So now tipped from writing Levercastle into editing Levercastle and writing up Shadow Cities. Not due to slave driving, just taking an opportunity to stay on a roll...
I realises this means that blogging time has been severely curtailed but I will be back when I'm done on these tasks.
In the meantime I was corresponding with Matt about a game he was writing and the problems of algorithmic thinking. That in game design Matt proceeds from A to B to C to D and then the players come along and immediately understand C from where they go to B loop back round to D and then finally pay lip service to A whilst really thinking the root of the problem is E through G.
Infuriating to a Host with a linear mindset they regard as logical.
I posted back to him:
The problem you face is not one of logic, it's one of algorithmic thinking.
In algorithmic thinking you have a problem e.g. fierce guard dog between you and open back window.
And a bottom line outcome: Make it through window unmolested.
As long as your algorithm produces the bottom line then you cannot be said to have proceeded in an illogical fashion. All that can be argued is that you reached your bottom line in an innefficient way. To return to the tea example getting someone else to make the tea in exchange for some kind of payment is efficient in the short term as you can do something else while person x makes the tea but inefficient in that it burns up resources you could have used to pay for something more useful.
In the end all players are trying to do is get the most efficiency out of their algorithmic thinking. You as Host may disagree as you see fit but players are entitled to their own reasoning if their solution gets to the bottom line in a way they can live with...
And that's all he wrote. Feel free to agree/disagree whatever in the notes.
Showing posts with label Hosting. Show all posts
Showing posts with label Hosting. Show all posts
17 March 2010
No Let Up
Labels:
Game Design,
Game Problems,
Games,
Hosting,
ideas,
Role Playing,
Storytelling,
Writing
8 December 2009
Of Monsters And Magnets
Quick one today. I'm going to reclaim my lunch hour to get some Dreamtime Stories stuff done for this weekend's session. After all the harping on about how difficult magic is in RP this magic system seems to have sprung, unbidden, from my mind and is looking like making pretty cool RP.
The only thing I have a slight issue with is that each type of magic needs an associated circular geometric design. That's a lot of geometry.
Anyhow. It occurs to me that yesterday I said nothing about the Monster Magnet gig that I went to on Saturday. Quite by chance RP Matt got in touch and asked if anything was happening and news of a Monster Magnet gig piqued his interest. Sue graciously handed her +1 status over to Matt so Matt and I got in on the guest list.
The opening act was an instrumental metal group. They weren't bad but they weren't sufficiently beyond riffing to make their prog metal designs work. Monster Magnet were chuffing excellent. All you could imagine a psychedleic metal band confident in their abilities to be.
Mrs has an issue with the fact that they're mostly old enough to be her dad but hey, what I say is if you can raise hell then whyever not?
Just a mini-blast today because the allure of the dreamtime is calling. Enjoy Tuesday!
The only thing I have a slight issue with is that each type of magic needs an associated circular geometric design. That's a lot of geometry.
Anyhow. It occurs to me that yesterday I said nothing about the Monster Magnet gig that I went to on Saturday. Quite by chance RP Matt got in touch and asked if anything was happening and news of a Monster Magnet gig piqued his interest. Sue graciously handed her +1 status over to Matt so Matt and I got in on the guest list.
The opening act was an instrumental metal group. They weren't bad but they weren't sufficiently beyond riffing to make their prog metal designs work. Monster Magnet were chuffing excellent. All you could imagine a psychedleic metal band confident in their abilities to be.
Mrs has an issue with the fact that they're mostly old enough to be her dad but hey, what I say is if you can raise hell then whyever not?
Just a mini-blast today because the allure of the dreamtime is calling. Enjoy Tuesday!
Labels:
Dreamtime Stories,
Game Design,
Games,
Hosting,
ideas,
metal,
Monster Magnet,
No Dice,
plans
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.
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.
Labels:
Characters,
Core Book,
Disappointment,
entertainment,
Game Design,
Game Problems,
Hosting,
ideas,
No Dice,
Role Playing,
RPGs,
Sessions,
Storytelling,
Writing
27 May 2009
Skills To Pay The Bills
As a long time Scaper I am no stranger to the benefit that special abilities or skills bring to a board game. A large part of Scape tactics come about from selection of units with complementary skill sets or units that may give an edge if the luck of the d20 is with the unit commander. In a tabletop skirmish game skills are awesome. The basic version of Scape has no skills and it sucks like a nuclear powered Dyson. No, in a tabletop game skills are that all important edge that makes an extra bit of fun for participants.
So I imagine when Monsieur Gygax was thinking about D&D the idea of dropping skills from the units was anathema and I can understand the point of view. A wargame or similar with no unit-specific skill matrix is yawnsome.
To further expand on my Scape example a Scape figure has five major ratings, Attack, Defence, Range, Movement and Life. A skill gives some advantage that increases these ratings either permanently or given some random event or particular set of circumstances. There are angels with shields who automatically double their defence. Furious samurai who can add to their attack when they engage the enemy. Gorilla soldiers who can move twice as far while the cat suited secret agents are on the field.
The reason this increases the fun in wargames is that the game runs within very strict rules and the number of outcomes to a particular scenario, vast as they may be, are finite.
Now let's make a sideways move into role play.
My favourite skills system ever in a role playing game is the Over The Edge system, where you basically make up your own skills and get dice pools in them. There are skills that a lot of people might have like "fighting" and then skills that people might not choose like "make up artist". The joy of it being your character can be good at whatever you like.
Of course this case is all a matter of scope the number of situations that could arise in RP are vast compared to the number of situations that could come up in a skirmish game. The chances that a general amnesty could be called in a skirmish and that because it's christmas day the characters will engage in a pleasant game of footie are slim to fat. It's not part of the game's scope.
Set a scenario in a WWI trench on christmas day and watch what happens. Exactly.
The immediate reaction of the role play scenario creator to this problem is to start mucking about with "skill trees" and the like. I don't know why any human being starts thinking "I can taxonomically record every skill a human being could ever need" or even "other people will find rooting around in my taxonomy fun" or even "this hideous conglomeration of number soup will be the one thing that makes the game worth playing". I'm not sure anyone does think the last one. In fact I think that people probably don't even regard them as a necessary evil. They might get as far as necessary but evil?
Evil can mean a lot of things. When you're trying to play an RPG evil is anything that turns the game into a laborious time waster. So I think large skill trees certainly fit into that most of the time.
Note here I'm not talking about suggested skills. Having a vast array of contextualising information about the kinds of skills one might have is not a problem. Especially not if your skillcyclopaedia indicates the proper definition of all skills should be agreed between Host and Player before play commences. Remember the player wants the coolest persona that won't break the game and the Host wants to provide the most thrilling experience into which the characters fit like perfect players in the dramatic events of the story.
I've never met a player who wouldn't agree to prune the power to feel more like they fit in the world. Power gamers tend to be caught in a well intentioned attempt to cover all possible bases. Power Game characters tend to lean on their magic character stat though and this makes for a one-dimensional character most times.
I've never come across an RPG where the variety of skills available was particularly what made the game in fact I've never seen one where telling the player any finite number of skills is all the skills that exist is anything more than a massive bummer to the players.
If you want to give the players a menu of skills and say get on with it you're not Hosting properly. The skills a player may or may not need in the course of an adventure or campaign should always be a negotiation between player and Host and should never come off a list.
That's how I do it, that's how Over the Edge does it, and it's worked out pretty well so far.
So I imagine when Monsieur Gygax was thinking about D&D the idea of dropping skills from the units was anathema and I can understand the point of view. A wargame or similar with no unit-specific skill matrix is yawnsome.
To further expand on my Scape example a Scape figure has five major ratings, Attack, Defence, Range, Movement and Life. A skill gives some advantage that increases these ratings either permanently or given some random event or particular set of circumstances. There are angels with shields who automatically double their defence. Furious samurai who can add to their attack when they engage the enemy. Gorilla soldiers who can move twice as far while the cat suited secret agents are on the field.
The reason this increases the fun in wargames is that the game runs within very strict rules and the number of outcomes to a particular scenario, vast as they may be, are finite.
Now let's make a sideways move into role play.
My favourite skills system ever in a role playing game is the Over The Edge system, where you basically make up your own skills and get dice pools in them. There are skills that a lot of people might have like "fighting" and then skills that people might not choose like "make up artist". The joy of it being your character can be good at whatever you like.
Of course this case is all a matter of scope the number of situations that could arise in RP are vast compared to the number of situations that could come up in a skirmish game. The chances that a general amnesty could be called in a skirmish and that because it's christmas day the characters will engage in a pleasant game of footie are slim to fat. It's not part of the game's scope.
Set a scenario in a WWI trench on christmas day and watch what happens. Exactly.
The immediate reaction of the role play scenario creator to this problem is to start mucking about with "skill trees" and the like. I don't know why any human being starts thinking "I can taxonomically record every skill a human being could ever need" or even "other people will find rooting around in my taxonomy fun" or even "this hideous conglomeration of number soup will be the one thing that makes the game worth playing". I'm not sure anyone does think the last one. In fact I think that people probably don't even regard them as a necessary evil. They might get as far as necessary but evil?
Evil can mean a lot of things. When you're trying to play an RPG evil is anything that turns the game into a laborious time waster. So I think large skill trees certainly fit into that most of the time.
Note here I'm not talking about suggested skills. Having a vast array of contextualising information about the kinds of skills one might have is not a problem. Especially not if your skillcyclopaedia indicates the proper definition of all skills should be agreed between Host and Player before play commences. Remember the player wants the coolest persona that won't break the game and the Host wants to provide the most thrilling experience into which the characters fit like perfect players in the dramatic events of the story.
I've never met a player who wouldn't agree to prune the power to feel more like they fit in the world. Power gamers tend to be caught in a well intentioned attempt to cover all possible bases. Power Game characters tend to lean on their magic character stat though and this makes for a one-dimensional character most times.
I've never come across an RPG where the variety of skills available was particularly what made the game in fact I've never seen one where telling the player any finite number of skills is all the skills that exist is anything more than a massive bummer to the players.
If you want to give the players a menu of skills and say get on with it you're not Hosting properly. The skills a player may or may not need in the course of an adventure or campaign should always be a negotiation between player and Host and should never come off a list.
That's how I do it, that's how Over the Edge does it, and it's worked out pretty well so far.
Labels:
Balance,
Hosting,
Role Playing,
Skills
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