Friday, August 6, 2010

Not Gencon Friday

Not at Gencon, and definitely feeling it today. That calls for Bullet Points.

Starcraft 2 has been proceeding apace, but I think it's safe to say that I liked Blizzard more than I like Activision-Blizzard. Certain secondary things like the quality of writing and of music production have been pretty clearly deprioritized. I'd be more worked up about things like battle.net policies if I cared more, but I don't. I'll finish the campaign eventually, maybe get some multiplay in (but maybe not) and then forget about it until the next game is released. I mean, the gameplay's good. What the campaign lacks in writing it makes up in excellent level design. But I contrast this with my experience with the original and it's a little disappointing. Maybe it will grow on me, though.

Mostly, this makes me worry about Diablo III. I may hold off on pre-ordering that one if I can expect this kind of experience (that is to say, good, but not measurably better than others, as I had come to expect from Blizzard). That said, it also resolves my internal conflict between Blizzard and Bioware for champion of my personal universe: Bioware takes the throne.

I've been enjoying the webcomic Supernormal Step enough to add it to my regular reading rotation. The art is colorful and fun, the story moves at a decent clip (with some periods of dragging to explain), and the characters are enjoyable (A lot of that is, I think, that the artist sometimes really *nails* expressions). I could totally see doing a game in this style, with lots of fast and loose "zappy" magic.

Couple new good finds on the ipad.
  • iAnnotate PDF is, as the name suggests a pdf annotation app. Admittedly, this is a kind of a specialized need, but if it's a need you have, it's pretty cool.
  • Flipboard is a twitter/facebook reading app that I really think everyone should try. Basically, it takes feeds and, if they have links or pictures, grabs the content the point to and posts that, along with the feed, to turn your whol feedreading experience into something akin to reading a magazine. It's free, and it's something you really need to see to believe.
  • I got approved for Hulu Plus, so I can watch hulu on the ipad now. So far, cooler in theory than practice, as there seem to have been network issues, but I'm hopeful. I am mostly sad that their anime seem to mostly be subtitled, which is not my bag.
  • For pure visual fun toys, Gravilux and uzu are both cool, and maybe a buck each.
  • Small World has released its AI expansion, so you can now play against the computer, and get whupped. This is pretty cool, but I admit there are other Days of Wonder games I would FAR rather play on the iPad.
  • Tried Droptext for a while. Love the theory (text editor that works directly on files in your dropbox) but got quickly frustrated in practice. Because it needs to sync up every time you start it, it is not fast to get in and out of, which is a pain. Returned to myTexts as my primary writing app.
  • Couple of really excellent games. I've bought into the Angry Birds movement, and while I don't think it's grabbed me as much as others, it's still pretty fun. More obscure, but totally worth getting is Honey, That's Mine! which is just a reskinning of Hey, That's My Fish (an awesome game) that supports solo or multiplay.
  • By the way, may I say how annoyed I am that none of the ipad apps do .rtf? Pages doesn't. The various Office apps can display it, but not edit it. Maddening.
  • I'm still using Twitterific as my primary twitter client, but I have to admit that Osfoora HD is good enough that I could see using it instead. Tweetdeck continues to promise the world, but disappoint on delivery.
  • Dicebook looks very promising. PDF reader plus dice roller is creeping up on a super GMing App.
  • Clock Apps all suck. Why couldn't apple include one so I could set a freaking alarm? Can you maybe throw it in with ios4 along with my long awaited folders?
Game went ok on Monday. Some issues with Fate Point economy, as discussed yesterday, but more broadly, it's proving an interesting challenge to run a game with a true espionage focus,(rather than merely action with espionage elements). A lot of my instincts and well-worn tools are poorly suited to the specific needs of the genre, but expressing what new tools I need is still a little fuzzy. No doubt I'll talk about it more when I have something more concrete to go on.

That's about it. Hopefully a burst of gaming this weekend will blow away my no-gencon blahs, but for now, I'm pretty well tapped. Have a good weekend, all.

Thursday, August 5, 2010

Big Aspect - Little Aspect

(Or, How SOTC Lost Its Checkboxes)

So, let me tell you about my character.

I played Finndo, son of Oberon, in Born to Be Kings, the first FATE game ever, run by the inestimable Fred Hicks. Probably one of my favorite characters in one of my favorite games ever. As an early game, there were all manner of interesting things and oddities in the mechanics, some of which sorted themselves out in time and others which we just muddled through.[1]

One particular thing that Fred did was dictate some element in each of our backgrounds. Nothing so big that it overwrote the choices we would make, but rather some particular touchpoint. For Finndo, it was that he had a strong sense of duty. I took that and ran with it - Finndo was the eldest (acknowledged) son, and had walked way form duty in his youth, lost everything, and had returned. Externally he was a powerful, charismatic figure, but internally he was a hollow shell with nothing but his duty pushing him forward. This was a big epic game, and as a result, this was a big epic DUTY.

Now, in the initial draft of the game, chargen had phases, but in each phase the player chose between getting an aspect or getting a few points to spend on skills. In retrospect this was a terrible arrangement, but at the time we don't know any better. But part of that arrangement included the implicit understanding that when a player opted to forgo skills to take an aspects, that aspect was a big deal. An aspect tied to a power meant you could do serious magic. An aspect without magic was similarly powerful, but expressed differently.

The net result was the Finndo's duty was a bedrock truth. Empires would fall before his sense of duty faltered. The only way that duty could ever be broken would be the day that I, as a player, decided he had refilled his shell, found some sort of life again, and walked away from it all.

All of which is to say that while it may have been "just an aspect", it's impact was huge.

I consider Finndo's duty to be an important example, because it highlights the idea that an aspect is something IMPORTANT about a character, not merely something that is true. By the time Kings wrapped up and Fred rolled into his Miskatonic Buffy game, we had started seeing the utility of aspects as an all-purpose multi-tool.

Fast forward to a bit later when we're coming up for the initial rules for what became Spirit of the Century[2]. This was originally just going to be a local game designed to support a rotating cast of players and to give us a chance to test ideas for the Dresden game we were working on. A lot of things came up as we were discussing things, but two in particular merit mention here: aspects and fate points.

So, an important thing to remember is that up until that point, aspects had checkboxes next to them. Those checkboxes cleared out at the end of a session, and when you wanted to use an aspect, you checked it off. You could take the same aspect multiple times to get multiple boxes next to it, indicating it was something particularly important to you. Once a box was checked off, that was it.

It was with this in mind that we originally decided to go with 10 aspects. That allowed us to do 5 phase chargen and have the numbers work out evenly. If someone really wanted to go for 10 single box aspects, they could do so, but they also could focus on a few, important aspects with more boxes too. Since the expectation was that the latter would be the norm, there was no real concern about too many aspects or aspect dilution. Players would, we presumed, gravitate towards their taste and comfort level.

That was all well and good, until an unrelated conversation came up regarding what fate points could do. Remember, they had nothing to do with Aspects at the time (except for earnign them through compels) and Fred and I both had experience with Fudge Points (Fate Points' honorable ancestor) that were few an very potent. We also were pondering non-mechanical things like coincidences, declarations and the like. It's also worth noting that at the time, players started with _no_ Fate points except those they had earned, which were so rare[3] and important thatthey were actually preserved from session to session[4].

And that's when a little idea popped up which had far ranging consequences. "What if," we asked, "spending a fate point could uncheck an aspect box?"

Oh, man, did it unspool form there. It was, after all, an entirely reasonable proposal, and it pushed bonuses onto aspects more than just fate points. There were some implications we had to handle, like bringing aspect bonuses and FP bonuses into line with each other to reflect priorities, and in doing so we had nother idea. But that suggested that the pattern would go liek this: player would leave aspects checked until the very last second when they needed an aspect, and would only then pay to uncheck it. Given that, we considered just starting with every box checked and letting players start with some number of Fate points, but that seemed awkward and artificial. The obvious answer was to forgo the boxes entirely. Sure, it meant that everyone would have 10 aspects, but that would hardly be a problem, right?[5]

We ended up going with the players starting with a number of fate points equal to the number of checkboxes they'd lost (10) because, hey, it's pulp. But the thinking was that number could be adjusted up or down to capture different kinds of tone, with more points getting closer to superheroic and fewer points getting closer to noir.[6]

The thing is, it worked. It worked REALLY well. We had lost the BIG, DEFINING aspects, but in return we'd gotten a tool that could apply elements of descriptive language to virtually any element of games. Where the Fudge/Fate ladder was a universal tool for qualifying things, this was a universal tool for things that didn't need qualification. Hell, with aspects as a descriptive language, it was not hard to start envisioning games that were nothing but aspects, though that's probably its own topic for some point down the line.

But the problem is...well, I miss Finndo's DUTY. Attribute it to how positive the play experience was, or nostalgia or what have you, but some part of me still wants to see a few, potent aspects rather than many descriptive ones. The good news is that's hardly an impossible goal - just as fate was tuned in its current direction, it can be tuned in other ways. God knows, the double-edged nature of aspects are showing up in so many different games in so many different ways that it's not like it's hard to come up with one more implementation.

So this is on my mind. My current game is having some serious fate point economy issues because, frankly, I only call for a handful of die rolls per session, and the characters are capable enough that the bonus provided is not that big a deal. I've been giving them fewer and fewer fate points at the start of each session, to try to find a sweet spot, but frankly, it's just not quite working, in large part because this is probably the lightest version of Fate I've ever run, so light it that could probably be diceless. The answer calls for some pretty serious thinking about the economy of fate points, which are well tuned to scarcity, but not so much for abundance.




1 - Issues with magic are one of the big reasons that FATE supports so many magic systems.

2 - Sad fact - This is why I have no iconic character in SOTC. The various centurions largely came from local games, but as I was running them, I had no PC.


3 - At the time, just as using an aspect was a big deal, compels were also big. You didn't get a fate point for playing your aspect or being inconvenicend by it. You got one when your aspect knocked you down, kicked you in the face, and went through your pockets while you wept in the gutter.


4 - This last was actually one of the issues we were facing - how does that work in a game that's a series of one-shots?


5 - ah, sweet sweet unintended consequences.


6 - We never really explored this tonally (though, mechanically, it's very important to the Dresden Files RPG) , but this is where I give a shout out to Brad Murray, who ended up drilling into it very interestingly in
this post over at his blog. That post is what pretty much lead to this one.

Wednesday, August 4, 2010

Stunted Dragons

I love the Stunt system in Dragon Age. The model is pretty simple: Roll 3d6 to do things, with one die (the dragon die) being an off color. If you roll a pair, you get a number of points to spend equal to the number showing on your dragon die. The points can be spent for a number of things like extra damage, moving some distance or otherwise being generally awesome. It's fun, fast and colorful.

The problem is that there are stunts for combat and stunts for spellcasting, but none for other skill uses. This omission is frustrating because the stunt system is so cool that it's hard not to want to see it show up in other situations. The problem, of course, is that there are so many specific and fiddly skills (sorry, "Focuses") that you'd need to come up with stunts for all of them, and to be totally frank, that's just not entirely practical. Coming up with Heraldry stunts stunts is an exercise that I do not really wish to partake in.

The trick is that the answer is already in the system, just not where you would expect it to be. It is not that the existing stunt exists to handle combat skills, it exists to handle fight scenes. By coming up with other type of scenes, it is possible to come up with other stunt lists that might be just as applicable.

This requires coming up with two different lists: types of scenes, and stunt actions. It's important to acknowledge that neither list will be comprehensive, and it will behoove GMs to come up with new scene types and stunt effects as they run their own games.[1] For illustration, let's start with a few scene types: Infiltration, Investigation, Social, Mingling and Travel.

Infiltration scenes are like they sound. The characters are trying to sneak in somewhere. Presumably, there are people on the lookout for them, and while dexterity and stealth are rolled the most here, other things may come up.

In an investigation scene, characters are trying to acquire knowledge, whether through research, investigation, interrogation or the like.

Social scenes are interaction driven, where the characters are obliged to the confines of the situation, like a party or some other formal event. Physical position and location are far less important than interaction and impressions on people around you.

Mingling scenes are more general than social scenes - there are people around, but there's no structure holding anyone in place. This is really the default scene for just hanging around in a city or bar, where there are people around. Shopping expeditions and planning sessions are mostly mingling scenes.

Travel Scenes are general, like mingling scenes, except they take place in isolation. The environment is important, people not so much. These characters don't have to be traveling for this kind of isolation, but its certainly the most common route to it.

Ok, this is by no means a comprehensive list, but it covers a lot of situations where the players are doing something and rolling dice to get it done. So with that as a basis, let's look for some things stunts can do.

1 - Skirmish - As in combat, this allows the character to move two yards per point spent. (Infiltration, Mingling, Travel)
1 - Tell - (as in, a poker tell) Pick up one maybe-useful, random information about the situation. The GM can really just pull things off the top of his head here, like revealing someone is left handed, or seeing someone perform a suspicious action. (Investigative, Social, Mingling)
1 - Wow - If you have spent points to Impress someone (see below) each additional point increases the number of impressed people by one.(Social, Mingling)
2 - Find - Get your hands on something reasonably likely to be available (such as a drink at a party or suitable firewood in the wilderness) without interrupting your action - you were already on top if it. (Any)
2 - Lure - either with a come-hither glance or a well placed pebble, you send someone off in a useful direction. Move an NPC two yards. (Mingle, Infiltration)
2 - Read - Ask the GM "Who here is most likely to..." and get a good faith answer, though likelihood is not a guarantee. (Social, Mingling, Investigation)
3 - Impress - Someone else has noticed how good you are, and now has a favorable opinion of you. (Social, Mingling)
3 - Master - Doing this has given you as sense of how it's done. Gain a +2 bonus to any further attempts to use the same focus for the rest of the scene. Does not stack. (Any)
3 - Guide - Allow an ally to benefit from your success as if they had rolled it (in addition to the benefit you gain).
4 - Follow up - The flow goes with you. Immediately take another action.(Any)
4 - Predict - Ask the GM an if question (such as, "if someone were going to attack, where would they come from?") His answer is now true for the scene - if the event asked about happens, it will unfold (roughly) as outlined.(Any)

It's almost certainly possible to come up with more of these, and in fact it's desirable to do so, but they make a good starting point. Now, with these sets of tools, it's easy to create a list. For example:











Social Stunts
SP Cost
1Tell - (as in, a poker tell) Pick up one maybe-useful, random information about the situation. The GM can really just pull things off the top of his head here, like revealing someone is left handed, or seeing someone perform a suspicious action.
1+Wow - If you have spent points to Impress someone (see below) each additional point increases the number of impressed people by one.
2Find - Get your hands on something reasonably likely to be available (such as a drink at a party or suitable firewood in the wilderness) wihtout interrupting your action - you were already on top if it.
2Read - Ask the GM "Who here is most likely to..." and get a good faith answer, though likelihood is not a guarantee.
3Impress - Someone else has noticed how good you are, and now has a favorable opinion of you.
3Master - Doing this has given you as sense of how it's done. Gain a +2 bonus to any further attempts to use the same focus for the rest of the scene. Does not stack.
3Guide - Allow an ally to benefit from your success as if they had rolled it (in addition to the benefit you gain).
4Follow Up - The flow goes with you. Immediately take another action.
4Predict - Ask the GM an if question (such as, "if someone were going to attack, where would they come from?") His answer is now true for the scene - if the event asked about happens, it will unfold (roughly) as outlined.

Similar tables can be easily constructed for infiltration, mingling and so on, and I'll probably do a page that does exactly that, but before I do, let's open the floor to people who aren't en route to Gencon: what scene or stunt effects should we add to this?

1 - This includes scene specific stunts. For example, if your fight scene has a specific prop, like a catapult, you might allow it to be fired s a two point stunt, causing whatever effect is appropriate. This is not a suitable stunt for EVERY fight, just for a specific one.

Tuesday, August 3, 2010

Choices and Action

Adam Dray, who has been writing a fantastic series of posts about his game setting, Caldera, took a break the other day to write about his experience playing some old school D&D, running The Keep on the Borderlands.

It's worth a read. Adam's a sharp guy with knowledge of a lot of systems and a wide range of playstyles, including some less common ones such as online play, and he goes into this eyes open with both fists full of dice, and comes out the other side having had a great time. So much so that I think he surprised himself a little.

Now, I suspect that the thing that Adam is overlooking in his analysis is the impact of the quality of the GM[1] but that can be forgiven pretty easily. A lot of the positive things he speaks to (fruitful constraints, speed of play speed of character creation and so on) are things I've been enjoying in some new games and are also things I'm keeping in mind for the Heartbreaker project. But one bit in particular stood out and made me think, and let me quote it here.

Second, there are very few tactical options built into the rules: attack with a melee weapon, attack with a ranged weapon, cast a spell (if you have any), or run away. Of course, the game expects players to make up tactical options that aren't in the rules and expects the DM to accommodate them; there's just no rules support for this.

He is, of course, absolutely right. It also pushes players toward creativity, though how it does so is interesting to consider. On one hand, by removing the amount of thought that goes into choices and rules, it frees up the player to be more creative. On the other, by offering the player so few interesting choices, the player is pushed to be creative if only to stave off boredom. There's more than a little truth to both of these explanations, and I think the real power comes from the combination of them.

Even more I think he's put his finger on the pulse of something incredibly important. But while it's a signifier, it's not an answer. See, this issue - how many choices and how explicit the choices players have - is incredibly important, but it's also one that has no one answer.

See, explicit choices with mechanically supported effects really are quite cool. They're fun. They keep players from feeling like they have no options, and they help them feel like their actions matter because they can see the mechanical impact, right there at the table. That's powerful[2]. It also protects players from a capricious GM whose interpretation of things may or may not end up favoring them.

But on the other hand, it can get overwhelming. 4e has a long list of explicit actions available (some, like powers, are character specific, others like drawing a weapon, are universal). It is technically possible to take an action outside of that list, but because the rules options are so thoroughly detailed, it's not easy to think in those terms. The stunt system exists to mitigate this, but as much as I love it, it takes a mode of thought that is different than is encouraged by normal play.

And that, I think, comes back to the rub. Each approach has real flaws of too much and too little structure, respectiviely, but each approach can be made powerfully playable by a specific set of GM skills, skills that have a curious amount of overlap.

This may seem cynical, but the straight rules adjudication element of GMing is pretty easy to learn. Even if the game has reasonably complicated rules, mastery is just a function of study and attention. Now, just because it's easy doesn't mean its unimportant - this is the foundation for a lot of what the GM needs to do, and flaws will propagate - but this is the very basics. It's the kiddie slopes.

One of the first real challenges to GM skill comes when things go off the rules. Not merely in terms of how to adjudicate things outside of the game's sphere (like how to run non-fight encounters in D&D) but in things specifically within the games purview, such as fights. In one of those cycle of knowledge ironies, experience can end up looking like a novice. A GM who doesn't even grasp the game will allow the players to do anything they describe and just fake it. The GM who really knows the game will do the same. But the GM in the middle often creates an invisible barrier that separates things within the rules from things outside of them, and that barrier can be hard to pass through.

Note. this is rarely poorly intentioned or intentional, it's just a function of learning and perspective. If the GM can make rulings off the top of his had, but has to pause for a few minutes to check the book every time players go off the playbook, that's a barrier. He's training players to stick to the playbook to avoid inconvenience. Similarly, if the GM's on the fly rulings are unreliable or problematic, that's another barrier. Players will play to avoid triggering those.

Each type of game leans to its own kinds of barriers. Lighter games have barriers of uncertainty - in the lack of rules support, it an be very unclear how an idea will be expressed. Heavier games have lots of tools for how to express things mechanically, but they create a higher cognitive barrier for going off the rules. But in both cases, how much of a problem this is ultimately comes down to how well the GM (and players) handle that barrier.

On one level this is a long, roundabout argument for the importance of GM skill, which some would probably point out that an argument that doesn't need to be made. And in a general sense - I agree. GM skill matters. But defining GM skill is something else, something much more difficult, so I'm planting a flag in this. The ability to thin the barrier between the rules and the great unknown is a skill, or more aptly a set of skills. Different types of games force the GM to lean on different parts of this skill, and can accent strengths and hide weaknesses. If you have a good personal rapport with your players, a light system will probably work because they trust your rulings. If you have the kind of rules-knowledge to allow robust extrapolation, a more rules-driven game allows you to showcase that. The means are important, in that they impact your game, but the ultimate yardstick is how fenced in (or unguided) your players feel with the rules in your game.


1 - Because System Does Matter, Just Less Than People.

2 - Note that even old D&D has them - that is more or less what spells are.

Monday, August 2, 2010

The Boring Part

So, there are a few things you need to accept as baselines for a Fantasy heartbreaker. Characters will probably have some manner of race/class combination, there might or might not be some skills or feats (or feat-like things), maybe some levels, and perhaps most importantly, stats.

Statistics are one of the first things you think of when you look at a character's sheets, so much so that "Stats" is conversationally synonymous with the character's sheet. With that in mind, that's the first mechanical thing I'm thinking about. The choice of stats can be a simple thing, but it's worth some time and thought, specifically to determine how many stats to use and what they should represent.

Setting aside special stats[1], the classic split is between the mental and the physical. It's entirely possible to get by with just those two stats, but fairly dull. Still, they make a good foundation, and how you split them says a lot about the game.

The first split is probably one that it may seem like I'm overlooking: Social. Only slightly less common than the 2 way split is the 3 way split between physical, mental (knowledge) and social (spiritual). This 3 way split is the basis of Tri-stat and Storyteller/Storytelling stats. In two-way splits fold social under mental, usually when social interaction doesn't get a lot of mechanical support.

D&D is actually kind of fascinating to look at through this lens. From a physical/mental perspective, it's a split set, 3 & 3. From a three way perspective you get a 3:2:1 split, which is probably more reflective of the real priorities of the game. Contrasted with White Wolf, which has a 3:3:3 split.[2]

I probably want to have at least a little social support, so let's go with a 3 way split as the foundation.

Given that, I could stop at 3 stats, but that's still pretty dull, so the question is how to split them.

The first option is to split them consistently. The Storytelling system does this by splitting each category into three subcategories that correspond roughly to power, finesse and resistance. This is pretty intuitive for physical stats, but not necessarily so much for mental, and it's definitely jarring for social stuff.

The second is to look at how they'll be used, and split it like that. Unfortunately, I'm starting from scratch here, so I have no real answer to that. Still, I may take a lesson from that.

Another possibility is to look at stat systems I like. Rolemaster left its mark on me, for example, but to be honest I'd be hard pressed to remember all the stats it used, so perhaps not the best example. Dragon Age has a pretty nice set of 8, though one of them (magic) is a special stat, with the rest having a 3:3:1 split, with social getting the short end of the stick with the nicely named "Communication" stats. However, arguably it's actually 3:2:2 depending upon how you use Cunning.

Now, here's where we start getting into the more trivial-seeming areas of the decision making process. First, I don't want names of stats that sound too stupid or too technical. Second, I'd like an even number of stats within a given range, so 4, 6, 8 or 10. The good news is that these limits actually clarify things: 4 is too few, and 10 is more than I really want to try to keep in mind, so 6 or 8.

6 would be ideal. It's easy to remember and the fact that it's D&D's number speaks well for it. Eight would be a function of necessity if I want to flesh out the possibilities. Part of the problem is that Strength, Dexterity and Endurance really are hard to go without, and that's half of a 6 point spread right there.

Assuming we're going to go with 8, I want at least a 3:2:2 split. This prospect leaves me waffling a bit, and this has me inclined to steal a page from Dragon Age, and shuffle magic back into the deck. This will introduce some complications - making the magic stat mean something for non-magical characters will be important, but I have a thought on that[3] - and it rounds things up to 8, nice and tidy.

So, we've got 4 stats already: Strength, Dexterity and Endurance (maybe Agility rather than Dex) and Magic. That leaves 4 slots, and I think I'm going to go with a structured split (active/passive). For mental, that's say Cunning and Willpower, and for social I'll steal from our own playbook and go with Rapport and Composure.

[EDIT: Discussion in comments has convinced me that the mental pair is actually Intellect and Focus.]

This almost certainly seems like overthinking a fairly simple decision, especially this early in, but it's important to think about why you make a choice so you're prepared to change it later on if you find the design suggests one thing, but your earlier decision is still saying something else. Right now, this spread of stats isn't saying a lot (intentionally) but it's suggesting an emphasis on the physical, classical sensibilities[4], the presence of magic, and a non-trivial role for mental and physical activity. Will those still be the case down the line? if it's not, then by understanding why choices were made, it's easy to understand how to change them.

1 - Such as for things like magic.


2 - There's an instinctive desire to consider a symmetrical distribution to be automatically superior, but it's an unfair assumption. The distribution should reflect the priorities of the game - if it does that well, it's the right distribution.


3 - Theft continues to be fun, so I'm going to steal from the Liavek novels and tie magic to luck. No, I'm not sure what that means yet, but it seems like an idea to start with.

4 - Compare with my non-Amber stats (Force, resolve, grace, wits) or a non-stat system, like Aspects or the Smallville iteration of Cortex.

Friday, July 30, 2010

Play the Board

I'm pretty bad at chess.

It's weird, because I love games. Give me a little luck or some hidden information and I'm good to go, but the total transparency of chess is just at odds with how I think. I'm one of those terrible players who initiates lots of piece exchanges just to simplify the board, and it still doesn't help. I used to take a certain amount of perverse pride in this, especially because I excel at Knightmare Chess, but nowadays I just acknowledge it with a bit of a sad shrug, and file it behind "Drawing" and "Playing the Guitar" as things I might try to get better at someday.

But I still try to know chess. There is no other game out there I can think of that is so rich in metaphor and private language. Every game of chess feels like it holds the promise of a story or a war. And that richness is part of why we casually use it as a metaphor for almost anything complicated, indirect and adversarial. Usually, this is a pretty lazy metaphor, but if you drill into it, you can often find some useful insights. Specifically, Chess provides an excellent insight on how to run open-ended plots.

One important idea in chess is the threat, because it controls the cadence of play. When one piece is in a position to capture another piece, it is threatening that piece. In many ways this is more important than the capture itself because the threat can be used to (crudely) try to control the other player's moves. Suppose I have a cunning plan for my rook over there, but you move a piece and threaten my bishop. Rather than go forward with my cunning plan, I now need to react to your move. If you're very cunning, you've got another move that will force another reaction. Keep me on the defensive and you control the cadence of the game. Unless I can break this pattern, you've got me on the ropes.[1]

This move and countermove offers an incredibly useful structure for RPGs and their conflicts, in part because what looks very simple on the surface but is actually made out of several smaller parts that can all be informative.[2]

The initial threat is easy to model in any RPG. It might be an actual threat, but it can really be considered a stand in for any kind of clear tension. Something bad that will happen, but has not yet. This sort of tension is the basis of most action. Someone's going to kill the duchess. A storm is coming in. Raiders will strike in the night. The Prince's secret will be revealed.

Whatever form it takes, the important thing is that something bad will happen if no action is taken, and that something is undesirable. Compared to a passive threat (The Duchess has enemies. Raiders have a base outside of town.) these are vastly more useful for games because they already have momentum. They transition directly to action, and provide a clear purpose. Without that clarity, it is easy to get hung up on the rocks of distraction and research.[3]

Having started with the metaphor of the threat, let's look to chess for how to handle this. When one piece threatens another in chess, there are several ways to respond: you can block, retreat, capture, threaten or cover.

You can block by putting another piece in the way of the threatening piece so it can no longer threaten the original. Unfortunately, the blocking piece is now threatened (and thus, a block may well be a sacrifice) and if the blocker is captured, the original piece is threatened again. Thankfully, there's a bit more to it - the blocker also changes the nature of the fight by changing where it happens. The new location may be more secure because it's covered or otherwise creates difficulties for the opposing piece. Of course, the whole thing may have been a gambit to move the blocking piece in the first place.

Retreating is more straightforward. If your piece is threatened, you move it so it's no longer threatened. Simple enough. But it leaves an opening where your piece used to be, and your piece needs to go *somewhere*, and a good adversary can limit your available options by threatening the empty available to you. A retreat is dangerous because it hands tempo (control of the back-and-forth cadence of the game) back to your opponent, unless you can hid some sort of other move in the retreat.

Capture may be the most viscerally satisfying option; capture the threatening piece with one of your own to remove the threat. The problem is its rarely that simple - unless you opponent simply overlooked that his own piece was threatened[4], then its almost certainly a trap. The only reason an opponent would knowingly threaten your piece with one that is itself threatened is to force you to capture his piece. This will presumably either puts your piece in a bad position, or removes it from a place where it was doing something useful to you.[5] Unfortunately, if capturing is the only way you can stop a bad move, then you may need to willingly step into the trap.

Threatening counters the move by making a move somewhere else entirely, and initiating your own threat, so that you now threaten one of their pieces. If they capture your piece, you will capture theirs. This is a tricky game to play because your opponent will make his decision based on whether or not the final position of pieces is to his advantage or not. This is partly tied to the value of the pieces, but is not limited to that. It's also important to look at how the pieces will be positioned when things shake out. Your opponent might let you take a pawn to capture a knight, but if capturing that pawn puts your attacking piece in position to threaten other pieces? He might hesitate.[6]

An even more subtle threatening response is one which does not necessarily threaten another piece, but rather is all about board position. If an opponent responds to a threat with an apparently nonsensical move, then think hard about what the board is going to look like after you make your capture. It's possible your opponent is clueless, but more likely he's taking advantage of the fact that he knows your next move (the capture) and is positioning pieces to be in a stronger position at the end of it. [EDIT: A suggestion in discussion may result in this being broken out from threaten as Flank or Maneuver]

Covering is the last option, and it's a dangerous game. It puts a piece in position so that if the capture is made, the capturing piece will then get captured in turn. This is a straight tradeup, and even more than a threat, it calls for an explicit cost-benefit analysis. This is often the easiest thing to arrange, but its also a sucker's bet, since it puts the decision in your opponent's hand, and if he says go, he knows your next move. This is the one response to a threat that can't be used to counter a Check, and that hopefully illustrates its weaknesses. However, it's not entirely useless. It is actually a strong counter against very strong pieces, because the cost of the exchange is almost never in the attackers favor. That is, this works well against queens because the cost of losing a queen is usually too high. But for a closer exchange, its tough. This invites quagmire, but for all that, you'll see it a lot because it is often on only apparent option.

Ok, so these are a bunch of chess abstractions, but what do they have to do with anything? To my mind, these map VERY easily to options that players should consider when faced with a threat in a game, and as a reverse, to ways for a GM to response to player actions in a game. If you can identify a threat (that is to say, the source of tension) then it's easy to ask "In this situation, what are my blocking options? Retreat? Capture? Counter-threat? Cover?" and as you look at it from each angle, it should suggest options.

This won't necessarily work for every game. In a dungeon, these options tend to be greatly curtailed, but in a more open game, one with more "pieces on the board" as it were, this can be powerfully effective. And, certainly, you can never expect things to map precisely to chess. While move and counter is certainly the most common cadence of play, every now and again it gets disrupted by events in play, but keeping the underlying structure in sight can also help things.

All of this also points to a very important point that Chess illustrates well: the power of tempo. When one side is forcing a response from the other (as with a threat) then that side is in a superior position, and this ends up mapping to a lot of ideas about proactive vs. reactive play. Since the GM is usually the initiator, classic gameplay tends to revolve around the GM making moves and the players making counters - that is to say the GM being proactive and the players being reactive - until the GM runs out of moves (so to speak) and the players win. This works ok, but you can also take a lesson from chess to realize that it is incredibly powerful to change the tempo. A strong countermove can force your opponent to become reactive, allowing you to become the proactive party. This hot seat can switch back and forth over the course of a game of chess, and there's no reason it should not be able to do the same over the course of an rpg session.

None of this thinking demands that you be good at chess (thank god for that), or that you even like chess. Chess is just a tool here to help frame the kinds of challenges and thinking that's going to come up in any kind of indirect, adversarial play, much like you will find in most RPGs.

1 - Of course, this cadence can change very quickly, especially if the reactive player has been careful about his reactions or if the proactive player is too focused on his own plan. More on that in a minute.

2 - This is one of those rare cases where this model is equally useful to players and GMs, since it's all about thinking about how to respond to things and try to claim the initiative.


3 - A lack of clarity has its place, but only when carefully planned for. If it just happens (as it often does) then its not a good thing.


4 - Or he was hoping you would overlook the threat. Either option may be reasonable for novice-level play, and in fact are good indicators for it, but stop being options as play gets more sophisticated.
However, in situations with muddled information (like RPGs), that is a more reasonable situation. However, don't just assume it's a muddle unless there's some real fog of war sort of problems afoot, and even in those situations, a threat may be a good way to flush out the opposition. If the enemy does something you can counter by punching him in the face, and you have a history of face punching, assume that if he shows his face for a punching, there's more to it than it seems.

5 - This is something of a recurring theme, and one of the most important things to keep in mind when you apply this model to stories and games. The apparent threat is not necessarily the real threat. What is often important is what you're
not doing when you're dealing with the threat. This is one of those things that looks incredibly cunning and manipulative at first glance (think Xanatos Gambit), but in reality is very simple problem solving. I want to get into the building, but it has guards. I will distract the guards, and go into the building. Easy peasy. Easy enough that it's not hard to nest two or three of these in a pinch.

6 - This also introduces some muddiness into the clarity of chess. The value of pieces is well documented, but board position is far harder to quantify. An exchange based purely on piece value is predictable. One based on piece plus board position is less clear.

Thursday, July 29, 2010

Heartbreak Spoken Here

Opinion seems to favor the Fantasy Heartbreaker, so the other idea gets back burnered for the moment. So with that in mind, I need to think a little but about first principles, and that in turn means thinking about influences that I'll be keeping in mind.

The first is, of coursed, D&D. But that's a wide swath of material, and deserves some drilling down. Now, personally, I have fond memories of red book basic D&D for its readability and accessibility. I have a great deal of respect for the OSR's[2] desire for simplicity, but I have always differed from them in that I feel simplicity has been more successfully achieved by games which are not D&D and therefor not part of their discussion. So, while I have an eye towards the spirit of slim, simple books, the tools I may use to get there may be quite different.

This may be harsh to say, but I can't think of anything I'd steal from first edition Advanced Dungeons and Dragons. There are maybe a few ideas which had strong underpinnings but poor expression[3] but there are other places I'll turn to for how those ideas eventually got expressed. I mean, I loved these books, and I'll try to keep the wahoo sensibilities of the DMG in my back pocket, but it's hard to separate what's truly useful from what is compelling due to the time and place I was when I read them.

That said, I want even less from 2e. I think it was an improvement on 1e in almost every way, and it was solidly playable, but it was also very bland. However, that blandness also meant it ended up supporting some of the best settings I've ever seen in RPGs, with Planescape, Birthright and Red Steel jumping right to top of mind. The mechanics may not have left much of a mark, but the settings absolutely did. Not sure what, if anything, I'll end up dong with them in a heartbreaker, but they're definitely on the table.

3e, and all the things born from it up to and including Pathfinder, Fantasycraft and other current incarnations, did a lot of things right. Most notably, the level of character customization was, when good, magnificent. If you look through older 1e and 2e products that represented fiction, like Conan or Lankhmar, the characters almost always broke the multiclass rules to try to capture the correct sense of them. In 3e, making those characters was now in bounds. The addition of Feats was also noteworthy and also emblematic of everything within the d20 sphere - potentially very useful, but potentially very cumbersome. There's so much stuff here that there's no useful way to narrow it down, but it would be foolish to go forward without it on hand. Almost anything you can think of in fantasy has at least been tried (not necessarily with any success) in d20, and it's always useful to see earlier efforts.

In contrast, 4e is much more focused, and that's nicely reflective of what it brings to the table. More structure, more clarity of action, and a much stronger metagame. It put different characters on better footing (explicitly pulling non-spellcasters out of the gutter and onto the table). I definitely want to draw heavily from here, but there are things I want to explicitly avoid, primary among them being the decoupling of color and mechanics. It is important to me that game effects be described in game terms, not created in game terms.[4] Really, in general, 4e is a smooth, well oiled machine for miniature combat, so taking out the parts i need to do something else with it will probably make for a lot of smoke and noise.

Beyond D&D, I first turn to Rolemaster. The brutality of the combat, the diversity of the characters supported and the range and potential of the magic system are all huge advantages. The one downside is bookkeeping - RM had a lot of it, and that doesn't fly well. Still, the ideas are mineable, and things like Run Out The Guns and 3E D&D have demonstrated that many Rolemaster ideas can be streamlined.

Earthdawn is also worth keeping in mind as a game that hangs together almost as well as 4e, but does it through setting elements. Fantastic setting design, the best magic item system can think of, coupled with the conceit that EVERYONE is using magic, just not necessarily to cast spells. In many ways, Earthdawn and 4E were made for each other, but those two trains will likely never meet.

Am I a bad gamer because I don't care much about Runequest? Or Harn? I'm ok if I am.

Another obvious influence, the one that got me thinking down this path in the first place, is Green Ronin's Dragon Age. It's a simple, elegant system that showcases many of the benefits of random character creation and has a really fun, expandable mechanic with its dragon die. By and large, I only wish there was more of this game to steal from, because man, it's awesome.

Exalted has a bit of a back of the mind presence, but it's so much its own thing that it's hard to even view it within this cloud. Still, 1st ed Dragon Blooded was so mind-bendingly good that I suspect it will be hard to totally shake myself of its shadow. Similarly, things like Everway, Amber or Pendragon are so much their own thing that it's hard to look at too closely, though they'll never be too far out of mind.

The big-setting games - Talislanta and Empire of the Petal Throne specifically - are in a similar boat. They are so much the expressions of a vision that they are brilliant to explore, but hard to use without feeling like a mooch.

I dig Warhammer Fantasy RPG, but I'm nto sure if there's anything I'd actually take from it except perhaps the Lifepath system, and in practice, Burning Wheel has already taken and improved that particular technology. Now, Burning Wheel is definitely something to steal parts from - the game as a whole has never quite been my bag, but it's made out of the highest quality parts, many of which deserve to be borrowed.

Obviously, there are games beyond the fantasy sphere I'll draw from, but since the starting point of a Fantasy Heartbreaker is it's D&Dness, I wanted to start from that base. I'll pull in other games later as needs arise. But that said, what baseline fantasy have I overlooked in my thinking?


1 - Erol Otus Cover, though the Choose Your Own Adventure part of the one with the Elmore cover was pretty sweet.

2 - Old School Revival, which changed its name from Old School Renaissance for what may be slightly silly reasons. It's a small but talkative movement of players who thrive on old versions of D&D.


3 - Like the Weapon vs. Armor table. In theory, this was an interesting way to differentiate weapons, in practice it was too complicated to use, and did not actually work in conjunction with the way the armor class system actually worked, since the actual number of your AC did not necessarily correlate to any type of armor, especially for monsters. Yes, it was base AC, but that was just extra fiddliness. It's easy to argue that ti made sense, but the simple reality is it saw little use, and even the streamlined version of it in 2e was left by the wayside. Rolemaster did it well by baking it into the system, but it's safe to say the RM comabat system was awash in tradeoffs.


4 - In previous editions, Fireball was a sphere of fire that exploded to a particular size. That's what it did. Rules existed to reflect what happens when a ball of fire explodes (though they were not necessarily consistent in this - each spell was it's own little packet of rules, and that could cause some muddle). In 4e, a fireball does fire damage to a specific size area on the grid. It matters not at all whether this is an exploding ball of fire, a rain of fire, fire leaping from the ground, or heat vision so long as the mechanical effect is the same. This works fantastically well within its sphere, but becomes a problem when you want to actually bow something up by, say, throwing a fireball into an enclosed space. In an older edition, it might blow a door off or the like, but in the current edition, it does no such thing.[5] And fireball is one of the EASY powers to model. Others are almost impossible to visualize.


5 - The tradeoff is that the new edition allows for easy reskinning of powers, monsters and everything else. If you turn the fireball into a rain of fire in old editions, it changed how people thought about using the power. In 4e, it just changes how they visualize it. This is powerful and useful.