Friday, August 30, 2024

You Don't Need to Use Them All

Two years ago, one of my players, Denis, was thinking about running a game. There was some light pressure from the group for him to give it a shot. He eventually settled on trying to run a Gamma World game, details here and here

That game never got off the ground. For Denis, he felt that there was too much pressure to compare to others in the group who have years or even decades of experience running games. 

At the English camp we were teaching at through most of August, several guys were asking Denis and I about our games (some are former players, some just curious about RPGs). Denis mentioned that one of the main reasons why he never got his GW game going because the random encounter tables seemed overwhelming. 

I instantly understood what he meant. Random tables like those in the books require the referee to be familiar with most of the creatures in the book. And with all the mutations in GW, that may make it overwhelming. If you only need to worry about a few monsters you've placed in a dungeon, plus whatever powers your players have for their characters, it's not as overwhelming. If everything in the book is on the table, it's a lot to deal with. 

I told Denis that he should try to run the game, but just drop random encounters. The look of relief on his face was noticeable. I think he had been in the mindset that the game has rules for this, so he needed to use them. But that's not true. 

You don't need to use all the rules to run a fun game. Especially when you're just starting out. I ignored lots of rules when I was just starting out as DM nearly 40 years ago. And the games were fun, and challenging. Once you are comfortable with the basics of the game, and with planning and presenting adventures, the more complex stuff can be added back in.


Sunday, August 18, 2024

Break Time

I've taken a break from working on the Flying Swordsmen 2E the past couple of weeks. For one thing, I'm teaching English camps as I do most summer and winter breaks. They're fun, but exhausting. Pay really well, too. So no complaints, but gaming stuff (play or prep) has mostly been on hold. One more week to go. 

I also finally took Tallifer's advice and ordered the POD/PDF combo of King Arthur Pendragon from DriveThru. I'm still waiting on the print book, but during some breaks at camp I've been reading through the PDF. I really like it so far, but I was a big Arthur stan as a kid, so reading all the background information, the descriptions of the sources Stafford relied on and how he used them, and all that has been fun to read. But I haven't gotten into the nuts and bolts of the game aside from the character generation bits so far. I'll likely have more to say on it the more I read. 

And yes, it has already given me a few ideas for how to make FS2E more of a social relationship game, instead of just a kung fu game. 

Everyone is also pestering me to run Star Wars again, including Flynn, who would like me to run a game online so that he can play. I asked the guys about it the other day, and they seem willing to start early on a Sunday morning so that Flynn could join us. But that's for some time after camps. 

Oh, and when I asked the guys, it was a week ago, when Justin ran a game of Mothership. Man, that was a fun game! He's thinking of maybe running a longer campaign. We were all hooked, especially the way the session ended with three of four PCs dead, and the final PC given a cut-scene of the aliens creeping up behind, just like you'd expect at the end of a sci-fi horror film or short story.

Saturday, August 3, 2024

Conundrum: Motivators of Play for Cathartic Games

As I continue to work on modifying the Open d6 System for a Wuxia/Tianxia* style game as a revision of Flying Swordsmen, I'm struck by a few thoughts that make me hesitate.

One, which I know I've discussed before in relationship to my Asian-inspired fantasy games, is that of authenticity or at least getting the tone and feel right. Yeah, I'm a White dude, born and raised in the Midwest, but who has lived more than half of my life in East Asia, learning the languages, the cultures, the ways of thinking. Obviously, I don't get it as deeply as someone born and raised here. But I think I do understand it well enough to get a passable game setting. But I still have those nagging thoughts that I'm just making another version of "D&D in Funny Hats" (which was what I was blatantly doing with TS&R Jade). 

The second, which is related, is how to properly set up game systems that will motivate play for this sort of game? While there is an aspect of monster-slaying and treasure-hunting in Tianxia fiction, and a bit of that in Wuxia fiction, the typical D&D trope of slay the monsters and take their stuff, XP points accumulate just doesn't work as well for the sort of game I want to run. Flying Swordsmen has always started out great, but the games peter out pretty quickly because players flounder without simple goals like "go get the treasure." 

The action may be what draws people to the source material (especially the films/TV shows), but it's the character drama that really makes Wuxia interesting.

There's a part of me that thinks the authenticity part is not so important anyway. It's a game. Games are meant to be fun. Catharsis is fulfilling, but it's not always fun. Escapism is nearly always fun. So should I just not worry about it, and make another escapist game with Asian tropes? I could, but I've already done that (and done it well, I think). 

This time, I want to get a game that actually rewards playing not just a cool martial arts mystical warrior, but playing up the rivalries with other students or sects, difficulties with dealing with your sifu who is really good at kung fu but a shit person otherwise, or having to be torn between your duty to society (or family, or the king, or religion, etc.) and your desires for how you want to live your life.

For people equally well-acquainted (or better acquainted) with the Confucian Heritage Cultures (CHCs, as they are sometimes referred to in academics), this won't be a problem. I can present the rules, they will understand the tropes, and be able to work them in easily as they wish. For people not well-acquainted, I'm either going to have to write a cultural treatise on the subject, or else simply find a game mechanic system that will encourage this sort of thing within the rules.

I don't think I am up for the whole treatise thing. It's not my real area of academic endeavor, and it would take a long time and a lot of the people who need it would probably just ignore it, or misinterpret it anyway. So it feels to me, as I sit here today, like it will be a wasted effort. Those who wish to learn this stuff can find all sorts of resources online with just a simple Google search anyway. 

That leaves me with game mechanics. 

What I've got so far, is copying games like White Wolf or PbtA where they have a series of questions for each player to answer at the end of a game session. How did you do this? Can you provide an example of that? Show how you avoided doing this? For each question the players can give that plays to the tropes of the genre or leverages these Confucian relationships, they will get a Character Point. For each example where they break the tropes or go against the social expectations that Wuxia fiction demands.

Of course, then we get into discussions of railroading, metaplots, quantum ogres, and all that sort of thing. I'm not going to get into that right now, but I will say that from my experiences with Star Wars d6, if the players know they are in it for the immersive emulation experience (they want to experience what it's like to be a character in the SW universe), they will put up with more manipulation by the referee than they might otherwise with a more sandboxy D&D game. 

Until I can think of a better mechanic to try to encourage play that is more than just "beat up that guy, take his stuff" in a subtle fashion, I think this is the way to  go.


*Wuxia is very human-focused, Tianxia is more fantastical

Wednesday, July 31, 2024

I've Been Away, and d6 Flying Swordsmen Thoughts

Last week, the family took a vacation to Japan. We met up with quite a few old friends, ate a lot of great Japanese food, and brushed up on our Japanese skills. I also found out that I've come to instinctually say thanks to people in Korean, which got a few confused looks and annoyed my wife (who is Korean). 

Unfortunately, my wife caught covid while we were there, and I got it from her after we got home. It's not too bad this second time around. The first time I got it, back in 2021, I was on my ass for a day and a half or so, and it was like a bad flu. This time, it's more like a cold, and not an especially bad one, either. Which is good. Anyway, I'm feeling better today. 

While I haven't been blogging much, I have been tinkering with ideas for a second edition of Flying Swordsmen, using Open d6. I mentioned that before. So far, I think I have the Abilities, basic Skills, and special Martial Arts Powers and Techniques all listed out. I based the Powers and Techniques off of class bonuses, martial arts maneuvers, and spells from the 1st edition, but the list is pretty slimmed down. There are a few new things on the list as well. 

The Powers are modeled on the Force Skills in Star Wars d6. For each full Die in a Power, you get a Technique (or two?). So far, I've got six Powers, each granting a basic Technique with the first die. When additional dice are gained, there are several choices like feat trees that players can choose from. Some techniques are limited by how many dice you have in the power, and by prerequisite lesser Techniques. 

I've been monkeying around with weapon stats, using Star Wars and d6 Fantasy as a basis. The two games have some different assumptions, so I'll end up going my own route with them. For now, though, I'm finding it a bit hard to differentiate some of the weapons. I think I need to sit down and work out the combat system in a bit more detail.

I decided one Ability will be Prowess, which covers melee weapons combat, with skills for different weapon groups. Thrown and Missile weapons are under Agility, while Kung Fu (unarmed strikes) are under Might. There's a Stratagem skill under Intelligence that I want to use for special maneuvers and the like, but certain weapons would allow certain special maneuvers with the base combat skill. So if you want to disarm someone and you're wielding a straight sword or a halberd, you'd need to use Stratagem. But if you have a hook sword or a double-stick (nunchaku), you could use your Sword Combat or Chain Combat skill, depending on your weapon, with a slightly higher Difficulty. 

I need to work out the Kung Fu skill in a bit more detail. It will combine Brawling and the Martial Arts subskill from Star Wars, so you can use it to pummel opponents, but also to try to pull reverses, throws, use your opponent's momentum against them, and all that sort of thing. I need to figure out what the standard Difficulties should be for those sorts of things, and how easy or hard it should be for the opponent to resist/counter the attacks. There's also a Stance skill (under Agility) that allows for dodging or avoiding attacks, and Stratagem could also be used to perform special attacks, as mentioned above.

It may take a bit of time to work that out, and then to test the system, but I think the flexibility of the d6 system will fit better with a martial arts combat game than the AD&D system that Flying Swordsmen 1E (and Dragon Fist before it) used. 

Oh, and I've got to work up rules for dealing with a Sifu or organization that trained you, rivals, backgrounds, missions and secrets. The real fun of wuxia fiction, which I think 1E FS didn't quite get, is in the character building and interplay. I have some ideas on how to make that a core driver of game play (because fighting monsters and collecting treasure won't work for this game), but it will need some work as well.

Tuesday, July 16, 2024

Treasures, Serpents, & Ruins Game Master Guidebook is Now Available!

 I have just completed uploading the GMG to my Hidden Treasure Books store on DriveThruRPG. 

Here's a link!

It's got advice and rules for running a game the way I do it (mostly), including what I feel a new GM should know about running a game, or advice for people trying out old school style gaming for the first time. 

Most of you veterans who read this blog probably won't find much use out of most of it, but I do have some home-brewed modifications to the BECMI domain and war machine rules, and a different system for creating artifacts. Also my own version of the planes of existence. 

So there are some nuggets that might be useful even to the old, jaded gamer who's seen and done it all. Or at least I hope so. 

It's fully compatible with both my Ruby (standard Euro-D&D) and Jade (Asian D&D) sets. Oh, and I've made a few updates based on the past year of gaming with these rules to both the Jade and Ruby Players Rules books and the Bestiary & Treasury books. 

If you've already downloaded them, you might want to get the updated versions. There aren't many changes, but some mistakes have been fixed and a few things have been modified.

Monday, July 8, 2024

Projects Old and New

I've managed to finish up the semester, so I should have some free time over the next two months to get some gaming projects advanced, along with preparing my next academic research project for work. If any of y'all are thinking that teachers get to laze around all summer vacation, you're wrong. We've got stuff to get done before classes start up again in the fall. 

I've gotten some feedback on my TS&R Game Master Guidebook, but other things have been keeping me from getting to the final edit of that. I will be getting it, and the Rules Reference books for both Ruby and Jade, up on DriveThruRPG soon. 

The GMG is designed for game masters new to running games, or at least new to old school style exploration-focused gaming, including advice on running the game and creating adventures/campaigns, and optional or alternate rules. The RR books are a condensation of just the charts and rules that an experienced GM needs to run the game at the table. Other than having a few areas specific to the classes/races/spells of Ruby (traditional D&D) and Jade (Asian fantasy D&D), the RR books are nearly identical.

I also had a bit of an epiphany this evening, and started working on a framework for a 2nd edition of Flying Swordsmen, but using the Open d6 system rather than a Classic D&D system. I think it will work out better this way. The way actions in-game determine Character Points earned, and the way Character Points are used to develop Skills, will help give it that feeling of training up your martial arts. Having earning CP tied to upholding the Code of the Xia (act with courage, benevolence, loyalty, righteousness, and individuality) should help drive the emergence of wuxia style stories through game play. One problem with Flying Swordsmen 1E is that the mechanics allow for cool action scenes, but don't support the sorts of drama that set wuxia media apart from simple martial arts media. 


I think the basic mechanics are sorted out. I have my list of six Abilities, and what they govern. I need to decide on the actual lists of Skills under each Ability. I have several Powers that PCs (and NPCs!) can learn, and each will have a basic use, and Techniques that can be added as more dice are gained. Similar to the Force Skills in Star Wars d6, templates will have to put Ability Dice into Powers, but after that Powers will be improved with CP just as with Skills. New Techniques can be added with each full die gained in a Power. 

I think the Techniques will be sort of like feat trees, with prerequisites of either a certain number of dice in the Power, or certain lower level Techniques learned first. This will cover things like light step, Qi, divination, or straight up magic. I should probably get a hold of d6 Fantasy before I get too far into designing Techniques to see how they balance wizards compared to how SW balances Jedi. 

Once I've got the Skills and Techniques sorted (or at least a good first iteration of them), I'll create some templates of common wuxia archetypes and see how they look. 

I have no idea how much of this I might get done over this summer break, but I will keep you all posted! 


Sunday, June 23, 2024

In good company

I came home on Friday evening, after enjoying a few beers with some friends, to find my son (9 years old) had drawn this. 

He told me that it is an Old West cowboy town. 

I'm proud of him!