Sunday, October 14, 2012

Warning: Possible Outgrabe


Mome Rath

A kind of wild pig, possessing the curved tusks and rich hairless green skin of Satan as depicted in Michael Pacher's Wolfgang und der Teufel. Mome Raths bellow at the coming of danger and gnaw the bones of the dead in the fields where bodies lay burning.
They are used as warpigs by the forces of the Red King. They can swim as well as water spaniels.

HP 13 Speed 1.25 human 1/2 human in water
AC 7/13 (dex) Intelligence Animal (Reference creature: Wardog)
Attack
-Bite: +2 to hit d10hp
Special
-Mome Raths feed on failure. Any miss on a Mome Rath adds d4 to its HP. Rolling a 1 to attack a Mome Rath gives the Mome Rath an extra attack per round for the rest of the encounter.


(for the Alice thing, painting by me--click to make bigger)

Totally Actual Play Report From Playing At This Years D&D For Literacy Event

Who gets up at ten in the morning on a Saturday? The wretched.

Let's play D&D for charity.

Satine got me a liter bottle of Dr Pepper. That was nice.

There were pre-gens. Mandy played The Weird Girl I played The 8 Year Old. It was quite a stretch.

The usual 4e challenge: see how far you can get without using anything on your character sheet.

The usual Keith Baker one-shot adventure challenge: see if you can get past every obstacle in a way other than the one Keith built into the adventure.

The guy playing the nerdy cleric kept rolling ones. He rolled a one every time he tried to cast a spell. He rolled a one to make people dance, he rolled a one to have radiant light come out of his hands. Yeah I know light is by definition radiant.

My character had a brother. He was a paladin. He pantsed the cleric. It's....it's all very complicated. Also they gave us cupcakes.

The adventure was puzzlier than usual. Which meant we were good at it because I love that kind of stuff. But people pay to watch you play: so it was bad that we were good at it because we finished earlier and weren't streaming as long as the other tables playing so maybe less children will learn to read on account of us doing things like realizing oh of course you have to dodge past the dirt dwarf in round one and yeah probably approach the room with the chessboard floor with maybe some caution. Sorry kids who now will never be able to read this! Didn't realize that!

At the end the Evil Boss was like "I demand you kneel before me!" and the nerd cleric was sick of all this not having pants and rolling ones and was like "Ok" and kneels and the Boss was like "Alright kneeling nerd cleric, I will grant you ultimate power as soon as I'm am finished dealing with this guy and his brother".

But then that went poorly for him on account of daily powers and action points.

So the the nerd cleric was like, the next round "Wait, I have to wait 6 seconds for ultimate power? Screw you Boss I'm zapping you" but he rolled a one again.

Dungeons and Dragons is fun.





Friday, October 12, 2012

Killing Orcs For Literacy

...or killing something anyway.

Point is tomorrow there's a charity D&D event and it's live streaming and... there's other details.

I'll let Keith "Hey, You Know Eberron? That Was Me--I Did That" Baker take it from here.

Mandy will be playing too.




Kinds of Fights

"Combat takes too long in (whatever game)".

You hear this a lot as if it means something, which it doesn't--in Warhammer 40k, combat takes 6 hours and it rocks and you don't do anything else.

What people mean is usually either:

-"Combat takes up too much of sessions we wanted to also have other stuff in them"

or

-"The basics of how combat works in this game aren't fun enough for how long combat takes in this game"

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How long combat should take--and way more important and interesting and worth talking about--which parts of combat should take a long time both depend on what that session of that game thinks combat is for.



Most RPGs I like have some mechanisms in common:

Initiative
Roll to hit
Roll for damage

And sometimes:
Roll to dodge

These bits all should be treated in different ways depending on what kind of combat you've got going on.
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There are two common categories of combat in these kinds of games, roughly break-downable to...
Hard-To-Hit-But-Low-Hit Points and Easy-To-Hit-But-Lots-Of-Hit-Points.

For convenience sake in this thing I'm saying here I'm going to call them Gritty and Swashbuckling.

Obviously this is a simplification.

Obviously this is a simplification. (Did I say that already?)

This is a place where GMing overlaps design--both of the system and of the encounter:

Sometimes the same game has both Gritty and Swashbuckling fights. Sometimes low level combat is one and high level combat is the other in the same game. Sometimes one system can be either depending who's running the game. Sometimes one game can be either depending on what kind of character you play.

A Gritty fight for the thief can be a Swashbuckling fight for the fighter.

Anyway point is in a Gritty combat you have a pretty good chance of dying or at least being out of the fight decisively nearly every round (whether or not the method of death is actually genrewise "gritty"--for the sake of this thing I'm writing here, making a saving throw to avoid dying under a cotton-candy choke cloud is still "gritty"), in a Swashbuckling system you don't.

Long-term survival in Gritty systems is often about making sure the environment and the circumstances of the fight are on your side before the fight even starts, and sometimes the standard systems can be so volatile they're about trying to avoid interacting normally with the combat system period.

(...as Odyssey explains in this post. A post everyone who has ever believed the phrase "the game is about what the rules are about" needs to read.)

Swashbuckling systems are often about having a complex ebb and flow to combat once it starts, with extra room for unusual tactics and situations to develop after the initiative roll.

If you make every step in combat long and involved and interesting then people have to wait too long before it's their turn, so it's important to figure out what role the fight is playing in the game overall and then pay attention to the parts of it that should be fattened up and let the other parts starve.
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In a Gritty system, initiative, to hit and damage are all psychologically gigantic. Because the players hang on every one of these rolls.

You lose initiative, everyone holds their breath.

But only if it's group initiative--if it's individual, the stakes are much lower. Then its just a logistical step (Mike-4, Lisa-5, Jack-3, Goblin-3) that has no immediate implications unless the players are particularly afraid of a given specific foe's abilities.

Then you roll to attack the players' characters...3 misses and one hit. Everyone's eyes get wider.

Then you roll damage for that last hit "Ok, if this gnoll rolls a 5 or better, Mandy's dead..."Everyone's on the edge of their seat.

In gritty systems, the idea is to take each of these steps and load them with the highest stakes possible (which may be why I prefer group initiative for this). They can be mechanically simple and can even be described in simple ways by the GM because the Vegas effect fully kicks in: much of the "storytelling" is done by the fact that so much rides on each toss of the dice.

You wouldn't want foes doing flat damage in a system like this--it robs the spinning die of its storytelling power, just as you wouldn't want that climactic scene in a movie where the one finger slips off a ledge, then another, then another to be sped up.

On the other hand, you want to keep the steps in a combat round as a whole short because a lot of people are going to miss during a Gritty fight (they have to, or else everyone would die in every fight) and, as Jeremy D said "Missing sucks way more when the combat round is long".

So Gritty: a few steps, but load each step with high stakes you can watch unfold. The dice tell a lot of the story, because you've set it up so their contribution is interesting.

In a Swashbuckling fight, the idea is the combat round could easily be full of steps so long as it is complex enough to give everyone something to do all the time.  In Marvel FASERIP (one of the finest Swashbuckling engines ever devised) you might roll against your endurance on a Stun chart, (a chart with 4 possible qualitatively different results and an option to modify the roll) even when it's not your turn.

The key in a Swashbuckling engine is to use a long combat round to pass the "ball" around to as many participants as possible, so that one (long) round of Swashbuckling combat involves as much repositioning as 3 (short) rounds of Gritty combat.

Any mechanic that brings other PCs into a fight should be exaggerated in swashbuckling combat: area effects, movement effects, grapples, reverses, double-teams, etc. The trick in Swashbuckling combat is for the fight be a totally new fight at the start of each round.

Initiative in a system like this should probably be either extra simplified (simply the quality of "going first" divorced from an actual described action is not a visualizable moment on its own--it's not the main event, the player and NPC actions are, so as a step in describing the fight it's just in the way) or made maximally "gamable" (trading initiative could become a vital tactical minigame with all kinds of ways to game it and set up your friends). Regular once-per-round group initiative just slows down what should be a pinballing back-and-forth of characters tripping over each other.

Damage can be flattened in a system like this (lasers do 20 points, period) because damage alone is often less important than several other factors--where the body falls, who is close by, what round it fell, what it fell into, etc.

Dodging as a separate mechanic is great in these systems because it gives a player something to do even when its not his or her turn and adds more narrated detail, which, while helpful-but-ancillary in a Gritty fight, is essential to make a Swashbuckling fight sing.

Here's a still of me GMing and trying to do just that--performing a physics test to see which direction the Hulk would fall when the cyborg T Rex he was riding collided with the cyborg T Rex Iceman was fighting. The Hulk was represented by that bottlecap wedged between the green dinosaur's spines on the right...


Like any comic book, there's no chance the Hulk is going to die in this scene and we all know that, so rather than rely on tension, we have to rely on making the event itself a mini-story.

When Swashbuckling, the GM concentrates on what the outcome of the roll means after the die hits the table--the wall falls, the villain ends up on this side of the bed, these drapes catch fire, etc etc. In a Gritty fight, the GM concentrates on describing what the die roll will mean before the die hits the table.

The fun in a Gritty fight is a thriller or horror movie kind of fun about the tension of what's at stake, the fun in a Swashbuckling fight is an action movie about how exactly it goes down.

In a Gritty fight you want to control the camera and the film speed and the music, in a Swashbuckling one you want to concentrate on the choreography.

So, yeah, mix and match to taste-- Lotta continua and all that.

Wednesday, October 10, 2012

DMing For A Game Design Class

-The video game industry makes lots of money.

-This means game design is regularly being taught as an academic subject.

-This means every once in a while pen-and-paper RPG design also gets to be taught as an academic subject.

-So, therefore, I was invited to DM for these grad students in game design at USC.

-I ran this. Wake-up-in-a-dungeon, 3-ish possible avenues of investigation.

-They seemed to have a very good time. Though, y'know, it was 5 college kids and their prof playing a game for credit so it's not real surprising they had fun. If someone told you they were a bunch of high school kids playing at lunch you would've believed them.

-They used Swords & Wizardry, on account of it's free. They are running continuing PCs. Or they were until most of them died...

-I have run this dungeon for the girls, for a bunch of friends back east, and for a couple FLAILSNAILS groups via G+. This is the first time someone intentionally woke the gargantuan sleeping demon.

-...Resulting in a last-minute near-TPK which, really, is one of the best possible outcomes for a one-shot.

-I substituted in the "tooth door" from Death Frost Doom for a different door I had. They figured it out immediately pretty much.

-The intentional demon-waker was a dwarf cleric. She started out kinda unassuming (we rolled an alphabet die to make the dwarf's name) but in the first room she punched a hole in a corpse's neck to fill her canteen with blood. This kind of thing kept going on in the background, filling more and more bandwidth until by the end she was just like fuck it you guys go fight the boss monster, I'm gonna throw axes at this demon 'til he wakes up...

-She was the only survivor.

-Another player was a frogperson. Now she's a vampire frogperson. ...and I guess a vampire monkey is the boss of her now.

Monday, October 8, 2012

The Games I Got To Try At Indiecade

I wish I could've gotten away from my table long enough to check out the other games in more detail, but I kept having to race back and give my spiel "SodoyouplaytabletopRPGs?AreyouaGM?WellVornheimisbothatoolforcreating..."but here are the ones I managed to get a good look at...

Bloop is a simple game but one that should exist: it's on a flat table screen, you and 1-3 other players each get assigned a color. Colored rectangles pop up, you touch the ones in your color as fast as you can. It's the perfect bar game.

Gorogoa is equally cool in the opposite way, and takes you totally down a dungeonish rabbit hole. There are 4 frames with hand-illustrated pictures in them. There are a limited number of things you can do to manipulate them--zoom in, click on things, slide them around, superimpose them, etc. Doing the right thing triggers an animation that moves the story along and changes the pictures. The kind of fascinating mixture of art and story you can probably only get when the artist is also the programmer.

Hokra is another simple-but-sweet one. It's like a notch or two above a Super Mario Party-type party game in complexity. One screen. 4 players control squares who all try to get a ball back to their goals. They can walk, run, knock into each other and pass and it's completely addictive. Just exactly hits the spot.

Prom Week is like one of those cars James May brings to the Top Gear challenges--unassuming on top but with a fascinating engine--if, y'know, you're into that kind of thing. And if you read this blog you probably are.

Basically you have high school students talk to each other and then they get mad or sad or whatever and that changes their mood. Dull right? But the thing is: their responses aren't programmed--at any given moment each kid has levels of  things like "coolness" "weakness" "confidence" plus relationships to the other students and their responses and dialogue have to do with (and alter) those sliding scales.

The dialogue isn't automatically attached to a given kid--it's a characteristic of where all their characteristic levels are at that moment. So by having them interact you can get all kinds of emergent behaviors. It's actually a strategy game, hidden under a sitcommish skin. I really hope the programmers find a way to show off the engine underneath during game play because it's a really interesting idea. Meanwhile, I'm pretty sure there's something RPGable in it.

I didn't get to try Qasir al-Wasit but I love the Bihzad-like Persian-miniature-meets-bighead-CRPG art style. I wish I'd got to talk to the artists. Wooden Sen Sey also had a nice eurocomics kind of art style married to a fun-looking Donkey-Kongish gameplay.

Super Space is like Hokra: simple addictive multiplayer party game. Lemme see if I can explain: ok, so it's like Asteroids right? You're a ship and shoot shapes. But every time you shoot you drift backwards. Because physics. And if you touch the edge of the screen (or any other obstacle) you die, so you gotta keep spinning and shooting all around. But the best part is: it's a 4-player and all 4 ships are connected--so you have to work together to keep the ships alive, but you all score zapping-points separately.

Unfinished Swan's about to come out for the PS3. It has a great core mechanic: the 3d world is all totally white with no inflection. You toss splats of black paint at it to see where the architecture (which is wonderfully elaborate) is. Click the link to see a demo.

Some other fun bits:

-Playing 4-square with game designers--whoever's in the kings square gets to make up one rule. Double-hits only, off-hand only, one-eyed, etc

-It's so fun talking to computer game designers about D&D. They almost all play it or played it. Also: I didn't know this but apparently a lot of designers build dice-engine paper models of their games to test them before they start coding. Risk: Legacy's designer popped up (we were head-to-head for the Diana Jones Award earlier this year), and we talked about how tabletop games inspired some of the mechanics in there.

GMing D&D for a USC game design class on Tuesday.


Sunday, October 7, 2012

Acceptance Speech, Orc-Fightin' Girl, Etc

So I was at the Indiecade festival all day explaining what this book I wrote had to do with games all day long.

Notes:

1. The thing I hear most at Indiecade is "Vornheim? Oh yeah, your acceptance speech was funny.".

2. Dear 8-Year-Old Girl Who Wanted To Learn About Dungeons And Dragons...


...Mandy tells me you won initiative, rolled a 20 your first time, then defeated two orcs and tied them up and then asked Mandy if they had stuff you could take. Your instincts are impeccable.


3. Dear World-Building Panel, sorry I didn't make it, I thought I was supposed to be on you at 10 PM.

4. Dear All The People I Met Today Who Want To Buy A Copy of Vornheim--click on the picture over there on the right. If they're sold out, try here or here or your friendly local game store.