Showing posts with label Core Book. Show all posts
Showing posts with label Core Book. Show all posts

6 May 2010

Doing It For The Fans

 Long time, no blog, for reasons already expounded.

A mail from Matt today prompted me to reconsider the logic of the statement that content producers in various media love to gushingly proclaim: "We're doing this for the fans!"

Matt's mail addressed a perceived problem with the No Dice Core Book that people didn't like the introduction in length or content and it was putting people off the system. Maybe, maybe not. In my experience people are really good at making excuses for not doing this or that. We call people sheep because they resist and reject and reject and resist before, in some cases, running hell for leather towards some mediocre artefact because everyone else is doing it.

Digression! For example the number of moany twunts I've seen complaining that "Cards are not all that different from dice". Here's a simple experiment that proves the utter arsetwattery of such moans:

1) Sit on a sofa holding a D6.
2) Without leaning forward, to the side, employing the aid of any flat surface such as a table or the cover of your favourite "My Little Munchkin" Annual roll the dice to produce a satisfactory result.
3) Notice this is, at least, inconvenient.
4) Repeat the process, except this time hold a shuffled pack of cards in the hand of your choice. Draw rather than roll.
5) Now repeat with dice, but time how long it takes to roll the dice and read off the result.
6) Now repeat with cards and time how long it takes to make and read a draw.
7) Multiply the amount of time from 5 by 50. You will probably end up with an amount of time somewhere in the region of 20 minutes.
8) Multiply the amount of time from 6 by 50. You will probably end up with an amount of time somewhere in the region of 5 minutes.
9) Note how much time you save using a pack of cards.
10) Stop pretending that dice are the convenient randomiser of choice STFU and go away.

It certainly doesn't help that for everything on the good side of mediocre up there is 1000x as much stuff that slides off the grotesque hunchback of the distribution curve and leaves quality produce, or the stuff with potential, drowning in a sump of crap.

People have very strong filters for novelty, it's only necessity that pushes them beyond that. If I was a keen role player of the old school I would be put off No Dice because of its novelty. It's only because I find most role playing system books utterly unreadable, mired in pointless and restrictive micromangement details, filled with equations and charts that make most current role playing "statistics and probability for fun". People I role play with read the systems in order to hack them into something that requires far less effort. Those people are the kinds of people who will decide quite quickly that they've bought enough core books and they're going to do their own thing.

Many of these guys run the one system they could be bothered to finish reading through in pared down form, or just stick to homebrew, or homebrew something LIKE some system they skim read once but a hell of a lot lighter.

But I didn't get involved in No Dice to reach the other people, the people who play by the book, the people who are put off by the mere concept of reappraising their hobby. I believe that we wrote it for newbies and those who love role play as a form of narrative entertainment somehow sullied by arbitrary numeric systems that impede the development of plot.

We wrote No Dice for our friends. All the people who "get" No Dice are fans of it. All the people who just feel slightly nauseous reading the Introduction to the Core Book are not. So of course I'm "doing it for the fans". Who in their right mind would do it for the non-fans? Try and please a bunch of people who really couldn't care less if you died in a ditch? Who would do that?

So I guess like every other content producer and the rest of the gang I am obviously doing No Dice for the fans. Those people who want to whinge that they would love it more if we just changed the length and content of the introduction to sound like every other Role Playing System ever written can shove it up their anuses. If that is they can fit "it" up there with all the polyhedral dice, pencils, double sided character sheets, hex maps and rule expansions they've retained up there already.

Tortured anal retentive joke over I will mention that one of the projects for 2011 is the Core Book Redux. I've reread the Core Book and I can see a hell of a lot that's just plain wrong with it. However, I did not miss the absence of page after page after page of number crunch combat system.

(More To Follow.)

9 July 2009

The Joker In The Pack

No sooner do I lament the complete lack of anything that makes for a substantial post than KA-BLAM! something amazing socks me in the face; almost literally in this case.

When I was compiling the Core Book I tried to include everything I could think of at the time to make a sourcebook for the budding No Dicer. It is inevitable that things should be missed. Almost everything that's coming in the Random Encounters series is intended to be filled with examples of powerful things that you can do with No Dice principles. So in each adventure we're kind of expanding the toolkit of the prospective Host and also giving a concrete example of potential play.

Last night we play tested the Monster Action Thriller "The Creature of Black Lake" and got off to a rocky start. Basically an incident mentioned in the notes that's supposed to just happen resulted in the death of a player's character before the adventure had even started.

This was notable for several reasons but not least because that's really not supposed to happen. I know that people have been keen to discuss the idea of abitrary character death recently but this basically put someone out of the game in the first forty minutes.

Not only that but I experienced an incident of Host meltdown, a brief autopsy of the situation lead to the conclusion that the wires of communication were badly crossed and for a while there it all looked grim. You see, the whole point of No Dice is that it's supposed to help you sidestep these issues and keep going. If an adventure has a serious hole that relies on a certain series of incidents not happening then it's just not working.

A workable suggestion was put forward by Justin who suggested that when you hit the blind alley you as Host rewind the action to just before everything went pear and then re-explained the situation giving the player an out.

Like I say, this is workable but it's not really all that neat. It means that a player could take a one way trip up diarrhea drive and then like the Prince of Persia just rewind and do it again.

It was Sue who hit on the real answer. Which in a discussion that followed broadened out from a specific instance in that adventure to become a general principle that Core Book is sorely missing. Oh well, for the second edition I suppose.

But for those of you who don't want to wait n years for the 2nd ed here's the idea right now. Treasure this one, it's golden:

Creating NPCs is always a problem. 95% of NPCs are just cyphers of course. They are barkeeps, random wandering citizens and other reasonably easy to scope functionaries.

That other 5% are the important ones. Many of these, probably just over half, are villains and again there isn't really a problem with them. It's that last 2% that can leave the Host scratching their head.

These are the "major friendly NPCs". Don't be fooled, just because they're marked "friendly" doesn't mean they're always happy to see the players, it more or less just means they won't just try to kill the players on sight.

In the Core Book I got as far as advising people to avoid "infoblaster" NPCs who just know everything. And I also advised against making NPCs as powerful or more powerful than the player characters who were supposedly their allies.

Aside from that I just recommended a Host create "real" characters using the Player's Guide notes to make a fully rounded and realised character.

In some cases this might be fine. But in reality players don't really spend all that much time talking to NPCs just for fun. So a lot of the Host's fine character creation work goes by the wall.

Besides, once you've stopped the NPCs being more powerful when they're too friendly you've kind of left yourself in a bit of a bind.

The problem is sometimes you want characters to move the plot on. They are supposed to arrive, do something dramatic and then leave the players to deal with the fall out.

So how does one do this without making them villainous or too powerful? After all a constant parade of utter villainy keeps things busking along but really in a story based RP you want other types of encounter.

This was exactly the problem in Creature. I had an NPC who needed to rather aggressively insert himself into the party and provide useful plot information, in a guarded manner, for the remainder of the adventure (or at least until he died). I had written up notes for this character which were pretty light. I wanted to introduce him and then, in the playtest, develop him in some way into a fully realised character.

So when he came in to the action I kept him neutral. The only problem with this is that he was neutrally holding up the party's boat with AK47s. As I quickly discovered this kind of thing can be misinterpreted as open aggression. Funnily enough, had he gone in with open aggression the accidental adventure ruining bloodbath that resulted from my weak characterisation would have been averted. Then, of course, the players would have had to just follow along on rails.

On rails is not a good place for adventures to be.

So I needed to, rather than render the character neutral and hence weak, render him a little bit charming and crazy and hence allow characters to interact with him even though he was, technically, a bad dude.

This is a really exciting dramatic position, the guy's holding you hostage but he's quite willing to have a conversation with you about begonias (or whatever). As a player you feel you might be able to negotiate or something.

At the same time the Host has someone who can nudge the characters back on task if they look like they're about to commit suicide or whatever.

This guy's a great NPC, not too overpowering but not too floppy either. He's not going to interfere unless you need him too. He's a joy to have involved.

And hence was born the Joker.

You see Creature is not alone in needing a character like this. Every role play session could do with having a Joker to interact with the players, nudging, testing, exploring their characters.

The situation where the Joker is a guy who has technically taken the Players as hostages, but in a polite way, is just one possible scenario. Characters who have vast reserves of information they are unwilling to share, characters who offer money, or professional services desired by the players all of these are ideal Joker characters.

The secret is to always lay on the unthreatening manner on thick. This was my vital mistake last night. Neutrality won't cut it if an NPC has some power over the players. The character has to maintain their power over the character while entertaining the player.

I'm not saying that making them will be easy but there is a way to make it easier. Sue loves poker and she quickly put me on to the old poker trope of trying to find the sucker at the table. Essentially when you come up with an adventure design your job is to try to identify the Joker(s) at the table and then make them around their role in the story.

Some stories, Con of the Dead, Revelation Point, don't really need a Joker character. Then we return to the poker trope: if after ten minutes searching for the Joker in the scenario you still can't find them, it's you.

Yes, in some adventures it is the Host himself who takes this gently tormentative role for the players. Horror splatter scenarios are the most likely to feature these.

So from now on when I'm dealing up a new scenario I will be sure to use a deck comprised of 53 cards. The joker's going to become one of the most powerful tools in my arsenal.

NB: That last sentence was a dramatic article closer. You don't need to actually draw a card to know when to make the Joker NPC, you just kind of look for them after you've finished your notes.

4 June 2009

Farewell Black Wednesday

I don't know why exactly but yesterday was the most stupidly bad day for the Mrs and myself for quite some time. The front door on the house is not working and I'm the only person who can lock it so I had to spend my lunch hour coming home to make it lock so the Mrs could go to work which meant having to spend an extra half hour in work.

This wouldn't have been so bad but halfway through the day Lulu wrote to kindly inform me that there was an issue with transparency artefacts in some images in the Core Book and as a result they couldn't print or fulfil any orders yet. So I had to run home to spend a cheery evening print optimising all the pictures, re-inserting them into the document and then republishing the project on Lulu. I didn't know, at this stage, whether my remedies would work. The only benefit I received straight off the bat was that the PDF, previously an encumbering 47MB was now a sprightly 6MB.

Not that my travails were anything like as bad as those of the Mrs who had to put up with death threats at work. No, seriously. And came home early in the least good a mood as can possibly exist to find her rubbish other half frantically uploading new PDFs to Lulu because a few real people actually want their copuies of the actual book on actual paper with actual ink.

Thankfully Ian's order has shipped, and I guess this means the issues are over with. Although Lulu didn't actually get back to me at all even though I submitted a trouble ticket asking how long it might be before they attempted printing again. I tried mailing back to the address they mailed me from but the mail bounced.

Lulu is becoming a proper corporation that acts just like one too!

Bah.