverted it - it's now "Linear Everything Else, Diminishing Returns On Magic".
Compared to D&D, making an experienced wizard in Savage Worlds takes a lot less time - and I applaud that. This character type is the only one that takes so much less effort in Savage Worlds. It accomplishes this because there's such shorter spell lists to read over. However, the cost of that simplification is that you can't really capture the feel of a high-level wizard. There's just no spells that boggle the mind, wipe out armies, or make everyone sit up and take notice.
Well, I've rambled on long enough. The point was to just explain why I'm not enamored with making experienced characters in Savage Worlds. I don't feel they gain enough power to warrant the extra complexity. I'm pretty happy with starting characters in Savage Worlds, and feel my desire for elegance outweighs my desire for power. I'd rather play a starting character than have to worry about all that crunchiness.
Tuesday, August 25, 2009
Crunchometer and Savage Worlds / Deadlands Reloaded
My current Deadlands Reloaded game is moving towards a storyline climax after which we will change systems, and possibly just do something else completely. I like the setting, but it's a lot more complicated than vanilla Savage-Worlds. I've been running Deadlands Reloaded every other Sunday, and a few sessions of straight Savage Worlds fantasy with a different group in-between. What I've learned is that if Savage Worlds is a c12 on the crunchometer, Deadlands Reloaded is at least a c16, and probably a c20. Even without the Adventure Deck (which we've been using), the additional fate chip options and the far less homogenous magic of Deadlands make it really hard to keep on top of the expanded system.
By contrast, in the vanilla fantasy version I spend a lot less time looking up rules, and especially charts. I can run it without opening a rule book except when we're leveling-up the characters or if a PC gets incapacitated. For the Deadlands version, I've made a different summary-sheet for each spellcaster, plus printed off combat modifier cheat-sheets for the whole group, and yet we still end up having to consult charts or text every single session.
I know there's D&D groups out there that make do with that all the time, but for me it's a real drag to pause and look things up in the middle of a session (in session after session). It's been diminishing the fun, so we're intentionally moving towards a plot resolution that will allow us to ditch the system. The group was a little divided on this. Of the 5 of us (down from 6 after one player moved out-of-state), 1 really likes the system, 1 loves her character so much she'll tolerate the system, and 3 of us detest the system enough we want to end the game. Obviously, that's not healthy or sustainable, so we're wrapping up. My plan is for 2-3 more sessions.
By contrast, in the vanilla fantasy version I spend a lot less time looking up rules, and especially charts. I can run it without opening a rule book except when we're leveling-up the characters or if a PC gets incapacitated. For the Deadlands version, I've made a different summary-sheet for each spellcaster, plus printed off combat modifier cheat-sheets for the whole group, and yet we still end up having to consult charts or text every single session.
I know there's D&D groups out there that make do with that all the time, but for me it's a real drag to pause and look things up in the middle of a session (in session after session). It's been diminishing the fun, so we're intentionally moving towards a plot resolution that will allow us to ditch the system. The group was a little divided on this. Of the 5 of us (down from 6 after one player moved out-of-state), 1 really likes the system, 1 loves her character so much she'll tolerate the system, and 3 of us detest the system enough we want to end the game. Obviously, that's not healthy or sustainable, so we're wrapping up. My plan is for 2-3 more sessions.
More Crunchometer
Here's a quick link for anyone that found my Crunchometer useful or interesting. (The Crunchometer is a system for categorizing RPG mechanics by overall complexity level and burden on the players. Link to my original post)
Anyhow, the main point of today's post is to provide a link to a blog that used my idea. "Vampire", author of the blog Alea lacta Est, put up some crunchometer ratings for games he's run. Here's the link to his crunchometer ratings. Many of the games he rates overlap with ones I rated, but he adds Ninja Burger, and disagrees with me a tiny bit on a few White Wolf products.
Anyhow, the main point of today's post is to provide a link to a blog that used my idea. "Vampire", author of the blog Alea lacta Est, put up some crunchometer ratings for games he's run. Here's the link to his crunchometer ratings. Many of the games he rates overlap with ones I rated, but he adds Ninja Burger, and disagrees with me a tiny bit on a few White Wolf products.
A quick aside about that: Comparing our ratings, I see he marked Scion a little less complicated than I did, but Exalted more complicated. Hmm... Glad I never got past character-creation in Exalted. :) All joking aside, I will say that Scion starts out much simpler than it becomes. Hero-level Scion, especially if you're just using the Hero book, is probably a c12 in my opinion as well, it's just that as you push into Demigod and God the mechanics start coming apart at the seams and maintaining play balance becomes a continual chore.
Monday, August 17, 2009
Petrified PCs
I killed a character this weekend. I haven't done so in a while - at least not to a character that wasn't in a one-shot. Every so often we head down to Portland for the weekend to visit friends, and recently that's involved some D&D-esque gaming. We've been using Savage Worlds instead of D&D, but working to make it feel like an old school 1st Ed AD&D campaign. While starting Savage Worlds characters are pretty robust (especially compared to 1st-level D&D characters), I feel it's necessary to have PC death loom as a serious specter in a game that's mostly dungeon a romp. I play the monsters to their abilities and intelligence, never fudge the dice and rarely pull my punches. It's mostly balanced for the player's stats, but there's some sandbox elements and the players ran smack into them this Saturday.
Long story short, the PCs ended up in a significant battle. I'd statted it out, but didn't expect to actually have them encounter the big bad (a Medusa) until the next session - I was just dropping some foreshadowing. The players, bless their heroic little hearts, dove right in and chased after those hints. They found the back door escape route that the Medusa would have otherwise used if she were badly pressed, and cut straight to the big encounter. They traipsed in, using polished shields as mirrors, and making zero efforts at stealth or concealment.
Out pops the Medusa, her mate (based on the Maedar from an old issue of Dragon magazine) and two blind Grimlock bodyguards. They caught the PCs on a bit of narrow terrain in the old sandbox. The good news was that view to the Medusa was partially eclipsed by the guards. The bad news was that the PCs couldn't flee (or get to her) without taking opportunity hits. Things went south pretty quickly. First I thought it was going to be a TPK. Then I thought one PC would escape. Then that PC went back into the fight, and it looked like a TPK again. In the end, though, the big armored fighter held his ground and made every roll he needed to resist poison and petrification, so only one of the three PCs died. Not that there weren't ramifications for the other two, however - one PC ended up with a permanent -1 Charisma disfigurement - her facial muscles frozen in a horrified expression.
Instead of making up whole new rules for petrifying gaze, I just used the existing Terror / Fright Table rules, but suspended the "Becoming Jaded" portion. Everytime they attacked her, they'd have to make a Guts check. Averting your eyes could give you a bonus on the guts check, at the cost of the same penalty to your other actions and parry. Partial cover (on either end) also provided a bonus on the PCs rolls. It was simple and easy, amounting to just applying "trappings" to the guts check - if you died of a heart attack (a roll of 21+ on the Fright Chart) you'd turn to stone, the "Mark of Terror" result was a partial petrification, etc. It worked like a charm - constant danger, plenty of guts checks (which is an otherwise underutilized skill), drained several bennies, and yet was never actually lethal.
The actual kill ended up being when the Medusa got close enough to do poison bites - which I treated as a single mundane venomous snake attack but with +2 on the Fighting Roll to represent that there were a dozen snakes. A bad vigor roll took down the PCs healer. Let that be a warning to those who play Savage Worlds - the venomous snake entry is surprisingly potent.
Long story short, the PCs ended up in a significant battle. I'd statted it out, but didn't expect to actually have them encounter the big bad (a Medusa) until the next session - I was just dropping some foreshadowing. The players, bless their heroic little hearts, dove right in and chased after those hints. They found the back door escape route that the Medusa would have otherwise used if she were badly pressed, and cut straight to the big encounter. They traipsed in, using polished shields as mirrors, and making zero efforts at stealth or concealment.
Out pops the Medusa, her mate (based on the Maedar from an old issue of Dragon magazine) and two blind Grimlock bodyguards. They caught the PCs on a bit of narrow terrain in the old sandbox. The good news was that view to the Medusa was partially eclipsed by the guards. The bad news was that the PCs couldn't flee (or get to her) without taking opportunity hits. Things went south pretty quickly. First I thought it was going to be a TPK. Then I thought one PC would escape. Then that PC went back into the fight, and it looked like a TPK again. In the end, though, the big armored fighter held his ground and made every roll he needed to resist poison and petrification, so only one of the three PCs died. Not that there weren't ramifications for the other two, however - one PC ended up with a permanent -1 Charisma disfigurement - her facial muscles frozen in a horrified expression.
Instead of making up whole new rules for petrifying gaze, I just used the existing Terror / Fright Table rules, but suspended the "Becoming Jaded" portion. Everytime they attacked her, they'd have to make a Guts check. Averting your eyes could give you a bonus on the guts check, at the cost of the same penalty to your other actions and parry. Partial cover (on either end) also provided a bonus on the PCs rolls. It was simple and easy, amounting to just applying "trappings" to the guts check - if you died of a heart attack (a roll of 21+ on the Fright Chart) you'd turn to stone, the "Mark of Terror" result was a partial petrification, etc. It worked like a charm - constant danger, plenty of guts checks (which is an otherwise underutilized skill), drained several bennies, and yet was never actually lethal.
The actual kill ended up being when the Medusa got close enough to do poison bites - which I treated as a single mundane venomous snake attack but with +2 on the Fighting Roll to represent that there were a dozen snakes. A bad vigor roll took down the PCs healer. Let that be a warning to those who play Savage Worlds - the venomous snake entry is surprisingly potent.
Labels:
character death,
fantasy genre,
Mechanics,
medusa,
MythicCreatures,
Savage Worlds
Friday, August 7, 2009
Wilderness of Mirrors House Rules
Yesterday I GM'd the rules-lite espionage RPG Wilderness of Mirrors. It was a lot of fun, but we ran into a few snags and hurdles. Nothing we couldn't overcome, but the next time I run it, I'll definitely be using some house rules to dodge those problems. Here's links to three posts I wrote this morning about bits I found to be problematic, and how I intend to fix them:
Despite those fairly large snags, the game delivered on fun. It's just that it was the sort of fun where everyone comments repeatedly "this is silly and needs to be fixed". Those three house rules should fit the bill.
My players came up with some great mission details. By actively giving them some subplots at cross-purposes I was able to promote a little bit of treachery despite the superfluous piles of Mission Points. One PC sacrificed herself to kill the big bad, another PC eliminated a personal enemy that the group was ordered to abduct and convert, and a third PC tried hard to get the second one killed but kept failing. I consider myself lucky to have such a fun group to game with.
I'd previously blogged about Wilderness of Mirrors a few weeks ago, identifying my favorite part and a few early red flags, should anyone be interested in reading more of my thoughts on the game.
Despite those fairly large snags, the game delivered on fun. It's just that it was the sort of fun where everyone comments repeatedly "this is silly and needs to be fixed". Those three house rules should fit the bill.
My players came up with some great mission details. By actively giving them some subplots at cross-purposes I was able to promote a little bit of treachery despite the superfluous piles of Mission Points. One PC sacrificed herself to kill the big bad, another PC eliminated a personal enemy that the group was ordered to abduct and convert, and a third PC tried hard to get the second one killed but kept failing. I consider myself lucky to have such a fun group to game with.
I'd previously blogged about Wilderness of Mirrors a few weeks ago, identifying my favorite part and a few early red flags, should anyone be interested in reading more of my thoughts on the game.
Labels:
Campaign Notes,
house-rules,
Wilderness of Mirrors
Character Creation House Rules for Wilderness of Mirrors
The next time I GM the Wilderness of Mirrors espionage RPG, I'll be completely doing away with the point-buy system for character creation. Instead, we'll just assign each PC one stat at level 5, one at 4, one at 3, one at 2, and the final (weakest) stat at 1. The players get to choose which stat gets which rating.
Why the need for the change:
The point-buy system in the Wilderness of Mirrors rulebook looks neat on the surface, but (as I'd mentioned in my initial pre-game post) it boils down to only 6 different arrays of stats.
To save the group a lot of time learning crunching numbers, I wrote down those 6 permutations and brought it to the game I GM'd yesterday.
All four players in my group looked at that an decided 5, 5, 5, 1, 1, was superior to the other five possible arrangements. And honestly, they're right. It gives you a total of 17 dice, whereas the other versions give between 13 and 15 dice total. Analyzing those trade-offs, The more you think about it, the worse the other set-ups look, because you'll be rolling one extra die in your weak area at the cost of losing a total of three (or more) dice from two of your best areas. And it's not like that second die in your weakspot is going to really help much - you'd need to roll an 11 or 12 on 2d6 to get any measure of narrative control.
My group is not typically a munchkiny bunch - we run weird one-shots and run lots of goofy narrative systems. Realizing how heavily the system rewards that choice, the decision was easy. When one option is so much better than the alternatives, no one wanted to be the only person left in the dust.
This quickly developed into several different (but related) problems.
All or nothing: With the stats being just 5's and 1's, that means that for any given stat you either always have narrative control, or never have narrative control (since you're looking to roll a 11+ on either 5d6 or 1d6). If it's just a binary function, why spend time rolling dice and adding numbers? Okay, I'm over simplifying it - there's actually plenty of times you want to roll 16+, which means the options aren't "yes" and "no", they're more like "50/50" and "no". That's really not an improvement.
Character redundancy: With all characters having the 5, 5, 5, 1, 1 stat arrangement, you can be certain that any two characters will have one stat that's rated the same - they'll overlap one of the 5s. This is detrimental to accepted notions such as individuality, character concept, and character niche. Instead of "I'm the assassin, and he's the techie" you end up with "We're both assassins and techies, but I'm also the team leader and he's also very stealthy".
Saturn is a dump stat: The character overlap problem gets even worse because you almost never roll Saturn. The team leader needs it at level 5, everyone else is going to want to rate it at 1. Which means the above problem of character redundancy just got worse, since every character except the team leader has a Five-Star rating in 3 out of 4 remaining stats. This also has the unfortunate effect of making the team leader the weakest character in the group.
Special powers: The highest-ranked PC in a Stat gets a corresponding one-time-use power. If there's a tie, they both get that power, but whoever uses it first uses it up for the whole group. For our group of 4 players, this meant that the special power for Saturn went to the team leader. The special power for Mercury was shared between two players. The special power for Mars was shared between 3 players, as were the special powers for Vulcan and Pluto.
It was ugly.
We all looked at it and said "this isn't gonna work". After a few seconds of pondering aloud, I instructed everyone to switch to the 5, 4, 3, 2, 1 spread instead. That change resulted in characters that overlapped less, but it still resulted in 4 out of 5 characters having a "1" in Saturn. It was better, though. With this spread, everyone felt like they had a focus, and the characters weren't just carbon copies. We played it out, and were happy with the results (though Saturn still seems like a dump stat).
Why the need for the change:
The point-buy system in the Wilderness of Mirrors rulebook looks neat on the surface, but (as I'd mentioned in my initial pre-game post) it boils down to only 6 different arrays of stats.
- 5, 5, 5, 1, 1
- 5, 4, 3, 2, 1
- 4, 4, 2, 2, 2
- 4, 3, 3, 3, 1
- 5, 5, 2, 2, 1
- 3, 3, 3, 2, 2
To save the group a lot of time learning crunching numbers, I wrote down those 6 permutations and brought it to the game I GM'd yesterday.
All four players in my group looked at that an decided 5, 5, 5, 1, 1, was superior to the other five possible arrangements. And honestly, they're right. It gives you a total of 17 dice, whereas the other versions give between 13 and 15 dice total. Analyzing those trade-offs, The more you think about it, the worse the other set-ups look, because you'll be rolling one extra die in your weak area at the cost of losing a total of three (or more) dice from two of your best areas. And it's not like that second die in your weakspot is going to really help much - you'd need to roll an 11 or 12 on 2d6 to get any measure of narrative control.
My group is not typically a munchkiny bunch - we run weird one-shots and run lots of goofy narrative systems. Realizing how heavily the system rewards that choice, the decision was easy. When one option is so much better than the alternatives, no one wanted to be the only person left in the dust.
This quickly developed into several different (but related) problems.
All or nothing: With the stats being just 5's and 1's, that means that for any given stat you either always have narrative control, or never have narrative control (since you're looking to roll a 11+ on either 5d6 or 1d6). If it's just a binary function, why spend time rolling dice and adding numbers? Okay, I'm over simplifying it - there's actually plenty of times you want to roll 16+, which means the options aren't "yes" and "no", they're more like "50/50" and "no". That's really not an improvement.
Character redundancy: With all characters having the 5, 5, 5, 1, 1 stat arrangement, you can be certain that any two characters will have one stat that's rated the same - they'll overlap one of the 5s. This is detrimental to accepted notions such as individuality, character concept, and character niche. Instead of "I'm the assassin, and he's the techie" you end up with "We're both assassins and techies, but I'm also the team leader and he's also very stealthy".
Saturn is a dump stat: The character overlap problem gets even worse because you almost never roll Saturn. The team leader needs it at level 5, everyone else is going to want to rate it at 1. Which means the above problem of character redundancy just got worse, since every character except the team leader has a Five-Star rating in 3 out of 4 remaining stats. This also has the unfortunate effect of making the team leader the weakest character in the group.
Special powers: The highest-ranked PC in a Stat gets a corresponding one-time-use power. If there's a tie, they both get that power, but whoever uses it first uses it up for the whole group. For our group of 4 players, this meant that the special power for Saturn went to the team leader. The special power for Mercury was shared between two players. The special power for Mars was shared between 3 players, as were the special powers for Vulcan and Pluto.
It was ugly.
We all looked at it and said "this isn't gonna work". After a few seconds of pondering aloud, I instructed everyone to switch to the 5, 4, 3, 2, 1 spread instead. That change resulted in characters that overlapped less, but it still resulted in 4 out of 5 characters having a "1" in Saturn. It was better, though. With this spread, everyone felt like they had a focus, and the characters weren't just carbon copies. We played it out, and were happy with the results (though Saturn still seems like a dump stat).
Earning Mission Points in Wilderness of Mirrors
On paper, mission points are the main tool and resource of the players in a game of Wilderness of Mirrors. The first time I GM'd the game, however, they failed to provide the expected dramatic tension, and weren't even a meaningful form of resource allocation. The PCs had far too many Mission Points for them to carry any weight or meaning.
This is bad, as one of the ways the game achieves the "you don't know who to trust" element of the spy genre is by giving out "Trust Points" when PCs betray each other or narrate in events that hose the group. But if you're sitting on a pile of 12 Mission Points and have only been using about 2 per hour of play, you're really not motivated to do anything underhanded to add Trust Points (which, other than how they're gained, work just like Mission Points) to your collection.
House Rule regarding how Mission Points are earned:
At the start of the planning stage, the GM sets aside X # of Mission Points, under the name "Style Points". X is usually 3, but if there's fewer than 4 players, X is one less than the number of players (minimum of 1). These X Style Points are for flavor, in-genre tropishness, awesome ideas, etc. Whoever comes up with the coolest idea during Planning gets all 3 points, but if the GM's having a hard time deciding, he can split them between 2 or 3 players. Style Points go directly to the pool of the player who won them, they don't get split up by the Saturn. In all other ways, they work just like Mission Points.
Actual Mission Points then are handed out only for details that provide challenges to the team. On the map or plan that the team is drawing up, anyone may designate a detail to be a challenge. They describe the challenge, and list 2 of the 5 attributes - those are the only two attributes that can be used on that challenge. This gets written on the plan, and is then worth one Mission Point. This might not seem like much of a bonus, but there's nothing stopping players from putting in additional challenges beyond what they expect to deal with. For example, if there's two entrances to the building, one might have a guard post (takes Mercury or Mars to get past) and the other has a security lock (takes Vulcan or Pluto to circumvent). Unless things go very badly, no individual player will have to deal with both of them. In fact, the existence of these two challenges makes it easier for the party that splits up, because they can match appropriate skills and get in by different routes. But at least they've added some measure of a challenge in exchange for the two Mission Points they've earned.
I suspect you'll end up with 8-15 mission points per player, but if still at the high end they'll be offset by more (and better defined) challenges.
The rules for Trust Points remain unchanged, and will hopefully become more attractive since there's a bit more challenge in the mission.
Thoughts behind that House Rule:
For those interested in why I concluded such a house rule was needed, here's the problems I found with the existing system. These became apparent in just one session of play, and were a real shame to deal with...
Earning Mission Points for trivial details: Here's the prime source of the problem. The game says any given "detail" the players bring up in the planning stage is worth from 1 to 3 mission points. But it gives no parameters of what constitutes a "detail". It being a cinematic game, you naturally want to reward stylish and flavorful details, details that play to tropes of the genre, and of course details that provide challenges for the players to overcome.
So at first I'm giving out mission points freely. As I'm handing out the 12th or 13th point, however, I realized that really the only detail they've given that potentially adds any challenge was "The perimeter is patrolled by guards in scuba gear with harpoon guns." The scenario at that point was shaping up to be flavorful and cool, but a total walk in the park.
Crap. Half the details given out so far were actively making it easier on the players, and I was foolishly rewarding them with bonus dice for making it easier on themselves. So I slammed on the brakes, and started only giving out points for details that actively made the scenario tougher on them. I feel I was draconian from then on. At least 50% of the details after that didn't get rewarded, and only one detail in the whole list was awarded more than one point. Despite my being a hard-nose, the party still earned 31 mission points during the planning stage.
Motivating Saturn to not just evenly split the mission points: This is a minor problem, but worth mentioning. So you've got 31 mission points, and your team leader has Saturn rating of 5 so the other 3 players each start with 5 free mission points (for a total of 46 points for the whole team). What's that team leader going to do?
Unless there's some abnormally clever reason to do otherwise, they're gonna take 5 of the 31 free points for themselves, then split the remaining 26 points roughly evenly between all the players. It just felt like there wasn't much of a motivation for splitting it in any other way. With a total pot of 46 points, it's not like anyone can argue that their character really needs more than say 14 or 15 mission points. Which means that one of the big "advantages" to the Saturn stat (to compensate that you probably never roll it) is negated by the decision being almost meaningless. Maybe, late in campaign, after you've established some rivalries and betrayal, there might be a situation where a Saturn is motivated to snub someone at Mission Point allotment time, but for a one-shot it was pointless. (And yes, I gave my team leader secret directives to get the "traitor" killed, so she slighted him by about 4 mission points. This tipped him off, and yet still wasn't enough of a deficit to matter, since it left him with about 9 points.)
Defining what you roll: In most RPGs, you take an action, then roll for success or failure. In Wilderness of Mirrors, you basically just state the category of action (from five categories) and roll. If your total is 11 or higher, you narrate what happens. If you roll lower than that, the GM narrates.
Since the categories are very broadly (and vaguely) defined, it's pretty easy to justify using your specialty for just about everything. Seriously. You put a PC in a knife-fight, expecting them to use Mars (the hit man stat). Instead, they roll Vulcan (the fixer / techie stat) to produce a hidden sonic device that immobilizes the foe. You present them with a locked and alarmed door, expecting them to use Vulcan to disable it, and they instead suggest Pluto (the stealth stat) for thievery, or Mars for demolitions, or Mercury (the charisma stat) to charm an code-key off someone. Surprise, it turns out every stat is actually a 5! Or, rather, that every roll is made using your best stat.
This flexibility with the stats and rolls means Mission Points and Trust Points are further devalued - as you'll almost always be rolling 5 dice even without them.
When can you spend mission points? The rules seem to be implying you spend the mission points before you roll, but don't state it very firmly. For reasons stemming back to Luck Points in Cyberpunk 2020 (but also applicable to 7th Sea's Drama Dice, and Savage World's Bennies), I generally prefer to have players spend such resources after they've seen their other dice. It just sucks too much to squander a rare resource on a roll that would have succeeded without it, or on a roll that doesn't have a chance to succeed even with the resource.
In Wilderness of Mirrors, however, the resources aren't rare at all. Instead of 3 per player, you get at least 10 per player, maybe as many as 15 or 20 counting Mission and Trust. Unless you trim back the number of Mission Points earned (or use Solution #1), I heartily endorse making the players choose how many Mission Points and Trust Points they'll spend before they roll any dice.
This is bad, as one of the ways the game achieves the "you don't know who to trust" element of the spy genre is by giving out "Trust Points" when PCs betray each other or narrate in events that hose the group. But if you're sitting on a pile of 12 Mission Points and have only been using about 2 per hour of play, you're really not motivated to do anything underhanded to add Trust Points (which, other than how they're gained, work just like Mission Points) to your collection.
It's worth noting that I did not play using "Solution #1" from the rule book. It strikes me as much harder on the players. It may turn out you're just fine handing out tons of Mission points if using that mechanic. Eyeballing it, it seems like too harsh a correction to me. After 2 hours of play, the difficulty needed to earn basic narration rights for a PC would be a 41 (instead of 11), and that's pretty brutal. In the final scenes of 4-hour session, the PCs would need to roll a 65 to even get a veto/ammendment option.It feels to me that the number of Mission Points needs to be curtailed a bit. Of particular concern are Mission Points gained by flavorful embellishing details, and Mission Points gained by details that help the Party succeed at it's mission. The goal is to reduce the former and all-but prevent the later.
So, the rest of this post assumes you, like me, are not using "Solution #1", and are instead using solutions 2 or 3, or some similar variant of your own devising.
House Rule regarding how Mission Points are earned:
At the start of the planning stage, the GM sets aside X # of Mission Points, under the name "Style Points". X is usually 3, but if there's fewer than 4 players, X is one less than the number of players (minimum of 1). These X Style Points are for flavor, in-genre tropishness, awesome ideas, etc. Whoever comes up with the coolest idea during Planning gets all 3 points, but if the GM's having a hard time deciding, he can split them between 2 or 3 players. Style Points go directly to the pool of the player who won them, they don't get split up by the Saturn. In all other ways, they work just like Mission Points.
Actual Mission Points then are handed out only for details that provide challenges to the team. On the map or plan that the team is drawing up, anyone may designate a detail to be a challenge. They describe the challenge, and list 2 of the 5 attributes - those are the only two attributes that can be used on that challenge. This gets written on the plan, and is then worth one Mission Point. This might not seem like much of a bonus, but there's nothing stopping players from putting in additional challenges beyond what they expect to deal with. For example, if there's two entrances to the building, one might have a guard post (takes Mercury or Mars to get past) and the other has a security lock (takes Vulcan or Pluto to circumvent). Unless things go very badly, no individual player will have to deal with both of them. In fact, the existence of these two challenges makes it easier for the party that splits up, because they can match appropriate skills and get in by different routes. But at least they've added some measure of a challenge in exchange for the two Mission Points they've earned.
I suspect you'll end up with 8-15 mission points per player, but if still at the high end they'll be offset by more (and better defined) challenges.
The rules for Trust Points remain unchanged, and will hopefully become more attractive since there's a bit more challenge in the mission.
Thoughts behind that House Rule:
For those interested in why I concluded such a house rule was needed, here's the problems I found with the existing system. These became apparent in just one session of play, and were a real shame to deal with...
Earning Mission Points for trivial details: Here's the prime source of the problem. The game says any given "detail" the players bring up in the planning stage is worth from 1 to 3 mission points. But it gives no parameters of what constitutes a "detail". It being a cinematic game, you naturally want to reward stylish and flavorful details, details that play to tropes of the genre, and of course details that provide challenges for the players to overcome.
So at first I'm giving out mission points freely. As I'm handing out the 12th or 13th point, however, I realized that really the only detail they've given that potentially adds any challenge was "The perimeter is patrolled by guards in scuba gear with harpoon guns." The scenario at that point was shaping up to be flavorful and cool, but a total walk in the park.
Crap. Half the details given out so far were actively making it easier on the players, and I was foolishly rewarding them with bonus dice for making it easier on themselves. So I slammed on the brakes, and started only giving out points for details that actively made the scenario tougher on them. I feel I was draconian from then on. At least 50% of the details after that didn't get rewarded, and only one detail in the whole list was awarded more than one point. Despite my being a hard-nose, the party still earned 31 mission points during the planning stage.
Motivating Saturn to not just evenly split the mission points: This is a minor problem, but worth mentioning. So you've got 31 mission points, and your team leader has Saturn rating of 5 so the other 3 players each start with 5 free mission points (for a total of 46 points for the whole team). What's that team leader going to do?
Unless there's some abnormally clever reason to do otherwise, they're gonna take 5 of the 31 free points for themselves, then split the remaining 26 points roughly evenly between all the players. It just felt like there wasn't much of a motivation for splitting it in any other way. With a total pot of 46 points, it's not like anyone can argue that their character really needs more than say 14 or 15 mission points. Which means that one of the big "advantages" to the Saturn stat (to compensate that you probably never roll it) is negated by the decision being almost meaningless. Maybe, late in campaign, after you've established some rivalries and betrayal, there might be a situation where a Saturn is motivated to snub someone at Mission Point allotment time, but for a one-shot it was pointless. (And yes, I gave my team leader secret directives to get the "traitor" killed, so she slighted him by about 4 mission points. This tipped him off, and yet still wasn't enough of a deficit to matter, since it left him with about 9 points.)
Defining what you roll: In most RPGs, you take an action, then roll for success or failure. In Wilderness of Mirrors, you basically just state the category of action (from five categories) and roll. If your total is 11 or higher, you narrate what happens. If you roll lower than that, the GM narrates.
Since the categories are very broadly (and vaguely) defined, it's pretty easy to justify using your specialty for just about everything. Seriously. You put a PC in a knife-fight, expecting them to use Mars (the hit man stat). Instead, they roll Vulcan (the fixer / techie stat) to produce a hidden sonic device that immobilizes the foe. You present them with a locked and alarmed door, expecting them to use Vulcan to disable it, and they instead suggest Pluto (the stealth stat) for thievery, or Mars for demolitions, or Mercury (the charisma stat) to charm an code-key off someone. Surprise, it turns out every stat is actually a 5! Or, rather, that every roll is made using your best stat.
This flexibility with the stats and rolls means Mission Points and Trust Points are further devalued - as you'll almost always be rolling 5 dice even without them.
When can you spend mission points? The rules seem to be implying you spend the mission points before you roll, but don't state it very firmly. For reasons stemming back to Luck Points in Cyberpunk 2020 (but also applicable to 7th Sea's Drama Dice, and Savage World's Bennies), I generally prefer to have players spend such resources after they've seen their other dice. It just sucks too much to squander a rare resource on a roll that would have succeeded without it, or on a roll that doesn't have a chance to succeed even with the resource.
In Wilderness of Mirrors, however, the resources aren't rare at all. Instead of 3 per player, you get at least 10 per player, maybe as many as 15 or 20 counting Mission and Trust. Unless you trim back the number of Mission Points earned (or use Solution #1), I heartily endorse making the players choose how many Mission Points and Trust Points they'll spend before they roll any dice.
Labels:
espionage genre,
house-rules,
Mechanics,
Wilderness of Mirrors
PC Mortality House Rule for Wilderness of Mirrors
Wilderness of Mirrors is largely a game about narration rights. However, it provides precious little in terms of guidance as to what is or isn't allowed when you're narrating. Technically, if you wanted to narrate "a nuclear bomb kills everyone but me", the only thing stopping you is the fact that no one would ever game with you again. Obviously, that extreme an action is out of bounds, but there's no good guidelines in the rulebook to what is or isn't acceptable.
On page 12 of the rulebook, under the label "Solution #2" (the second of three possible ways to handle the mechanic of putting the mission on a time deadline), there's some helpful advice regarding "permanent damage" and how the GM needs full narrative control to inflict any lasting injuries on your character. (Attaining full narrative control isn't easy for the GM.)
Sadly, this "permanent damage" rule is only mentioned in one of the three options of how to handle that mechanic. If using "Solutions" 1 or 3, the issue of how to deliver such injuries is a little unclear.
More importantly, the game is rife with inter-party conflict. The rulebook actively encourages the GM to create situations where one PC is ordered to plant a bomb to kill another. That begs the question, can a PC kill another PC? Can they narrate permanent injury to a PC? If the answer to either of those is "yes", then how do you defend yourself? The game has no contested rolls, partly because until someone's narrating the results, you wouldn't know if they're attacking you.
The Two-Chip Rule:
Here's my proposal, which replaces the "permanent injury" rule, and is intended to work with any of the three "solutions".
Each PC starts the game with two poker chips (or colored stones, etc ), one each of two different colors, let's say red and blue.
While you have the blue chip, the narrator cannot give you any permanent damage. He can still wound you, even describe that you're captured, etc, but escape remains likely and your future actions are in no way penalized. Any time his narration (or veto) wounds you, he may choose to take away your blue chip. If you don't have a blue chip any more, when the GM's narrating (not just using his veto) he can give you permanent damage. So, the GM has to "set up" his big moves against players by first stripping their blue chip in some harmful development. It takes a one-two punch to really hurt a PC.
While you have the red chip, no other players can incapacitate you, nor give you permanent injury. If a player narrates some sort of harm to you, however, they may choose to remove your red chip. Thereafter, for the rest of the session, any time a player narrates harm to you, they may choose to give you a permanent injury or incapacitate you. Note that even if Player A makes you discard your red chip, you become vulnerable to actions from not just Player A, but also B, C, D, etc.
On page 12 of the rulebook, under the label "Solution #2" (the second of three possible ways to handle the mechanic of putting the mission on a time deadline), there's some helpful advice regarding "permanent damage" and how the GM needs full narrative control to inflict any lasting injuries on your character. (Attaining full narrative control isn't easy for the GM.)
Sadly, this "permanent damage" rule is only mentioned in one of the three options of how to handle that mechanic. If using "Solutions" 1 or 3, the issue of how to deliver such injuries is a little unclear.
More importantly, the game is rife with inter-party conflict. The rulebook actively encourages the GM to create situations where one PC is ordered to plant a bomb to kill another. That begs the question, can a PC kill another PC? Can they narrate permanent injury to a PC? If the answer to either of those is "yes", then how do you defend yourself? The game has no contested rolls, partly because until someone's narrating the results, you wouldn't know if they're attacking you.
The Two-Chip Rule:
Here's my proposal, which replaces the "permanent injury" rule, and is intended to work with any of the three "solutions".
Each PC starts the game with two poker chips (or colored stones, etc ), one each of two different colors, let's say red and blue.
While you have the blue chip, the narrator cannot give you any permanent damage. He can still wound you, even describe that you're captured, etc, but escape remains likely and your future actions are in no way penalized. Any time his narration (or veto) wounds you, he may choose to take away your blue chip. If you don't have a blue chip any more, when the GM's narrating (not just using his veto) he can give you permanent damage. So, the GM has to "set up" his big moves against players by first stripping their blue chip in some harmful development. It takes a one-two punch to really hurt a PC.
While you have the red chip, no other players can incapacitate you, nor give you permanent injury. If a player narrates some sort of harm to you, however, they may choose to remove your red chip. Thereafter, for the rest of the session, any time a player narrates harm to you, they may choose to give you a permanent injury or incapacitate you. Note that even if Player A makes you discard your red chip, you become vulnerable to actions from not just Player A, but also B, C, D, etc.
The reason I put in the "gang-up" aspect of this rule is because Wilderness of Mirrors lacks a detailed initiative system. I didn't want an inter-party conflict to be determined solely by who acted first. This way, the timely intervention of another PC can tip the scales.The GM can't kill you, no matter what. There's only two ways a PC can die:
- That PC's player may narrate their own character's death, via heroic sacrifice, suicide, or enemy action.
- Another PC may kill them, but only if the target PC currently has no red chip, and has already been incapacitated by a PC's action. So a PC can be killed by another PC, but it takes 3 successful narrations to do so. The three narrations could be performed by 1, 2 or 3 different players, however.
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