Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts
Saturday, March 12, 2016
Deep thinking on T&T going on
After my last few posts, I started to wonder why things were like they were in the rules for T&T and initiated conversations with the creators of the game. There are some quite interesting stories and facts coming out in this conversations, but I'm going to let those run their course before posting. But, just so you know. More posts are coming on the topic.
Monday, March 7, 2016
Mix and match T&T rules - Rules for gear
Finally, after dissecting multiple editions of the game, I get so mix and match up the rules for the perfect experience. According to me. I would agree with critics who claim the game is taking too long with big dice pools, and I have my own issue with the lack of money sinks. I think these can successfully be handled, together.
Less dice - faster combats
For me, two things should be done to the game as written in the latest edition. My first suggestion would be to scale back the number for dice for all weapons. The older editions had smaller numbers and I see nothing to be gained by bigger numbers on both armour and weapons. One big benefit of this would be a game that runs faster. It's not hard to add at max 6 to 6 and so on, but every little step counts. Worth noting for those who like big pools of dice is a trick I learned Hero and D6 system players using, is to block the dice up in sums of ten, i.e. sort out those 5 + 5 and 6 + 4 matches and then you can quickly count those groups times 10. Supposedly it speed things up a bit. I'd just use less dice.
Ablative armour - money sink and more tactical combat
In my games I've found that after a short while, everyone have gotten the best armour they can buy. This is very similar to how D&D works in older editions. Check the price list in the B/X edition and you'll see what I mean. In D&D there's the possibility to save money to build that hold of yours at 9th level, but in T&T the only thing you have to pour money into is spells. The other option is to have a very developed system with an open market of magic items in general, but since that would make them feel less magical I don't like that option.
The solution would be to go back to ablative armour. If you take a hit, the armour absorbs the damage and gets reduced at the same time. An interesting option would be to take a page from dT&T and allow a LK roll to see if the armour holds up. But, in line with my first point, I'd limit that to a special occasion. Allow a LK roll to see if the armour absorbs all damage a round, and then it's wasted. For good.
This relates somewhat to character abilities, like Warriors and armour. That's the topic for the next post...
Less dice - faster combats
For me, two things should be done to the game as written in the latest edition. My first suggestion would be to scale back the number for dice for all weapons. The older editions had smaller numbers and I see nothing to be gained by bigger numbers on both armour and weapons. One big benefit of this would be a game that runs faster. It's not hard to add at max 6 to 6 and so on, but every little step counts. Worth noting for those who like big pools of dice is a trick I learned Hero and D6 system players using, is to block the dice up in sums of ten, i.e. sort out those 5 + 5 and 6 + 4 matches and then you can quickly count those groups times 10. Supposedly it speed things up a bit. I'd just use less dice.
Ablative armour - money sink and more tactical combat
In my games I've found that after a short while, everyone have gotten the best armour they can buy. This is very similar to how D&D works in older editions. Check the price list in the B/X edition and you'll see what I mean. In D&D there's the possibility to save money to build that hold of yours at 9th level, but in T&T the only thing you have to pour money into is spells. The other option is to have a very developed system with an open market of magic items in general, but since that would make them feel less magical I don't like that option.
The solution would be to go back to ablative armour. If you take a hit, the armour absorbs the damage and gets reduced at the same time. An interesting option would be to take a page from dT&T and allow a LK roll to see if the armour holds up. But, in line with my first point, I'd limit that to a special occasion. Allow a LK roll to see if the armour absorbs all damage a round, and then it's wasted. For good.
This relates somewhat to character abilities, like Warriors and armour. That's the topic for the next post...
Saturday, March 5, 2016
Combat capabilities through T&T editions
The next part of my walk through of T&T editions will be a closer look at some miscellaneous rules that pertain to combat, and that might exacerbate or alleviate some of the issues you might have.
Having talked about the hardware, it's time to look at how the classes/types work in combat. In T&T you have those wielding swords, and those wielding magic. There is the middle ground, the rogue wizard, but I will leave it out of the discussion as there's nothing new for that type of character. But, it's worth noting how opposition works, because the monster have their own rules.
Warriors
Let's start with the Warriors. In the first two editions, the only thing a Warrior got was their adds from high stats. Then from the T&T Supplement and on to the latest edition, they get the ability to use their armour extra effectively. So, twice the value for absorbing hits. This kind of coincides with the first serious bump in dice for weapons. From the unofficial 6th unto the latest edition Warriors have also gotten a boost by adding extra damage. I think the +1/lvl kind of makes sense as the armour suddenly absorbs more from 5th ed on, but 1d extra damage per level as in 8th ed just sounds ill thought out. They mention in a side bar it was questioned in play testing. That should have told the game developers this was a bad idea.
Wizards
The magic wielding class have been very uniform through the editions. All first level spells have been available for all wizards, and apart from the 7th ed era where they needed to make a Saving Roll to cast, they have been able to lob spells freely, paying for then by WIZ or STR points. From 5th ed they have been upgraded combat wise with the ability to not only use 1d weapon, but 2d weapons. Then they also got the ability to use adds from high stats, which they were forbidden before. Interestingly, before that switch they had the benefit of being assigned hits last.
Monsters
How about the opposition then? Monsters can be stated out like characters, or they can use the more basic method of just having a Monster Rating. The basic idea is the MR gives the dice rolled, and the adds you add to that in combat. From 5th ed on you use the same amount of adds for each combat round, and before that the monsters used to loose steam as the fight progressed, loosing dice and adds. Interestingly enough, before 5th ed. the rules stated that monsters thrived in darkness and got double their rating in darkness! As sometimes is the case, the British edition adds in a line about rolling the dice off MR to generate the amount of hits a monster can take. Feels a bit odd if you already have the MR, right?
So what does this all mean?
I think we can see how the power of the classes have increased in lockstep with the die ratings for weapons and armor. There are some quirks on top of this, like the Wizards being last to take a hit, that I had either not noticed or just plain forgot. There was one quite interesting note in the editions before the 5th about monsters on deeper levels. I guess they game expanded out beyond the dungeon. But, that suggestion was to multiply the dice the monster rolled by the level to make it easier on the GM when rolling many dice. It seems like the rules writer and developer somehow changed their minds about big dice pools being a hassle.
It's not very far fetched to think that if you feel the present edition is cumbersome, just roll scale back all the numbers! In my next post I will consider that, and some other options.
Having talked about the hardware, it's time to look at how the classes/types work in combat. In T&T you have those wielding swords, and those wielding magic. There is the middle ground, the rogue wizard, but I will leave it out of the discussion as there's nothing new for that type of character. But, it's worth noting how opposition works, because the monster have their own rules.
Warriors
Let's start with the Warriors. In the first two editions, the only thing a Warrior got was their adds from high stats. Then from the T&T Supplement and on to the latest edition, they get the ability to use their armour extra effectively. So, twice the value for absorbing hits. This kind of coincides with the first serious bump in dice for weapons. From the unofficial 6th unto the latest edition Warriors have also gotten a boost by adding extra damage. I think the +1/lvl kind of makes sense as the armour suddenly absorbs more from 5th ed on, but 1d extra damage per level as in 8th ed just sounds ill thought out. They mention in a side bar it was questioned in play testing. That should have told the game developers this was a bad idea.
Wizards
The magic wielding class have been very uniform through the editions. All first level spells have been available for all wizards, and apart from the 7th ed era where they needed to make a Saving Roll to cast, they have been able to lob spells freely, paying for then by WIZ or STR points. From 5th ed they have been upgraded combat wise with the ability to not only use 1d weapon, but 2d weapons. Then they also got the ability to use adds from high stats, which they were forbidden before. Interestingly, before that switch they had the benefit of being assigned hits last.
Monsters
How about the opposition then? Monsters can be stated out like characters, or they can use the more basic method of just having a Monster Rating. The basic idea is the MR gives the dice rolled, and the adds you add to that in combat. From 5th ed on you use the same amount of adds for each combat round, and before that the monsters used to loose steam as the fight progressed, loosing dice and adds. Interestingly enough, before 5th ed. the rules stated that monsters thrived in darkness and got double their rating in darkness! As sometimes is the case, the British edition adds in a line about rolling the dice off MR to generate the amount of hits a monster can take. Feels a bit odd if you already have the MR, right?
So what does this all mean?
I think we can see how the power of the classes have increased in lockstep with the die ratings for weapons and armor. There are some quirks on top of this, like the Wizards being last to take a hit, that I had either not noticed or just plain forgot. There was one quite interesting note in the editions before the 5th about monsters on deeper levels. I guess they game expanded out beyond the dungeon. But, that suggestion was to multiply the dice the monster rolled by the level to make it easier on the GM when rolling many dice. It seems like the rules writer and developer somehow changed their minds about big dice pools being a hassle.
It's not very far fetched to think that if you feel the present edition is cumbersome, just roll scale back all the numbers! In my next post I will consider that, and some other options.
Wednesday, March 2, 2016
A bucket full of dice - how the dice have changed in T&T through the ages
Like I wrote in my last post, it seems the biggest issue people are having with dT&T who have come to the game cold, are the dice pools. Since the basic combat mechanic is you roll all dice on one side of the conflict, add it up and subtract from the sum of the other side, you will roll a lot of dice. There ways to either roll fewer, or to sum them up, but I'm going to focus on the historical perspective.
So, was the game always like this? Let's take out the old books. I have in my possession the 1st ed reprint, the 2nd ed, the British 1st ed (1st ed with The T&T supplement included), 5th ed, 7th ed, the revised 7th ed and now dT&T.
Let's take a look at how some of the weapons have looked like through the ages.
Greatsword
Bastard sword
Great axe
Can you also see a trend here? I could take more examples, but I think the point I'm trying to make is clear. The game has become more unwieldy because of dice inflation.
It kind of reminds me of how D&D grew out of proportions in 4th ed. where the hit points of both player characters and monsters were in the hundreds! The game wont feel more epic if all numbers are raised, it will only take longer to play. I think WotC proved that for all of us who played that edition of D&D. But, wait! Did T&T raise all numbers? Let's look at some armor.
Plate
Scale
Even though the Plate armor is not increasing all the way, we see the trend here as well. The fact is, the situation is more complex than it seems. In the earliest editions, armor was ablative! That 18 points of damage reduction you get in 7th ed is even better than the 10->18 step looks like!
So, the damage dealt have increased, and the damage absorbed by armor have increased. You could try to figure out the relation between those, but I will just state that in that increase you have also increased another thing. The time it takes to resolve a combat.
In my next post I will take a look at some other rules that have changed during the years, and in the final post I will serve up my take on how I would use the rules in my game.
So, was the game always like this? Let's take out the old books. I have in my possession the 1st ed reprint, the 2nd ed, the British 1st ed (1st ed with The T&T supplement included), 5th ed, 7th ed, the revised 7th ed and now dT&T.
Let's take a look at how some of the weapons have looked like through the ages.
Greatsword
1st | 2nd | 1st British | 5th | 7th | 8th |
3d+3 | 3d+3 | 3d+3 | 6 | 6 | 7 |
1st | 2nd | 1st British | 5th | 7th | 8th |
3 | 3 | 3 | 5 | 5 | 5 |
1st | 2nd | 1st British | 5th | 7th | 8th |
4d+3 | 4d+3 | 4d+3 | 5d+3 | 5d+3 | 7 |
Can you also see a trend here? I could take more examples, but I think the point I'm trying to make is clear. The game has become more unwieldy because of dice inflation.
It kind of reminds me of how D&D grew out of proportions in 4th ed. where the hit points of both player characters and monsters were in the hundreds! The game wont feel more epic if all numbers are raised, it will only take longer to play. I think WotC proved that for all of us who played that edition of D&D. But, wait! Did T&T raise all numbers? Let's look at some armor.
Plate
1st | 2nd | 1st British | 5th | 7th | 8th |
10 | 10 | 10 | 14 | 18 | 16 |
1st | 2nd | 1st British | 5th | 7th | 8th |
4 | 4 | 4 | 8 | 8 | 10 |
Even though the Plate armor is not increasing all the way, we see the trend here as well. The fact is, the situation is more complex than it seems. In the earliest editions, armor was ablative! That 18 points of damage reduction you get in 7th ed is even better than the 10->18 step looks like!
So, the damage dealt have increased, and the damage absorbed by armor have increased. You could try to figure out the relation between those, but I will just state that in that increase you have also increased another thing. The time it takes to resolve a combat.
In my next post I will take a look at some other rules that have changed during the years, and in the final post I will serve up my take on how I would use the rules in my game.
Monday, February 29, 2016
Some thoughts on the latest T&T edition
So finally did the big book arrive! The Kickstarter campaign was not really the most pleasurable experience you could imagine, but it no shit-storm either. It was overdue, long overdue, and sometimes you wondered why. But, here it is at last. Let's read.
I own multiple editions of T&T, from the reprinted 1st ed, the 2nd ed, the British 1st, 5th ed, 7th ed, 7th ed revised and now the 8th AKA dT&T. I have some seen some trends and changes from 1975 to today, and I was actually worried about some of those carry on into the latest edition. The worst fears were not realized, luckily. But, some things have clearly been changing for better or worse.
My biggest complaint, which seems to mirror most of the play reports I've seen from peoples who have come to the system cold, is that there's too much arithmetic and too many dice. While it's not hard to add 1 and 4, or 6 and 6, it becomes more cumbersome to add 1 and 4 and 6 and 6 and 4 and 3 and 2 and 2 and 4 and 6 and 6 and ...
Have you tried any wargames lately? I have found that what makes a hex and chit game workable for me today with family and commitments outside gaming is mostly the amount of counters. I figure it's the same thing for a miniatures game. The more you have to handle during your turn, the longer it takes.
So, doing simple things multiple times is time consuming? Great insight, Sherlock!
Well. I have some data I want to talk about, and a suggestion to make those problems mentioned less acute. Stay tuned.
I own multiple editions of T&T, from the reprinted 1st ed, the 2nd ed, the British 1st, 5th ed, 7th ed, 7th ed revised and now the 8th AKA dT&T. I have some seen some trends and changes from 1975 to today, and I was actually worried about some of those carry on into the latest edition. The worst fears were not realized, luckily. But, some things have clearly been changing for better or worse.
My biggest complaint, which seems to mirror most of the play reports I've seen from peoples who have come to the system cold, is that there's too much arithmetic and too many dice. While it's not hard to add 1 and 4, or 6 and 6, it becomes more cumbersome to add 1 and 4 and 6 and 6 and 4 and 3 and 2 and 2 and 4 and 6 and 6 and ...
Have you tried any wargames lately? I have found that what makes a hex and chit game workable for me today with family and commitments outside gaming is mostly the amount of counters. I figure it's the same thing for a miniatures game. The more you have to handle during your turn, the longer it takes.
So, doing simple things multiple times is time consuming? Great insight, Sherlock!
Well. I have some data I want to talk about, and a suggestion to make those problems mentioned less acute. Stay tuned.
Saturday, December 6, 2014
Bethorm - making the first character
What a better way to get to know a rules set, and to get a feel for the book than to make a character! I took the dive, and Biyúnu hiViridáme was the result. Here are some thoughts that arose through the process.
There are eight different sections in chapter three, character generation.
The step where you note down your personal information is where the prudes and close minded people who raged about D&D5 and its gender and race inclusiveness gets to go bananas. If you like you can roll on tables to get to know not only the biological sex, but also the gender identity and gender expression of your character. I'm almost disappointed the dice gave me such a middle of the road result.
Naturally the step about Religion will matter. Tekumel is, like Glorantha, not only a game where the gods are real, but religion affect all social interplay and interaction. This is my first stumbling block. To me, the gods of stability varies from staid and bland to slightly attractive and convincing in their outlook. Nothing really sticks out, and it feels like classic rpg pantheons. Then there's the gods of change, which varies from the grotesque to the repulsive. I have something of a hard time understanding why anyone would worship them. But, it's part of what makes Tekumel attractive, to make sense of its very different social mores. I also note that the author of Bethorm suggest most people are not all that ideologically engaged in their religion. Might make sense.
When we finally come to the stats it turns out there are not that many of them. Traits and Skills are also very unsurprising. It's a classic Advantage/Disadvantage system, and skills strongly based on their dependent stat. I did find the list of the former fewer than expected, and the latter more numerous than expected. By not focusing too strongly I managed to buy 7 skills.
Since Defences are bases on your skill rankings, it makes sense you calculate them after you have bought skills. But, I have a hard time figuring out exactly how it's supposed to work. Are your Melee Defense based on the lowest of those skills listen? An average? The highest? Dependant on what you use in a particular situation? This section could have been clearer.
Finally we have the most involved section, Contacts. Remember how I mentioned Prestige was something you had to go back and forth to calculate? Now you get to do it again, for every contact you buy and stat out. Sure, you can skip on the stat out part for them, but you need to figure out their clan, if they belong to a certain lineage and go all the way to the end of the book to find the listing of professional ranks. I think I managed to get the costs right on my three contacts. This probably is where a newcomer to Tekumel will stumble a bit. What kind of character do you want as a contact? Many different clans? All walks of life, or people who can help you professionally. The GM will have to guide their players a bit there I think.
After all that, Biyúnu hiViridáme the arrogant and hot headed merchant negotiator novice and worshipper of Hrü'ü was finished!
There are a few things in the character generation process I find interesting. The first thing you encounter is the clan. Before you even know a thing about your character you will decide what clan she belongs to. Then there's the Advantages/Disadvantages. I'm not sure I like them any more. Back when me and my friends generated characters for Ars Magica 2nd ed. we all thought it was great fun. One legged dwarfs, colourblind and with deadly enemies as well as humongous skill ratings gained from those odd ball flaws. Good times. But, there are some good hooks for role playing in there.
Finally, though, there are the contacts. It's interesting that those are not a Advantage you buy, but something everyone has. It kind of squares the circle doesn't it? You start with the social context, and end with the social context. If there's one thing character generation does, it is pointing the players in the direction for the playing of the game. This way it's emphasized that a lonely individual in Tekumel is an anomaly. If there's one thing I'm missing, that would be the "Fate fractal", where everything can be thought of as a character, with Aspects and Skills. Since that idea took root in my brain, any kind of social role playing makes me want to add stats and skills to organizations. Maybe it can be done within the confines of Bethorm, I have actually not thought that through until the end.
It was fun making a character! To exercise the system I will probably try to make a spell casting priest as well. But, that's all for now.
There are eight different sections in chapter three, character generation.
- Clan
- Personal Info
- Religion
- Attributes
- Personal Traits
- Skills
- Defence Values
- Contacts
The step where you note down your personal information is where the prudes and close minded people who raged about D&D5 and its gender and race inclusiveness gets to go bananas. If you like you can roll on tables to get to know not only the biological sex, but also the gender identity and gender expression of your character. I'm almost disappointed the dice gave me such a middle of the road result.
Naturally the step about Religion will matter. Tekumel is, like Glorantha, not only a game where the gods are real, but religion affect all social interplay and interaction. This is my first stumbling block. To me, the gods of stability varies from staid and bland to slightly attractive and convincing in their outlook. Nothing really sticks out, and it feels like classic rpg pantheons. Then there's the gods of change, which varies from the grotesque to the repulsive. I have something of a hard time understanding why anyone would worship them. But, it's part of what makes Tekumel attractive, to make sense of its very different social mores. I also note that the author of Bethorm suggest most people are not all that ideologically engaged in their religion. Might make sense.
When we finally come to the stats it turns out there are not that many of them. Traits and Skills are also very unsurprising. It's a classic Advantage/Disadvantage system, and skills strongly based on their dependent stat. I did find the list of the former fewer than expected, and the latter more numerous than expected. By not focusing too strongly I managed to buy 7 skills.
Since Defences are bases on your skill rankings, it makes sense you calculate them after you have bought skills. But, I have a hard time figuring out exactly how it's supposed to work. Are your Melee Defense based on the lowest of those skills listen? An average? The highest? Dependant on what you use in a particular situation? This section could have been clearer.
Finally we have the most involved section, Contacts. Remember how I mentioned Prestige was something you had to go back and forth to calculate? Now you get to do it again, for every contact you buy and stat out. Sure, you can skip on the stat out part for them, but you need to figure out their clan, if they belong to a certain lineage and go all the way to the end of the book to find the listing of professional ranks. I think I managed to get the costs right on my three contacts. This probably is where a newcomer to Tekumel will stumble a bit. What kind of character do you want as a contact? Many different clans? All walks of life, or people who can help you professionally. The GM will have to guide their players a bit there I think.
After all that, Biyúnu hiViridáme the arrogant and hot headed merchant negotiator novice and worshipper of Hrü'ü was finished!
There are a few things in the character generation process I find interesting. The first thing you encounter is the clan. Before you even know a thing about your character you will decide what clan she belongs to. Then there's the Advantages/Disadvantages. I'm not sure I like them any more. Back when me and my friends generated characters for Ars Magica 2nd ed. we all thought it was great fun. One legged dwarfs, colourblind and with deadly enemies as well as humongous skill ratings gained from those odd ball flaws. Good times. But, there are some good hooks for role playing in there.
Finally, though, there are the contacts. It's interesting that those are not a Advantage you buy, but something everyone has. It kind of squares the circle doesn't it? You start with the social context, and end with the social context. If there's one thing character generation does, it is pointing the players in the direction for the playing of the game. This way it's emphasized that a lonely individual in Tekumel is an anomaly. If there's one thing I'm missing, that would be the "Fate fractal", where everything can be thought of as a character, with Aspects and Skills. Since that idea took root in my brain, any kind of social role playing makes me want to add stats and skills to organizations. Maybe it can be done within the confines of Bethorm, I have actually not thought that through until the end.
It was fun making a character! To exercise the system I will probably try to make a spell casting priest as well. But, that's all for now.
Wednesday, December 3, 2014
Bethorm - first impressions of the rules
Today I had a day off from work, and unusual for me, I managed to plow through a lot of the rules, and made my first character. Here are some impressions.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
Wednesday, October 1, 2014
How to write rules for old school games - does it have to be bad?
As I wrote my little piece on Dragons At Dawn, I realized a thing about how to write rules text. There's a trap to look out for when writing retro clones or other games with an old school feel.
Back in the dawn of the hobby, there were lot of things taken for granted that never ended up in the rules. To some people reading those rules 35 years later or so, that leaves room for their own creativity. I think that is the wrong way to see it, if you are writing new rules in particular.
I do not think that there is a development from worse to better, so that newer rules are by definition better than the old. Something that really riles me up is when someone looks down on an older set of rules as inferior because it's older.
But, I do believe we can improve the craft of writing rules. One of the things I think we can do better now than in the olden days, is to write all our assumptions into the rules. I mean, you should strive to make the rules cover all that it is set out to cover. You do not need a rule for everything, but I think those times you don't cover something it is intentional and the base design ideas will make it less of a guesswork to fill in those gaps by your own creativity.
Naturally I can understand and sympathize with those who wants "rulings, not rules". My leanings are for the Old Ways after all. But, there are things worth imitating, and not to.
Dragons At Dawn is a peculiar game. It's trying to faithfully reproduce something where the original sources in many cases are lost. The author even makes it clear that this is a game that demands house rules. So, I will not point out that game as a bad case, but it did make me realize there is a trap out there to avoid. Remember when Goodman Games started publishing the Dragon Crawl Classics? They tried to imitate the look and feel of the old TSR modules, and other have followed. More than one reviewer thought it was cute, but also wondered if not doing something new and you own was the favoured path to tread. I kind of agree.
So, lay down the groundwork and intentions of your rules in the text. Make all assumptions and unwritten rules explicit and then I am confident it will be easier to write, easier to read, and will leave better room for rulings and not rules.
Back in the dawn of the hobby, there were lot of things taken for granted that never ended up in the rules. To some people reading those rules 35 years later or so, that leaves room for their own creativity. I think that is the wrong way to see it, if you are writing new rules in particular.
I do not think that there is a development from worse to better, so that newer rules are by definition better than the old. Something that really riles me up is when someone looks down on an older set of rules as inferior because it's older.
But, I do believe we can improve the craft of writing rules. One of the things I think we can do better now than in the olden days, is to write all our assumptions into the rules. I mean, you should strive to make the rules cover all that it is set out to cover. You do not need a rule for everything, but I think those times you don't cover something it is intentional and the base design ideas will make it less of a guesswork to fill in those gaps by your own creativity.
Naturally I can understand and sympathize with those who wants "rulings, not rules". My leanings are for the Old Ways after all. But, there are things worth imitating, and not to.
Dragons At Dawn is a peculiar game. It's trying to faithfully reproduce something where the original sources in many cases are lost. The author even makes it clear that this is a game that demands house rules. So, I will not point out that game as a bad case, but it did make me realize there is a trap out there to avoid. Remember when Goodman Games started publishing the Dragon Crawl Classics? They tried to imitate the look and feel of the old TSR modules, and other have followed. More than one reviewer thought it was cute, but also wondered if not doing something new and you own was the favoured path to tread. I kind of agree.
So, lay down the groundwork and intentions of your rules in the text. Make all assumptions and unwritten rules explicit and then I am confident it will be easier to write, easier to read, and will leave better room for rulings and not rules.
Monday, September 29, 2014
Old D&D editions and clones - D@D
The second of the old D&D editions and clones is Dragons At Dawn. I find gaming archaeology to be a fascinating subject, and the very dawn of the RPG hobby is that Final Frontier before we go into the Great Beyond. Naturally a game that tries to reimagine how Dave Arneson's game looked like in the years before D&D would pike my interest. Does it hold up?
My first thought is, who in their right mind would lay out a book all in a non serif typeface?
Anyway.
The book starts with classes, traits and XP tables for the different classes. It's kind of the way you expect it to be done, with the focus being on how to get a character ready for adventure and then you get into rules systems and how to set up a game. Interestingly enough, this game that has as its express intent to model the early game of Dave Arneson before D&D, is sometimes just as quirky and jumbled as OD&D is sometimes accused of being. You would think it should be presented in a more ordered fashion, or modern if you like. If you wonder what I mean by that, I might give as example that the XP tables doesn't mention that you reset XP after each level. That is mentioned much later in the book, in the section about how you get experience. Why is that much later in the book anyway?
This book is by intent trying to be faithful to a source that in many is no longer around, so it's maybe natural that it sometimes feel disjointed. The author actually say it demands to be house ruled. But, I still wonder a bit about the presentation.
The second half of the book, after characters, lists equipment, monsters and how to run a campaign. There are some interesting ideas in here, with random events for the campaign year and magic spell preparations that takes months! Just like OD&D the bigger picture is part of the game.
How does it feel having read it once more? Well, I like the quirky character classes with their unusual abilities. I like the magic system which is based on physical components, more like alchemy, and also the spell point system. But, here is also where one of Dave Arneson's stupidest ideas really makes me cringe. You see, magic is always touched by the alignment of the creator, and if you touch a magic item of a different alignment than your own you will suffer some bad effects. If all magic is powders, potions and "technomagic" gear in the style of Tekumel how can it have an alignment? If it's some other planar energy it is easier to grasp, but since this kind of magic is kind of like misunderstood technology, how can it have an alignment? I mean, a laser pistol? I guess the defenders of the alignment curse will figure out some explanation...
Do I want to play this game? Yes, I want to. The combat rules where the characters feels more like toy soldiers than any other role playing game and might run away if you fail a morale check, does it work? Yes, I like it. The saving roll system where you on the spot and depending on the situation rolls against a stat, does it work? Yes, I like it!
This game is so different from any other D&D game I at once become intrigued. Also, the combat system makes more sense that D&D ever did, and I really like some things like the negative AC of an undead being matched to the amount of bonus you need on your weapon to hit. Stocking dungeons and other adventures using Protection Points, which you then "buy" up as HD when stocking and restocking is cool. Having to spend your hard earned treaure to get XP for it is also a fabulous idea. There are some really elegant design gems in there.
Even though the idea of more retro games made me sigh, reading Dragons At Dawn once more makes me perk up and want to run a game, like it's 1971 once more...
Tuesday, April 22, 2014
How to have a moving combat
A while ago we had a game session in our irregular D&D game, and it made me realize that as mechanics went, it was a very clunky game session. I wondered at the time if there was a better way to model what was happening in the fiction, and how the rules might steer you away from something that makes sense in the fiction, but would not be fun or work well in the game mechanics you're using.
We were travelling in a boat, with one PC rowing like crazy since his STR is way better than the rest of the characters. The rest were tasked with protecting a NPC also in the boat, and we were all trying to reach the middle of this lake as fast as possible. That was the easy part. Don't let that fool you, it became a stumbling block for game mechanics as well. More on that later. Now for the dramatic part.
As we sat in that boat, a hundred or so of tiny red dragons circled ahead, and they started to swoop down and attack us. Picture this in your mind.
Picture now in your mind a battle mat, minis on the table for the characters. Now you have to place, and move, all those critters attacking us. Yes. Picture that.
So how on earth do you handle the fact that the boat and its passengers are moving constantly and thus leave the flying creatures behind and new ones come swooping in and you have to keep track of which one is which, and who has gotten 4 hits, 2 hits or maybe is under the influence of a Slow spell? Our DM was kind enough to limit our attackers to just 20, but it was still quite a circus. Also, it was slow moving and it felt quite clunky.
Of course, you could decide that the error here was to bring out the minis and the battle mat in the first place. But, would you do better by trying to just describe all that in vague terms? It would probably be even harder to remember which dragon was hit, and for how much. Maybe the relative movement could have been easier that way, but I'm not sure.
I guess you can tell that 3rd ed D&D was not a great match for this. If I had been the DM, I probably would have tried to figure out a way to change the narrative instead of the rules. But, the setting were set up and I liked the fact that the cool part of what was happening in the setting did happen, regardless of the rules. Thinking about it, I wondered what kind of rules set would handle this.
I pondered some rules I know, and some which people usually grasp for to model wild and woolly action scenes with. Doing a chase in Savage Worlds sounds like it could work quite nice, especially with the new chase rules in SW Deluxe. But, having used those rules I feel they are only slightly less painful than the alternative, not pleasant. Picking another favourite in the gaming scene online, Fate, don't solve it either. You could use Zones and maybe abstractly make the movement easier to handle that way, but the damage tracking would still be there. Frankly I'm not sure the chase would not have been a bit bland in Fate, really. I have not checked the Toolkit book for any rules about chases, though. BRP would probably be just as cumbersome as D&D.
So no great and simple solution readily available, eh?
What was it I wrote about the rowing? Yeah, you know what? There are no numbers in the book about how fast you move in a boat. Seriously? No data? Sailing? Rowing? Nothing. You have to make it up, and guess if that turned into a show stopper as well... While I felt the DM handled the scene as well as could be expected when the action finally started, I really wanted to scream when people slowly and politely discussed how fast beasts and boat should be able to move.
The session left me with the question of how to better model this, and I've still to find the answer.
We were travelling in a boat, with one PC rowing like crazy since his STR is way better than the rest of the characters. The rest were tasked with protecting a NPC also in the boat, and we were all trying to reach the middle of this lake as fast as possible. That was the easy part. Don't let that fool you, it became a stumbling block for game mechanics as well. More on that later. Now for the dramatic part.
As we sat in that boat, a hundred or so of tiny red dragons circled ahead, and they started to swoop down and attack us. Picture this in your mind.
Picture now in your mind a battle mat, minis on the table for the characters. Now you have to place, and move, all those critters attacking us. Yes. Picture that.
So how on earth do you handle the fact that the boat and its passengers are moving constantly and thus leave the flying creatures behind and new ones come swooping in and you have to keep track of which one is which, and who has gotten 4 hits, 2 hits or maybe is under the influence of a Slow spell? Our DM was kind enough to limit our attackers to just 20, but it was still quite a circus. Also, it was slow moving and it felt quite clunky.
Of course, you could decide that the error here was to bring out the minis and the battle mat in the first place. But, would you do better by trying to just describe all that in vague terms? It would probably be even harder to remember which dragon was hit, and for how much. Maybe the relative movement could have been easier that way, but I'm not sure.
I guess you can tell that 3rd ed D&D was not a great match for this. If I had been the DM, I probably would have tried to figure out a way to change the narrative instead of the rules. But, the setting were set up and I liked the fact that the cool part of what was happening in the setting did happen, regardless of the rules. Thinking about it, I wondered what kind of rules set would handle this.
I pondered some rules I know, and some which people usually grasp for to model wild and woolly action scenes with. Doing a chase in Savage Worlds sounds like it could work quite nice, especially with the new chase rules in SW Deluxe. But, having used those rules I feel they are only slightly less painful than the alternative, not pleasant. Picking another favourite in the gaming scene online, Fate, don't solve it either. You could use Zones and maybe abstractly make the movement easier to handle that way, but the damage tracking would still be there. Frankly I'm not sure the chase would not have been a bit bland in Fate, really. I have not checked the Toolkit book for any rules about chases, though. BRP would probably be just as cumbersome as D&D.
So no great and simple solution readily available, eh?
What was it I wrote about the rowing? Yeah, you know what? There are no numbers in the book about how fast you move in a boat. Seriously? No data? Sailing? Rowing? Nothing. You have to make it up, and guess if that turned into a show stopper as well... While I felt the DM handled the scene as well as could be expected when the action finally started, I really wanted to scream when people slowly and politely discussed how fast beasts and boat should be able to move.
The session left me with the question of how to better model this, and I've still to find the answer.
Tuesday, March 25, 2014
Impressions from running Stormbringer
Last weekend I ran a game of Stormbringer. It was a long time since I last did, and now I used the 5th ed. which have some changes from the 4th ed. I used to run. I thought I should note down some of my impressions.
As some of you know, the 5th ed. is very similar to the Magic World game Chaosium is selling now, since they no longer have the Eternal Champion licence. Most of what I write here is probably applicable to Magic World as well. Stormbringer often struck me as a great base for a generic fantasy game, and Magic World looks to be just that great game. One day I'll have to get hold of a copy.
The second thing I noticed was how many fiddly bits there are when you look beyond that basic concepts! Some of them have changed in different editions, and I'm not too keen an all of them.
In 4th ed. Stormbringer you had separate ratings in attack skill and parry skill with a weapon. I kind of liked that, and the idea of a "finesse" fighter focusing a parrying and feinting before lunging for attack. They kind of open the option for you in the book to add your experience either in attack or parry. Another thing I like about the Parry/Dodge rule is that they are actions you can do over and over again. It makes for a more fluid combat and being able to dodge all attacks (if you have a really massive Dodge skill!) is probably good considering how easy it is to be eliminated.
I kind of like the idea of introducing some randomness in spellcasting, but running Stormbringer I'll do it by the book. If nothing else, call it a concession to the potential players coming from D&D. If you'd like more randomness and making spells less common, make each spell a skill. That way you'll get some drain of build points, and randomness.
I usually say that alignment causes brain damage, as I've seen smart and intelligent people reduced to 12 year olds by it. Everyone remember how you ran your first game, misunderstanding most of it and clinging on for dear life to those rules that give some kind of focus and you think you can use to beat the game into shape with. It's quite natural, but then you grow older and relax. Sadly alignment brings that back out and people who are usually sure of them self and have both wife and a job are reduced to whimpering 12 year old kids who can't make a moral choice of their own. Luckily, allegience is not prescriptive.
As some of you know, the 5th ed. is very similar to the Magic World game Chaosium is selling now, since they no longer have the Eternal Champion licence. Most of what I write here is probably applicable to Magic World as well. Stormbringer often struck me as a great base for a generic fantasy game, and Magic World looks to be just that great game. One day I'll have to get hold of a copy.
System
The first thing about running this game is how to approach any BRP game. Everything is a percentile roll, either against a skill or against a multiplied stat. Anyone can do whatever they like, and as a GM you either make up a percentile chance of success or picks a skill/stat. Anyone understands "You have 65% to success, roll the dice". It's newbie friendly.The second thing I noticed was how many fiddly bits there are when you look beyond that basic concepts! Some of them have changed in different editions, and I'm not too keen an all of them.
Stats
I understand why you might roll 2d6+6 for stats, since it makes the characters more heroic. But, I think those really oddball stats that can happen in a straight 3d6 bell curve are usually my main hook for roleplaying, so I'd keep the 3d6 method. If you like your game more heroic, what you want to keep an eye on are probably hit points. This game system is really deadly! I suggest calculating HP as CON+SIZ if you want your game more heroic, instead of the 2d6+6 stats.Combat rules
First off. This is a deadly game! With the major wound rules, you can't just add up hits and keep pushing on. Even smaller wounds will hurt as they pile up enough. I liked the idea of your character falling over after a certain amount of rounds after taking a major wound. I am less certain about the adding up of lesser wounds. Why do you have to make a POW x 4 roll to stay conscious when they add up? I prefer the Call of Cthulhu way of rolling CON x 5 not to keel over. I'll probably do that running the game again.In 4th ed. Stormbringer you had separate ratings in attack skill and parry skill with a weapon. I kind of liked that, and the idea of a "finesse" fighter focusing a parrying and feinting before lunging for attack. They kind of open the option for you in the book to add your experience either in attack or parry. Another thing I like about the Parry/Dodge rule is that they are actions you can do over and over again. It makes for a more fluid combat and being able to dodge all attacks (if you have a really massive Dodge skill!) is probably good considering how easy it is to be eliminated.
Magic
In the game I ran we didn't have any summonings. Earlier editions of the game only had magic based on demons and elementals. Editions after the 4th added some other variants, and those round out the system to cover more kinds of magic. Apparently it's supposed to better model the Elric stories as well. Frankly, I only remember the summonings, but it makes for a better game engine to include more options. Friends of D&D will even feel at home with the basic spell system, since as long as you pay you magic points the spell will go off and there's no roll involved.I kind of like the idea of introducing some randomness in spellcasting, but running Stormbringer I'll do it by the book. If nothing else, call it a concession to the potential players coming from D&D. If you'd like more randomness and making spells less common, make each spell a skill. That way you'll get some drain of build points, and randomness.
Allegience
This something that was added to the rules after 4th ed. I was never really happy with the former "Elan" system, but was unsure of tracking points for Chaos/Law/Balance as well. Now in the 5th ed. they start to mean something, as you can "cash in" those points for extra skill points, hit points or magic points. It can be used to give some flavour to the game, involving the players a bit in the cosmic battles.I usually say that alignment causes brain damage, as I've seen smart and intelligent people reduced to 12 year olds by it. Everyone remember how you ran your first game, misunderstanding most of it and clinging on for dear life to those rules that give some kind of focus and you think you can use to beat the game into shape with. It's quite natural, but then you grow older and relax. Sadly alignment brings that back out and people who are usually sure of them self and have both wife and a job are reduced to whimpering 12 year old kids who can't make a moral choice of their own. Luckily, allegience is not prescriptive.
Summary
All in all, this is a neat game. It has some simple mechanics you can teach in a few minutes, and most importantly you grasp the concept of a percentile chance of succeeding and can improvise and make shit up in your first game as a GM. You have Professions that mould the characters a bit, but at the same time is less limiting than a class based system. Magic is expressive and if you involve demons it's wild, crazy and dangerous! Taken a a general fantasy system I like Stormbringer a lot, in the shape of Magic World it would suite me like a glove. As a game of "Moorcockian" fantasy it's excellent. I had forgotten how much I like BRP and will soon bring it to the table again.Tuesday, January 14, 2014
Delving Deeper - long/short weapons
As a companion to my post about weapon speed/reach. These are the arms listed in the Delving Deeper boxed set, with an entry for which weapons have reach.
These rules are hereby designated as Open Game Content via the Open Game Licence.
You might disagree about some of those, but these are the ones I'd use. Even if they all only do 1d6 damage, this rule will add some tactical chrome to it game experience. Have fun with it!
These rules are hereby designated as Open Game Content via the Open Game Licence.
Battle axe short Dagger short Flail long Hand axe short Lance long Mace short Morning star short Pole arm long Short sword short Spear long Staff long/short Sword short Two-handed sword long War hammer short
You might disagree about some of those, but these are the ones I'd use. Even if they all only do 1d6 damage, this rule will add some tactical chrome to it game experience. Have fun with it!
Monday, January 13, 2014
Long weapons with reach for older editions
I just revisited my old favourite Stormbringer, and found that in that game there's a neat mechanic for how to handle reach and speed of longer weapons. As you probably already know, there are rules for weapon speed in AD&D, but they are fiddly. This is how I'd adopt the Stormbringer rules for D&D.
These rules are hereby designated as Open Game Content via the Open Game Licence.
To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.
Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure.
Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.
These rules are hereby designated as Open Game Content via the Open Game Licence.
Long weapons and Reach
Weapons are rated as Long or Short. If you have a Long weapon, and are not Engaged, you will have the advantage and may attack once before any enemy with the same initiative count.To Engage an enemy you roll 1d20 below your DEX, forfeiting an attack to do so. After that you will have Engaged your enemy, and that figure loose the advantage of having a Long weapon, and must Disengage to regain that advantage. Disengaging uses the same procedure.
Optional: If you fail your roll to Engage/Disengage, the opposing figure get one free attack at your figure.
Group initiative
Roll initiative as usual and use the rules as written, except that before the first action are taken by the side winning, all figures equipped with a Long weapon get one strike each. These attacks are resolved in DEX order, and then the initiative proceeds as usual. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Individual initiative
Roll initiative as usual. When resolving actions, first make one pass through the count down for all figures equipped with a Long weapon. Each may may one attack, in DEX order. Then go through the count of actions once more for those who have yet not taken an action. No figure may attack more than once per turn in this way, unless explicitly allowed by other rules for multiple attacks.Long time readers of this blog might remember that I wrote about this rule once before. That rule used the initiative roll in stead of a DEX check. It would be fun to try both out and see how they feel in comparison.
Thursday, November 14, 2013
Magic Items in a new light - the Investment ritual of Dragonquest
I have been charmed by all those who fondly talk about SPI's fantasy RPG, and with that glimmer in the eye mention it as the best game they've ever played. So far I have not yet played the game myself, but true to the odd kind of madness that sometimes descend upon me, I have bought not only one, but four copies of the rules! Now I'm reading them again, and began to think on how it differs from D&D.
Probably everyone have heard about delves into the hole in the ground, from whence they brave adventurers then emerge carrying a +1 sword. It's so much part of the tropes of the fantasy rpg these days. As I was sitting with The Haunted Halls of the Eveningstar, thinking about how to run a game in that setting with the Dragonquest rules, I came upon the iconic +1 sword. Now, how would that be modelled in DQ?
Well, I quickly found a spell for enchanting weapons, and it increased the chance to hit, and the damage. Basic and standard stuff. What made me think was the fact that this was a one use spell, and like it always is, the sword in the module was a permanent item.
I dived into the rulebook, and found the Investment ritual. With this you can "invest" a spell into an item so anyone can use it at a later date. Sounds great, right? Now, this is not a permanent item. No, it has a limited amount of charges, and let me tell you, it's not 50 like it is in 3rd ed. D&D! No, the rank the enchanter has gained in the spell is the limiting factor. After looking at some NPCs, and generating some characters of my own I feel fairly confident to say that an item with anything near 50 charges will be so rare as to be almost unique.
So, are there no permanent magic items in this game? Well, in a supplement that was written, but never published called Arcane Wisdom (which can be found by searching around a bit), they included the rules for a permanent investment. I just skimmed it to see if it did what I though it did, and did not check for how expensive it would be to learn. Probably quite. Just the fact that the ritual to create permanent items is not in the core rules felt significant.
Now, some of you might claim that even in, say, AD&D, it was no mean feat to permanently enchant an item. True, but you have noticed that there a dozens of them listed in the DMG, right? They are there, and everyone expect them to be around for the taking.
Now, imagine a D&D game where almost none of the magic items are permanent, and those with a limited amount of charges are likelier to hold 5 charges than 50. You will get a pretty different game!
Just imagine, and maybe try it out. It will be fun to try to run this game one day.
Probably everyone have heard about delves into the hole in the ground, from whence they brave adventurers then emerge carrying a +1 sword. It's so much part of the tropes of the fantasy rpg these days. As I was sitting with The Haunted Halls of the Eveningstar, thinking about how to run a game in that setting with the Dragonquest rules, I came upon the iconic +1 sword. Now, how would that be modelled in DQ?
Well, I quickly found a spell for enchanting weapons, and it increased the chance to hit, and the damage. Basic and standard stuff. What made me think was the fact that this was a one use spell, and like it always is, the sword in the module was a permanent item.
I dived into the rulebook, and found the Investment ritual. With this you can "invest" a spell into an item so anyone can use it at a later date. Sounds great, right? Now, this is not a permanent item. No, it has a limited amount of charges, and let me tell you, it's not 50 like it is in 3rd ed. D&D! No, the rank the enchanter has gained in the spell is the limiting factor. After looking at some NPCs, and generating some characters of my own I feel fairly confident to say that an item with anything near 50 charges will be so rare as to be almost unique.
So, are there no permanent magic items in this game? Well, in a supplement that was written, but never published called Arcane Wisdom (which can be found by searching around a bit), they included the rules for a permanent investment. I just skimmed it to see if it did what I though it did, and did not check for how expensive it would be to learn. Probably quite. Just the fact that the ritual to create permanent items is not in the core rules felt significant.
Now, some of you might claim that even in, say, AD&D, it was no mean feat to permanently enchant an item. True, but you have noticed that there a dozens of them listed in the DMG, right? They are there, and everyone expect them to be around for the taking.
Now, imagine a D&D game where almost none of the magic items are permanent, and those with a limited amount of charges are likelier to hold 5 charges than 50. You will get a pretty different game!
Just imagine, and maybe try it out. It will be fun to try to run this game one day.
Monday, July 1, 2013
Savage Worlds - issues with character generation
I was just starting to listen to a podcast, and they were playing Savage Worlds. Ever since I first read the original 40k miniatures rules, I have thought it would make an excellent rpg. Now they have published some, but none of them seems to fulfill the promise that first book hinted at. But, I think Savage Worlds might be the game to do it. I downloaded the cast, and started listening.
Guess what? It sounds like these guys also have some issues with the dice size system for the attributes! They repeatedly ask what they start at, what the max is and how much they get for a point and what they start at. I'm not saying these guys are stupid, and I know for a fact that my players are not. But, oddly enough I hear see another set of players have problems grasping the ideas about the core abilities. In the comments for my last post, Jeff mentioned similar problems in his experience. Peculiar, I say.
Now, why is it so?
When I read the Savage Worlds rules, I thought many things were slightly queer. But, one of the things I found quite simple was how the die size system worked, and how you spent your 5/15 points on abilities and skills. Now I have had three pieces of evidence that what was clear to me it far from it. Is the idea of die sizes that strange? I remember seeing it back in the oddball game Tales from the Floating Vagabond. But, I only remember it rating the size of the guns. Maybe it was all abilities and skills. It was almost 20 years ago. I'm old. Maybe that's why I got it. I'm old and have seen dozens of game systems, and nothing surprises me anymore. Maybe.
Guess what? It sounds like these guys also have some issues with the dice size system for the attributes! They repeatedly ask what they start at, what the max is and how much they get for a point and what they start at. I'm not saying these guys are stupid, and I know for a fact that my players are not. But, oddly enough I hear see another set of players have problems grasping the ideas about the core abilities. In the comments for my last post, Jeff mentioned similar problems in his experience. Peculiar, I say.
Now, why is it so?
When I read the Savage Worlds rules, I thought many things were slightly queer. But, one of the things I found quite simple was how the die size system worked, and how you spent your 5/15 points on abilities and skills. Now I have had three pieces of evidence that what was clear to me it far from it. Is the idea of die sizes that strange? I remember seeing it back in the oddball game Tales from the Floating Vagabond. But, I only remember it rating the size of the guns. Maybe it was all abilities and skills. It was almost 20 years ago. I'm old. Maybe that's why I got it. I'm old and have seen dozens of game systems, and nothing surprises me anymore. Maybe.
Tuesday, April 16, 2013
The stamina die
I just read on intwischa.com a really neat idea bout how to model fatigue. This does sound familiar, but I'm putting it up here for personal reference if nothing else.
On there they suggested everyone roll a stamina die when doing something that might exert your character, in addition to the regular die roll. When you roll a 1, you step down one die size and take -1 to all physical actions. Naturally someone fairly weak would start with a lower die, maybe d4, while someone more buff would maybe start with a d8.
I like the simplicity of it all. Maybe you could even tie it into encumbrance somehow.
Sunday, July 8, 2012
Character personality as crunch
I read a post on The Douchey DM, by Stu from Happy Jacks RPG Podcast. He posts on the topic of whether character personality chould be part of the game mechanics. I have on more than one occasion in both posts and blog comments mentioned how I by far prefer to randomly generate my characters and than designing them through, e.g., point by systems.
For me it works better by far to play the character and in play develop personality traits. When I don't, I find more often than not that I run out of ideas and the character becomes a one trick pony.
Now, what happens when the character personality and psychology is supported by game mechanics?
I think the crunch heavy game, where I get to game (so to speak) the personality, it works better for me. Even if I decide beforehand some character traits, I tend to get more out of them if I can use them as an excuse to roll dice. Maybe it's because most games have some kind of mechanic for those traits to change and develop. It kind of is a way to support my implied way of developing a character with a game system.
Interestingly enough, many new school game, like those from the Forge community, are not only quite crunch heavy but also quite "in your face" when it comes to supporting the psychology and personality of the character and its relationships with game mechanics.
Thus, we have three groups of games.
1. the old school game where there's not much game mechanical support for anything but combat.
2. the 2nd generation game where the designers left the random tables behind and you "can build anything". Premier examples are GURPS and Hero.
3. the new school game with few rules, but they often focus on the character personalities and interpersonal activities.
What I find interesting is how this is also something of a chronological series. Really new games and old ones have interesting similarities for supporting a style of play where you "game the personalities of your character. One game by leaving you to your own devices, and the other by focusing the rules on that thing.
For me this explains why I find some games so fascinating, but still can't make them work for me. This is also why I do things like this, where I try to merge the qualities I like most from games of different eras and generations. The true test of skills would of course be to find a way to hack GURPS to be what I want.
For me it works better by far to play the character and in play develop personality traits. When I don't, I find more often than not that I run out of ideas and the character becomes a one trick pony.
Now, what happens when the character personality and psychology is supported by game mechanics?
I think the crunch heavy game, where I get to game (so to speak) the personality, it works better for me. Even if I decide beforehand some character traits, I tend to get more out of them if I can use them as an excuse to roll dice. Maybe it's because most games have some kind of mechanic for those traits to change and develop. It kind of is a way to support my implied way of developing a character with a game system.
Interestingly enough, many new school game, like those from the Forge community, are not only quite crunch heavy but also quite "in your face" when it comes to supporting the psychology and personality of the character and its relationships with game mechanics.
Thus, we have three groups of games.
1. the old school game where there's not much game mechanical support for anything but combat.
2. the 2nd generation game where the designers left the random tables behind and you "can build anything". Premier examples are GURPS and Hero.
3. the new school game with few rules, but they often focus on the character personalities and interpersonal activities.
What I find interesting is how this is also something of a chronological series. Really new games and old ones have interesting similarities for supporting a style of play where you "game the personalities of your character. One game by leaving you to your own devices, and the other by focusing the rules on that thing.
For me this explains why I find some games so fascinating, but still can't make them work for me. This is also why I do things like this, where I try to merge the qualities I like most from games of different eras and generations. The true test of skills would of course be to find a way to hack GURPS to be what I want.
Friday, March 30, 2012
T&T hacks - a series of rules surgeries
I took a long hard look at my wall of games. I like those games. Some of them I haven't played in a long while, though. I see why the idea of learning one system and sticking to it can be very appealing. Yeah, I have GURPS on those shelves too. I even used to have more than one edition. But, maybe there is a way to have your cake and eat it too!
One of my favourite systems is Tunnels & Trolls. Now, how if I could take some of the cool features or subsystems out of those other games and transplant them into T&T? Some might work like a charm, and some will be terrible frankenhacks. Hey, there's only one way to find out which works or not!
I will in the coming weeks post one post every Sunday, taking the surgical knife to another system, trying to graft its entrails to my T&T homonculi, creating a new life form. Follow along, it might be scary and it might be fun. If you care nothing for T&T rules hacks, stay around any way. I'm keeping up *ahem* with the regular posts in the regular bursts of activity.
One of my favourite systems is Tunnels & Trolls. Now, how if I could take some of the cool features or subsystems out of those other games and transplant them into T&T? Some might work like a charm, and some will be terrible frankenhacks. Hey, there's only one way to find out which works or not!
I will in the coming weeks post one post every Sunday, taking the surgical knife to another system, trying to graft its entrails to my T&T homonculi, creating a new life form. Follow along, it might be scary and it might be fun. If you care nothing for T&T rules hacks, stay around any way. I'm keeping up *ahem* with the regular posts in the regular bursts of activity.
Tuesday, February 28, 2012
Another take on how to influence characters, PC and NPC
I just found this quite interesting blog post. It ties into those posts of mine about using social interaction to influence PCs. Maybe if you can't change the player character, change the world.
Interesting.
Interesting.
Thursday, February 23, 2012
The question of free will - part two
So, I started off with the situation where a PC want to convince a NPC to to do something. Let's now look at the much thornier issue, influencing a PC.
To begin with, can they do it? It's very easy to say that since that would rob a player of his free will, it can't be done. But, once again we have the question of how to model in a game the situation of a player with very limited social skills playing a character that is a fast talker. How do you do it?
I can see the argument that this is not part of the game. If someone like to play a smooth talker he should talk the talk. If it's not stats, AC or HP it is in the domain of the player. I don't agree. Also, someone might say that skills can do a lot, and it's ok to use Charm as a skill to make a NPC do something, but that it is not applicable to player characters. I don't agree.
The way I see it, if there are skills in the game for social interaction, they are to be used for social interaction! If you start to exclude some characters from effects of the game system, then the next step of course is to exclude the Boss monster or the NPC crucial for the story the GM has planned.
Yeah, I know I couldn't help myself. I slipped that one in. Deal with "story" another time. For now, just accept it exist.
Anyway. I was saying? Yeah, plot immunity. So, I think it makes more sense to have everyone in the game be affected by social interaction skills. Also, remember all those moments when the dice fell like they did and you talked about it for weeks? Now it can happen in more ways than combat! In addition, having your character be affected by an intimidation attempt will probably make that character behave like it really would, not like you would. That is, after all, what roleplaying is about. Regardless if you like to speak in funny voices or use your character like a chess piece, I might add.
So, if anyone can be charmed and intimidated I suggest everyone have skills to counter and handle such issues. Ideally you would have some influence over the way your character behaves, I'm not urging you to abandon that wholly. Instead, if there is a trait to roll for a specific kind of social interaction, that can also be used to defend against it. Needless to say, I think these should be capabilities that all characters should have.
To give you an idea of what this could mean, I present TORG as an example.
In TORG everyone have stats, skills and a set of numbers for Approved Actions. those are Maneuver, Trick, Test, Taunt and Intimidate. Those are all classes of actions that show up on those fancy cards you play to jazz up scenes in the game. Charm, Persuasion and Intimidate have their own chapter in the rules, and all these abilities are resolved on a specific chart, showing the result of the attempt. I think that even if you don't have a game system where there are cards in play, the idea of having these actions be clear and present options in every moment at the table is a great. Everyone has the abilities, everyone can defend against them, and everyone is always reminded that apart from rolling to whack that guy over the head I can also use these abilities. I think it suggests a more interesting and varied play experience.
This is becoming a very long post, I have not yet said anything about how to implement it in a game that is not TORG. Let's see if it can be done.
To begin with, can they do it? It's very easy to say that since that would rob a player of his free will, it can't be done. But, once again we have the question of how to model in a game the situation of a player with very limited social skills playing a character that is a fast talker. How do you do it?
I can see the argument that this is not part of the game. If someone like to play a smooth talker he should talk the talk. If it's not stats, AC or HP it is in the domain of the player. I don't agree. Also, someone might say that skills can do a lot, and it's ok to use Charm as a skill to make a NPC do something, but that it is not applicable to player characters. I don't agree.
The way I see it, if there are skills in the game for social interaction, they are to be used for social interaction! If you start to exclude some characters from effects of the game system, then the next step of course is to exclude the Boss monster or the NPC crucial for the story the GM has planned.
Yeah, I know I couldn't help myself. I slipped that one in. Deal with "story" another time. For now, just accept it exist.
Anyway. I was saying? Yeah, plot immunity. So, I think it makes more sense to have everyone in the game be affected by social interaction skills. Also, remember all those moments when the dice fell like they did and you talked about it for weeks? Now it can happen in more ways than combat! In addition, having your character be affected by an intimidation attempt will probably make that character behave like it really would, not like you would. That is, after all, what roleplaying is about. Regardless if you like to speak in funny voices or use your character like a chess piece, I might add.
So, if anyone can be charmed and intimidated I suggest everyone have skills to counter and handle such issues. Ideally you would have some influence over the way your character behaves, I'm not urging you to abandon that wholly. Instead, if there is a trait to roll for a specific kind of social interaction, that can also be used to defend against it. Needless to say, I think these should be capabilities that all characters should have.
To give you an idea of what this could mean, I present TORG as an example.
In TORG everyone have stats, skills and a set of numbers for Approved Actions. those are Maneuver, Trick, Test, Taunt and Intimidate. Those are all classes of actions that show up on those fancy cards you play to jazz up scenes in the game. Charm, Persuasion and Intimidate have their own chapter in the rules, and all these abilities are resolved on a specific chart, showing the result of the attempt. I think that even if you don't have a game system where there are cards in play, the idea of having these actions be clear and present options in every moment at the table is a great. Everyone has the abilities, everyone can defend against them, and everyone is always reminded that apart from rolling to whack that guy over the head I can also use these abilities. I think it suggests a more interesting and varied play experience.
This is becoming a very long post, I have not yet said anything about how to implement it in a game that is not TORG. Let's see if it can be done.
Subscribe to:
Posts (Atom)
Copyright 2009, 2010, 2011, 2012, 2013, 2014, 2015, 2016 Andreas Davour. All Rights Reserved. Powered by Blogger.