Showing posts with label indie game. Show all posts
Showing posts with label indie game. Show all posts

Monday, April 15, 2013

Dead Company

(Wrote this post a looong time ago and never got round to publishing it, but Gus L's latest post got me thinking about it again.)

One day, while arguing about different editions of D&D, somebody told me that frequent character death was antithetical to roleplaying or character development. The premise being that if characters don't have time to develop, they won't be interesting, and if characters are at constant risk of death then players won't get attached to them.

I figured this was bunk, because a) there is plenty of character development in "highly lethal" works of fiction like Game of Thrones or The Wire, and b) it's easy to roleplay and get attached to a character in, say, Fiasco, or any other one-shot for that matter, despite the fact that the character is certain to "die" (i.e. cease to be played) at the end of the session. While it's true that most old-school D&D games don't have a lot of character depth, that's more because killing monsters in a cave is a premise inherently lacking in opportunities for roleplaying*.

So I began to think about an RPG which revolves around an ensemble cast of characters with a high turnover rate - often, but not always, because of death. You could probably do this already with a collaborative story engine like Smallville or DramaSystem, but I'm aiming for something a little more traditional.

This is a game about the Dead Company - a renowned mercenary company in the midst of a brutal war. Individuals come and go, but the company remains. I'd say that it's like the Black Company, but I haven't actually read those books yet :( Of course that's just the default, and you could run a variety of different groups: revolutionaries, pirates, dungeon delvers, colonists, Jomsvikings, etc. However, the assumption is that the company will get mixed up in ongoing plots, deal with different factions, and influence the world around them. Fifteen guys crawling through a dungeon full of hostile, mute undead is not the goal here.

The game goes like this:
- All players generate three PCs at the start of the game. These PCs then go into the pool of playable characters. They are not 'your' PCs because you made them; anyone can play any PC and the roles can change from session to session.
- PCs don't have stats, at least not to begin with. They are primarily defined by their class and by their relationships. Each PC must have at least one relationship to another, which will be something like the relationships in Fiasco. All the PCs must be connected to each other at least indirectly. You will draw a chart of the relationships to make sure everyone is linked up to the 'web'.
- Each session consists of a mission in which one PC will be selected for each player, while the other PCs stay at home or act off-screen.
- The turnover rate is up to the group to decide, but by default you should expect 1-3 fatalities per session. There might also be rules for characters burning out and quitting the company.
- New PCs can be brought in naturally through play, or through a mechanical device that generates them with new relationships to the existing PCs. It's possible to have relationships with deceased/retired PCs as well, e.g. a son who joins up after his father was killed.
- PCs don't advance in the sense of growing stronger, but they do grow more complex. Each time a PC survives a mission, they get an extra bit of nuance added to their character, based off something they did that session. This might be an Attribute (e.g. Strong, Weak, Clever, Stupid - equivalent of D&D stats) a Trait (personality, unusual skill, etc.) a Background (think 13th Age) a Secret (flashback to past, possible plot hook) or a Link (gained an enemy, impressed the king, downloaded the crystal memories of an alien civilisation into your brain, etc.)
- The Company as a whole advances by gaining money and renown. However, the major form of advancement in the game is simply the development of the plot towards a satisfying conclusion.
- The core resolution system needs to be simple and easy to use. I would probably use the chassis of Basic D&D since that's something that many players are already familiar with.
- By default, the classes would not include spellcasters, since I'm going for a more down to earth sword & sorcery tone. Also, there would be no 'fighter' class since everyone in the Dead Company is expected to be a fighter. So you might have healers, minstrels, assassins, etc. but all of that goes on top of a basic proficiency in combat.

*hurdy dur, not real roleplaying, etc., what I here mean by roleplaying is acting and thinking as your character and developing a story about the characters. Much as I love old-school D&D, it doesn't make it easy to play the role of anything but a psychopathic murderer.

More inspirational imagery:






 & and meanwhile, in anime:






Thursday, September 27, 2012

On the Spacing of Pitons

Someone on grognards.txt writes: "I've had a DM ask me how far apart I'm spacing my pitons before."

And yes, this is dumb and groggy and pixelbitching. But only because there are no mechanisms in the game to give piton spacing mechanical weight, nor to limit the use of pitons in order to make it an interesting choice.

If there were rules to govern how likely you are to fall off while climbing, with the chance increasing the further you space your pitons; and limitations on spending money and inventory space that made pitons a real resource; and restrictions on time that made it important to decide whether you're leaving your pitons in or removing them as you go...


Then, the spacing of pitons would be an interesting decision to make.

I'm not really talking about D&D here. Pitons are totally trivial in D&D because even a starting character can probably buy an arbitrary number of them, and the wealth is only going to go up from there. Furthermore, there isn't enough climbing in a standard D&D game for a piton-related rule to be worth bothering with.

What I'm really dreaming of is an entirely new game, although it could rely on a very stripped-down core of AD&D as its base, if only because that's what I and other nerds are familiar with. But in this new game, all the stupid timewasting, pixelbitching questions that shitty DMs ask of their players would be transformed into actually interesting dilemmas. You could call it a second-gen retroclone if you like, in that it's realising the unfulfilled promise of something in the original game. Lamentations of the Flame Princess realises the promise of horror; DCC, the promise of sword & sorcery; ACKS, the promise of detailed domain level play. This game will realise the promise that's implied by an equipment list containing pitons, torches, tinderboxes and rope by the foot: a game of resource management, of scraping by with what little you have, of trying to start a campfire in the rain.

Pitons are just the tip of the iceberg. Here are some other mechanics that might be interesting:


- Setting camp: Where are you camping? Do you want to light a fire? What if it attracts monsters? Can you survive the cold? Do you want to cook your food? Can you build a break to hide the firelight?
- Dungeon exploration: do you have enough torches?* How long have you been down here? Can you find your way back out? How will you cross underground rivers, climb down shafts, traverse narrow ledges?
- Eating: How much food do you have? How far to the next town, and how will you pay for meals there? Can you hunt?
- Weather: Is it going to rain, snow, shine? How will that affect your chances of survival? Did you pack  warm clothes?
- Inventory Management: If anything I would like to go out the far side of the spectrum and make the encumbrance system unrealistically punishing, so that you really have to consider what you want to take with you. Of course you can get porters, mules, etc. but they all come with their own set of challenges.
- Endurance: Walking, suffering cold or heat, eating, sleeping, warming yourself by the fire - all these things and more can affect your levels of energy. These energy levels are what replace your HP in standard D&D. If you're fit and well-rested, you have plenty of HP to spare when danger arises. If you're tired and bedraggled, you'll go down like a 1st-level wizard to a housecat.
- Injury: When danger does arise, and you don't have enough HP to evade danger, you are going to suffer serious and lasting injuries. A character who's been hurt previously may be a drain on the whole party's resources. Then the whispers begin: "We'd be better off without him..."

This game would be a challenge to design. On the one hand, it's intended that dealing with encumbrance limits and weather tables is now a key part of the game, not just stupid bullshit you have to deal with before diving into the dungeon. However, at the same time you want to streamline a lot of these mechanics so that the resource management section of the game is actually fun and dynamic. Striking a balance would be difficult.

Other things that would flow on into the rest of the game:
- Monsters, even low-level ones, are an extremely serious threat. If you picture the boss monster as D&D's "major threat" and the wandering mobs as "minor threats" - well in this game the environment itself is the "minor threat", and even a wandering monster is a "major threat". To reflect this, the setting would be much less monster-dense than regular D&D. Instead of table after table of wandering monsters, you could threaten the PCs with a wilderness area inhabited by nothing but wild animals and a single troll. Giants or dragons would be the upper limits of what PCs could hope to face, while things like demons and liches probably just don't exist.
in this game, lembas bread is OP as shit
- Because of this, you can play up the dangers of the environment much more. Death by falling from a cliff, starving, freezing, eating poison mushrooms, being dragged off by hungry wolves, etc. are all serious possibilities.
- All-new classes would be required. Can you imagine a Vancian Wizard in this game? Even if they weren't going to break the whole thing with their 2nd & 3rd level spells, it just doesn't fit the flavour. Magic-Users, such as they are, would be something more akin to druids or shamans, with low-key mystical knacks rather than flashy spells. Other classes might be: Fighter (remember, there's a lot less fighting going on than in a regular D&D game) Hunter/Ranger, Healer (non-magical), and perhaps some kind of 'foreman' to preside over issues of inventory and organisation? In fact, perhaps a freeform skill system would be better.
- Urban adventures wouldn't really work; it's got to be uncharted wilderness for the restrictions on resources to become meaningful. The implied setting for this game would be vast, wild and largely empty - the "howling emptiness of AD&D" turned up to eleven.
- Strangely, extraplanar adventures and other gonzo environments might actually work if you focused on the environment itself as the danger, while keeping the monsters to a reasonable level. How do you adventure on the Plane of Fire when it's not just handwaved with everyone getting a Ring of Fire Resistance?

*Apparently some people deal with this problem already in D&D, but I can't really see how it ever becomes relevant unless a) the players simply forget to pay a handful of silver pieces for a roll of torches or b) some sort of Grinding Gear scenario where you're stuck in the dungeon for an unreasonably long time.