Showing posts with label general philosophy. Show all posts
Showing posts with label general philosophy. Show all posts

Wednesday, August 19, 2015

More Notes On My Ideal Roleplaying Game

Photo of Hardenstein LARP adventurers, 2014
Found on Wikipedia in the
"Live action role-playing game" article
After I wrote up the general outline of my ideal Fantasy Heartbreaker, I noticed that I forgot a few things. This post is intended to add on to that by describing some specific rules and systems from other games that I would like to adapt to the game I am currently calling "MOHb".

First, and I am not sure why I forgot this in the initial outline, I would definitely include a system of character personality based on the Personality Traits and Passions from Pendragon. To date, that is the best system I have seen for simulating and quantifying the particular attitudes and emotions of characters. It also allows for developing local attitudes by providing initial trait modifiers, while not constraining characters to being provincial stereotypes. That said, I think that I'd like to try to simplify down the central list of personality traits. Among other things, I'd probably just include a list of Virtues and let low levels of the Virtue be the same as having the associated Vice. I would allow for very high or very low (even negative) values for those Virtues.

Some variations of the mental health systems of Call of Cthulhu or Unknown Armies would seem to also be helpful. In fact, the latter version allows for a wide range of mental balance matters that would be an excellent complement to the Personality Traits and Passions system mentioned above.

The concept of Religious Inspiration from Fantasy Wargaming. One of the most difficult things to simulate in gaming is the effect of religious feeling. Inspiration seems to me like an excellent mechanism for that, covering what some Christians call "Feeling the Spirit", but which is present in pretty much any religious ceremony to one degree or another. This might also be the basis of allowing spirit possession in those religious rites that include that result among people who aren't otherwise spirit channelers/trance mediums (Vodoun, Pentecostal sects, and so on). This would be the goal of most religious ritual, though other sorts such as exorcisms, forms of therapy, and so on would also exist.

Related to Domain level rules, I have always liked the social climbing model in Flashing Blades. In that, exact positions and titles are integrated into a unified social status, with equivalent titles adding together to increase social status to the next level (two titles "worth" status 12 each would boost the character's overall status to 13, for example; note specifically that those two status 12 titles, worth 13 together, would also add together with a third title worth status 13 to boost up to 14).

Another element that I would like to include, when the game is expanded to cover modern and future settings, is something based on the corporate warfare system of the TORG supplement Nippon Tech. I always wanted to play a Megacorp CEO in that game (the template was in the supplement!), but none of my Referees were ever very receptive to the idea. The trade and commerce systems in GURPS Traveller: Far Trader include similar concepts that would also influence the specific design. This would probably integrate with the ideas on organizations which I discuss below.

Speaking of which, the Trade and Commerce systems from GURPS Traveller: Far Trader would definitely complement the more social systems related to trade found in GURPS Social Engineering, not to mention the price fluctuations found in the Rolemaster rulebook Campaign Law (at least in the 1st edition Character Law & Campaign Law that I have; I haven't seen the 2nd edition in years, so I don't remember if they kept that).

Also on the subject of economies, the supplement Grain Into Gold provides an excellent framework for developing an economy for a specific setting. I would want to make use of a similar framework in any campaign design notes. By the way, if you are like me and into the idea of developing rational economies for your setting, that supplement is easily worth the cost. It allows you to manipulate the various assumptions underlying your setting's economy and come up with useful baseline numbers for purchased items of all types. With only a little more work, it can be expanded to cover interacting economies, economies based on different fundamentals (the basic economy in the supplement is based on food production, but economies based on other things could probably be developed, with a little effort, from the basic outline).

In addition to several editions of RuneQuest, GURPS Spirits, and Dogs in the Vineyard, I am looking at the spirit rules from Horror HERO (for 4th edition, which are also found in the HERO System Almanac I).

Horror HERO also has some interesting mechanisms involving short- and long-term mental stress that I might incorporate. I am remembering a PBM game called Power, The Star Throne Beckons from ECI (later released independently as Star Throne, sadly on a defunct website only viewable through archive.org). In that game, individual personality characters (as opposed to factions, starships, and groups) would generate stress as the result of performing or being the target of various actions and require stress-relieving actions to reduce it, such as going on vacation or the like. That would make a good mental complement to a short- and long-term fatigue system, which I had already decided on using. It could also provide a concrete game benefit to actions like carousing, drug use, or carnal relations, all of which could also have potential negative side effects. Tradeoffs are good.

In Lands of Adventure, weapons are divided up by their relative weight categories (relative to the character's strength). These affect how often that the weapons can be used in a turn, but players can choose to swing them more frequently by paying EP ("Energy Points"). I think that this is a good idea to incorporate. I might also allow spending short-term fatigue for "extra effort", such as a stronger hit, more focused attack, or the like - basically, most of the things that GURPS includes under "All-Out" actions and "Extra Effort" modifiers.

I'm currently going back and forth on the idea of explicitly including stats for a character's inherent "soul" or "spirit". This would be things like POW from RuneQuest, the LP ("Life Points") and to some extent the EP of Lands of Adventure, the "Soul Departure" rules from Rolemaster, and so on. I dunno, though. I may just want to keep those things implicit rather than explicit. The more that I can allow people to interpret rules as representing whichever metaphysical assumptions they prefer, the better. Which is, by the way, another reason to look especially at Dogs in the Vineyard for ideas on how to define spirits in game terms (though, of course, I will want to avoid the moral judgements on spirits implicit in that game). I want to leave it open for people who prefer materialistic explanations to interpret "spirits" as the subtle factors in a situation that are difficult to reduce to simple ad hoc modifiers, such as the imposition of meaning by the parties involved or the spread of memes or psychological archetypes or whatever, while also leaving it open for people (such as myself) who find the experience of independent nonphysical entities to be a convincing explanation or model for some aspects of human existence.

It occurs to me now that HeroQuest (or the first edition, Hero Wars), the more narrative rules designed for Glorantha, also includes some good ways of looking at spirits. I'll have to see if there's anything I can adopt from that, too.

One of the best things about the sixth book of the Thieves' Guild series was the set of rules covering "saltbox" adventuring. That is, it had a set of encounter tables for both normal encounters (ships and monsters) and land encounters (uncharted islands, island chains, all the way up to new continents!) while sailing as pirates or merchants. I'd definitely want saltbox and more traditional sandbox assistants like those. There are a lot of sandbox assistants in AD&D and also in the various Judges Guild products from which I can draw inspiration. The various games from Sine Nomine also include some excellent sandbox rules.

There are several games that include rules for "factions" and "organizations" and the like. GURPS has several types, such as GURPS City Stats, GURPS Boardroom & Curia, and so on. Various Sine Nomine games like Stars Without Number, Silent Legions, and so on have similar systems. I think that the first game I saw do that meaningfully was Reign, actually (though the first edition of CORPS also outlined a similar system, but dropped the ball on making very much use of it; there's more discussion of using the abstract stats in the second edition, so perhaps it was first after all). These are simplified and abstracted ways of describing organizations and groups, rather than the method more common previously (in games like Chivalry & Sorcery or Realms of the Unknown, not to mention D&D itself) of simply describing the actual assets. The older method is somewhat unwieldy, but still has its virtues. I'd probably want to develop ways to make rough conversions between the abstract characteristics and the concrete assets so that a Referee could choose which is more easily used in their game.

Because it would be important for a "dynastic" type game, which I specifically want the rules to be able to support, I would want some fairly detailed rules for pregnancy and childbirth. There are a couple of models out there, a couple in GURPS but also in Pendragon and some other games and supplements, but I'd also want to do my own research into specific numbers.

So, going over all of these things in this and the previous post, what I am seeing that I want is a game with some detail allowing for meaningful player-character decisions, especially in terms of interfacing the players' choices into the detailed game setting without necessarily defaulting to modern Western cultures, a range of action from hoboes (murder- and otherwise) to nobility with the implicit "zero-to-hero" game being a solid - but not the only - option, no inherently particular focus on any aspect of play (combat/adventure, social, domain, crafting/invention, etc), sandbox-friendly, with some unusual detail on the particulars of individual characters (personality, exact injuries in combat, mental and physical fitness, etc). Of existing games, GURPS comes closest to what I would want, but falls down heavily in the "sandbox-friendly" aspect (lacking a viable random character creation system is a big culprit here, but there's more; admittedly, some of the issues are being resolved - slowly - as more supplements such as GURPS Dungeon Fantasy 8: Treasure Tables are released, but my experience is that there is a deep resistance to and even resentment toward random character creation in the GURPS community so I don't expect that issue to ever be resolved to my satisfaction). Aesthetically, I also prefer consistently "roll high" systems to the GURPS "roll high for some things, low for others". Still, if someone were to come up with viable random character creation system and other sandbox support, plus probably a descriptive injury system to replace the hit point system, I'd probably just go with that game as it would be close enough. Lacking those, though, I see strong reasons to design a more ideal game for my purposes, which is probably a good thing in the end.

Tuesday, December 4, 2012

Sometimes, It Pays To Be The Squeaky Wheel

So, to finish up the Chronicle City Games saga, it has transpired that they have announced a winner.

Four winners, in fact.

It seems that, because of the delay in announcing the results, they added three prizes: two vouchers for $25 worth of Chronicle City games (only) and a $50 voucher for any games. The $50 voucher was reserved for the annoying prick who prodded them into announcing a winner. That is to say, me. I feel odd being rewarded for being the guy who spoke up, but since it was in an effort to help out other people (I was serious when I said that speaking up would likely take me out of the running), I don't feel too badly.

They were also very gracious in apologizing for the delays. I am surprised, as I haven't had the best luck in dealing with small businesses (or large ones, who often seem to feel that just throwing money at disgruntled customers is sufficient), but I am also greatly impressed.

So, in sum, that was a good resolution. Congratulations to Matt Bridgeman-Rivett on his good luck. Now to sit down and figure out what games I want!

Monday, December 3, 2012

Drive-By Commenters

On my last post, the drive-by commenter who calls him- or herself "NUNYA" posted that I should leave hardworking game shops alone, no matter how much they might renege on their promises to the people they use to promote their business, that I should "cut them some slack". Honestly, I do think that is fair. I am willing, after all, to cut slack to people whose Kickstarters are running excessively late (OK, I am thinking about two Kickstarters in particular, one gaming, the other something else). Why am I not so willing to give slack to a hardworking game shop?

I don't have a complete answer to this. I am trying to work through the issue, and maybe change my approach to one or the other thing.

First, there is a qualitative difference between running a raffle and putting together a creative work. A raffle only requires a way of randomizing (and I might suppose that a game shop would have some such method available to them), while a creative work requires a lot of very difficult, time-consuming work. As an author (published, actually, albeit as a co-author) and game designer (unpublished, but with an actual local following, even among gamers I've never met in person), I am very aware of this.

Second… no, actually. That first point is all I need. No matter how many conventions the people involved might have attended in the pursuit of their own interests, it shouldn't take four months to get five minutes together to randomize a winner, then perhaps another couple of minutes to post the results on Facebook, and finally email the winner (I exaggerate the amount of time slightly, but if the whole thing takes them more than an hour of work in total, they're doing it wrong). That is many orders of magnitude easier than putting together a published creative work.

That's not to say that NUNYA brought up the Kickstarter matter, but I hope that s/he isn't going around saying anything negative about, say, James Maliszewski's issues with getting Dwimmermount produced, given the extreme forgiveness that s/he is willing to give to a derelict game shop who took work from freelancers in exchange for a (currently unfulfilled) raffle entry.

Also, I updated in the last entry, but I do want to reiterate that Chronicle City Games, after my recent prodding, has said that they will post a winner tomorrow.

Wednesday, October 31, 2012

How To Be A Writer

I'm going to be participating in NaNoWriMo this year, so don't expect a whole lot of posting from me in the next 30 days. I'm going to try to post something here, but I've never done this before so I don't know how much time and thought I will have available for other things like this blog. I do have Goth of the Week posts queued up for the next few weeks, so at least those will show up. Maybe I'll make posts about how many words I've written, but I can't guarantee that.

I've got a lot of resources available to me, from books about the specific contest (one written by the founder of NaNoWriMo, actually, which is basically a motivational seminar in book form - very helpful, actually, as far as I can see) to books on plot - and gaming tools like S. John Ross's Big List of RPG Plots and Mythic Game Master Emulator. Writing a novel in this way is actually rather like the improvisation involved in gaming, where I won't know at the start how everything is going to go, except perhaps in vague outline.

One of the important "rules" of NaNoWriMo (there's really only one rule: WRITE!) is to let yourself suck. Shut off the inner editor and just get words on paper. I've joked that I plan to spend the whole month writing "All work and no play makes Jack a dull boy." over and over, but I don't have the ability to live in an empty hotel for the month.

I also plan to keep up a schedule of watching TV and movies on occasion (hooray for Netflix), in order to keep my creative juices flowing through inspiration from other sources. My goal in this is to work on stylistic issues, so hackneyed plotting, cardboard characters, and hokey situations are perfectly acceptable.

Anyway, the idea of letting yourself suck may also be a useful idea for gaming. It's all too easy to work on setting and adventure until the end of time. For it to be played, which is pretty much the point of a gaming setting or adventure, it has to be let go. Everything can be prettied up at the table, after all, just as the novel gets prettied up in the rewriting phase. (How's that for a cheap attempt to shoehorn gaming content into this post?) The point is that the way to be a writer is to write, just as the way to be a gamer is to play games.

Monday, September 24, 2012

Kickstarter - Back To Basics?

There's been a lot of discussion about Kickstarter going on in various places around the internet gaming community. Most of it centers around the seeming failures of various projects to appear "on time" (that is, exactly along the original estimated schedule). Most of the discussion is stupid, with people fundamentally misunderstanding the nature of production schedules and creative endeavors. At times, it gets pretty heated (see the persona "Running With Scissors" in the thread on the matter in the Autarch boards, for instance, who ended up being closely moderated because of his inability to maintain any sort of decorum in his arguments).

Anyway, this discussion hasn't been isolated to the gaming world. There has been discussion about how Amanda Palmer has disbursed the funding she received for her latest album and tour, for instance, and there are other such discussions. Kickstarter has apparently been paying attention, because they have just announced some policy changes that should revert the system to its original intent - that is, rather than being a glorified pre-order system, it should be a method of funding ideas. That will likely change the entire dynamic of the way Kickstarter has been used for gaming projects. Rather than focusing on the big-ticket projects and simply purchasing an object, it will instead focus on the smaller projects that couldn't happen without funding (such as a book being able to pay for art rather than being unadorned).

So, what are your thoughts about Kickstarter? Is it a good thing? Is this a good direction for it to take?

Monday, February 20, 2012

Heave To And Prepare To Be Boarded!

While that is also my favorite pirate pick-up line, this post is about pointing out the latest offering from The Oatmeal.

More specifically, this is an exhortation to WotC/Hasbro to learn from it. Learn from it, or heave to. Because that's what artificially limiting access will lead to every time. The world has changed. You don't get to play the game that way anymore.

That is to say, we want to pay you money. We want the money in our pockets or bank accounts or credit unions to transfer into your bank account in exchange for the things we want. We think that such an exchange is fair for those things, and we truly believe that it encourages you to make more of the things that we want. When you don't let us give you money, though, we will find a way to get the things we want, and we will give the money to the people who will make that happen. That isn't a threat, it is a description of what is going on right now, all over the world. If you want that money, you have to make the things we want available to us. Welcome to the 21st century.

Wednesday, July 6, 2011

Troll Blogs


Not worth my time to check out. I admit that I did click over when Christian left, to see what was said. Rubbernecking is a filthy habit, but I'm as subject to its siren song as anyone else. However, I won't be going back. What a waste of someone's time and energy it is to make that. Not one constructive point to it, only a stream of vitriol.

Don't bother. It isn't funny, which would be at least a reason for it to exist. It doesn't offer cogent criticism, which would be another. Waste of time and energy, and I have wasted enough discussing it.