Special Purpose Wikis
Posted by Joshua on Oct 20, 2008
I’m a fan of wikis for organizing and letting you search for game information. I’ve got the main Haunted Realm campaign wiki running on my website using MediaWiki, but that’s for public consumption; I still need a place for working on all my campaign notes that the players aren’t supposed to see. I’ve mentioned TiddlyWiki before, a lovely little all-in-one-page portable wiki suitable for sticking on a thumb drive, but now Uncle Bear has two nice enhanced versions specifically for campaign notes and world design: TenFootWiki and WorldBuilding 101. Quite spiffy.
The Mythic Game Master Emulator
Posted by Joshua on Oct 20, 2008
The Mythic Game Master Emulator is pretty good for solitaire play; it’s actually more ambitious than just random dungeon stuff, it’s meant to allow you to use charts to randomly determine much more open-ended adventures. There’s a demo pdf that lacks the main chart, so you can’t actually take it for a test drive, but it does give enough explanation (I think) to get a sense of how it all fits together. Basically it gives a structure for asking yes/no questions and resolving whether it’s a strong no, no, yes, strong yes depending on the odds and how “chaotic” the scenario has become and whether a random event has occurred and if so what sort and whether it interrupts the logical flow of the scenario. A random event isn’t just a wandering monster but something like: Move toward a plot thread, Action: Expose, Subject: Jealousy, and then the player has to interpret what that means in the context of the adventure so far. If nothing suggests itself, it’s just dropped.
It’s surprisingly easy and satisfying, particularly for strongly structured stories like exploring a dungeon (possibly supplemented with random monster and treasure charts for determining things like what precisely is lurking in the cavern that the Orcs won’t enter) or perhaps a manor-house murder mystery…it takes a bit more practice and comfort with taking a “director stance” approach to at least some of the play for a really open-ended story, but it’s really good at keeping you from knowing everything that’s going to happen in advance on the one hand and having the adventure feel completely random and undirected on the other. Even though once you grasp the system, it really boils down to about 2 pages of charts (out of 54 pages), besides explaining the system the remaining pages do have a lot of helpful examples and advice about how to use it and how not to “cheat”… I found it well worth the $7.
I haven’t yet tried to use it for play with other players, and I’m not sure I will…though I can imagine keeping the chart around as a source of inspiration if the players hare off in a direction I wasn’t expecting and nothing immediate comes to mind.
Tolkien Not Spoken Here
Posted by Joshua on Oct 17, 2008
I’ve just decided that in my new setting, the Haunted Realm, I’m not going to have either Orcs or Hobbits (or even “Halflings”). Probably no great surprise to my players, but I had mentioned Orcs as being one of the Invader races and I’ve thought the better of it. The grunts of the invading army will now be Trolls, Kobolds, and possibly Red Caps (which were native to Faery but threw their lot in with the invaders).
It’s already been established that Elves are more like those of fairy tales, native to Faery and not to the Bright Kingdoms themselves, though they mingled freely with them before the Plague. Dwarves, well Dwarves are Dwarves the world around… No, really, I’ve tried running settings without Dwarves before and my players just took the race that was most similar to Dwarves and turned them into Dwarves, albeit ones with darker complexions and a propensity for living above-ground.
Is there are reason for this de-Tolkienization? Not a strong one. Unlike some of my prior settings, I’m not trying to make it feel really exotic or subvert the fantasy cliches. In this case I want it to seem familiar, if somewhat spooky. And Orcs just somehow don’t have quite the right vibe. Or maybe it’s that the LEGO minifigs I have are of Trolls…
Desirable Generic RPG Qualities
Posted by Joshua on Oct 16, 2008
Here’s a blast from the past, something I wrote ten years ago on what I was looking for in a generic RPG system. I still agree with a good bit of it, though some of it I’m less certain about, and about one particular issue I think I was just wrong.
Subject: Desirable Generic RPG Qualities
Date: 1998/09/22
Based on some of the recent discussion, here are some of my thoughts on qualities that I would like in generic RPG rules, broken down into the categories:
- Character Generation
- Character Advancement
- Task Resolution
Desirable Qualities by Category
Character Generation
Descriptive
It should be possible to go from a description of what the character is capable of to a codification of the character in game terms, without the system requiring modifications to the character to fit certain genres, power levels or preconceptions of the game designer as to what combinations/levels of ability/backgrounds are permissible. It should be possible to describe the character as it is now, without having to reconstruct the development or career path of the character up to this point (if you want to that’s a different story entirely).
Straightforward
Should have few, if any, subtle emergent properties. The obvious way to build a character should be just as useful/efficient as a more complex way. Character building expertise, rather than character description, shouldn’t be rewarded.
Utility priced
In a point-build system, prices should be based on relative utility of a power/level of skill/attribute, not based on rarity. Thus total points should represent how effective the character will be in the setting, not how unusual (although it’s reasonable to increase the price if rarity itself increases the utility, e.g. possession of psychic powers in a setting where nobody else knows they exist).
Concrete
Levels of ability should have specific measures, so that it is possible to work backwards from real-world descriptions to ability levels. E.g. if you know that you want the character to be as strong as a weightlifter, and that a weightlifter can lift 1000 lbs, then it should be possible to work out in game terms what STR is required to lift 1000 lbs.
Fine-Grained
The system should be capable of making fine distinctions between similar skills/attributes/powers, without requiring them where unnecessary. E.g. it should be possible to build a character who is particularly good at endurance sports, without being particularly resistant to disease, without requiring every character to separately determine how good they are at endurance tasks and disease resistance.
Wide Ranged
The system should be able to handle a wide range of power levels and genres without breaking, even when the power levels are mixed in a single setting, and without rendering characters’ abilities at one end of the scale indistinguishable from each other or irrelevant.
Deterministic
(possibly w/optional random generation, but if so random generation should only come up with characters that are legal under deterministic generation)
Simple
The process of building a basic character should be short enough that you don’t have to cut corners to create an average (or even skilled) NPC, and require little math or extensive consultations of the rules. A spread-sheet or character generation program should be sheer overkill.
Character advancement
Exists
There should be a way to improve characters over the course of play
Preservative of niches
The system should preserve the relative rank order of specific abilities among characters, presuming equal initial talent and equal attention to advancement. I.e. if one character starts out more stealthy than another, or a better shot, it shouldn’t be possible for the less skilled character to overtake the more skilled one by accumulating equal experience, unless the more skilled one neglects to advance that skill, or was deliberately bought as less naturally talented at it.
Insensitive to timing
The system shouldn’t distinguish between character that have advanced through experience and characters that are simply created as being more experienced. Order that abilities are acquired/improved shouldn’t make a difference to outcome (possible exeption: abilities that improve the learning of new abilities).
Equivalent to training
Although for some fields, experience attainable through the school of hard knocks ought to translate to experience from adventuring, for many abilities non-adventuring time spent training or on the job ought to be treated equivalently, and the system should provide for it. E.g. it should be perfectly possible to design a bright NPC high-school student, calculate how much experience she would get from attending college, entering graduate school, completing her PhD, and spending twenty years as a professor, apply it to the character, and arrive at an expert in the field. (It should also be possible to simply buy an NPC as that in the first place, but that’s an issue for character generation.)
Task Resolution
Adjustable level of detail
Ideally it should be possible to fill out interpretations of rules results to as much detail as is desirable, while not requiring that you generate more detail than you want at the moment. For instance, when determining hit location the rules should allow for anywhere from straight success/failure down to “you hit his left index finger” depending upon circumstances.
Concrete
Gives results that can be interpreted in quantitative game-world terms. E.g. an attempt to throw an object as far as you can should return results that can be interpreted as a specific distance (whether it’s 1 meter, 1 kilometer, or 1 light-year), not “that was really far, but just short of extremely far”.
Robust
gives reasonable results at all power levels and combinations of power levels handles unlikely cases as well as likely ones.
Easy to extrapolate
‘Nuff said
Intuitive
It should be easy to intuit the probabilities of any simple course of action, given familiarity with the game system. (I.e. the player shouldn’t have to be an expert mathematician, or perform an elaborate calculation, in order to get a good sense of the chances of success that a character ought to be able to tell at a glance, such as whether a particular ditch can be easily jumped.) The system should have few, if any, strongly counter-intuitive properties (such as novices being just as good at defense as experts), and any such should be clearly labeled and justified.
Simple
Shouldn’t involve more math than the players can easily do in their heads, shouldn’t involve looking up rules except for the occasional truly obscure case (which ought to be easily interpolated from known cases anyway), shouldn’t take a long time even when doing simple math (e.g. adding 20d6 is, to my taste, too much)
Unified mechanic
To such an extent as is possible. Since different types of tasks sometimes require different levels of detail (even if the requirement is merely the desire of the players to have more detail), there may well be a limit to just how unified the mechanics can be and still satisfy.
Fluffy Crunch and Crunchy Fluff
Posted by Joshua on Oct 15, 2008
Matthew Conway recently wrote Fluff and Crunch Are Dead To Me, about how he’s grown to hate the terms, but I see them as getting at something. To me, anyway, Crunch is all the mechanics of the game: you roll this, and subtract that number from this other thing, if the result is 0 or less, the creature is dead, and so forth. Fluff is all the stuff that doesn’t touch the mechanics at all, and could be freely swapped with any other fluff without changing the in-game result. To take a concrete example, if you know the HERO game system: that an attack is 6d6 Energy Blast, Armor-Piercing, 1/2 End Cost, Activate 14- is all Crunch. It tells you everything mechanical you need to know to resolve the attack, and absolutely nothing at all about what the attack is or how it appears to the characters. The fact that it’s a bolt of flame, or darting daggers of ice, or even a pack of pink bunnies that materialize, savage the target, and disappear is pure Fluff, flavor without any substance.
Now, neatly separating things into Crunch and Fluff is a huge convenience to the game designers, who can on the one hand say “Hey, I don’t need to write any special rules for Ice Daggers versus Fireballs, an Energy Blast is an Energy Blast is an Energy Blast…take some advantages or limitations if you want it to have a different mechanical effect” and on the other can say “Here’s an adventure you can use for any system whatsoever, just plug in your favorite mechanics and go.” It’s also a convenience for the player and GM insofar as it makes the rules streamlined and elegant and lets them use this or that material with their favorite system.
But… it’s not a pure win… at least for players who are interested in having the rules closely track the game description and story. See, unless you’re approaching it as a board-game, almost everything that actually interests the players is at the level of description. What they want to do is toss their Fireball at the bad-guy and see the fur fly (or singe); rolling the 6d6 and subtracting the target’s Energy Defense divided by 2 while ticking off 3 endurance spent is just a means to the end, and the end is telling them what happens next when they throw that fireball. But when the game designer has severed the link between mechanics and description, which is what designating them as crunch and fluff is mostly about, that can make the interface…mushy and undefined. In extreme cases (cough 4e cough) the player can lose the sense that they know what’s actually happening in the game world to cause the mechanical effect, or worse know that the description is just “flavor text” and ought to be ignored lest it give you the wrong impression of what ought to be possible in the game world. A clean separation of crunch and fluff makes it impossible to reason from the level of description.
So what players often would prefer…you’re way ahead of me here, I’m sure…is a less clean separation, what I call “fluffy crunch” and “crunchy fluff.” Fluffy Crunch would consist of making every bit of crunch have a visible, comprehensible description-level corresponding bit of fluff. You don’t just Soak a wound, you desperately twist out of the way so that it just grazes you.
Crunchy Fluff is making sure all the description-level stuff gets reflected appropriately in the mechanics: If your super-power lets you created Ice Daggers out of nothing, you darned well should be able to create one and use it to cool your drink, or ice-down a twisted ankle. No saying the rules don’t support that that just because the crunch description doesn’t allocate a +1/256th advantage “Can be used to cool physical objects in a non-violent fashion.” Your ice daggers might get a bonus (or a minus) versus fiery creatures, or be easier to generate in artic conditions and harder in the middle of the Sahara, but in any case shouldn’t be indistinguishable from your companion’s Laser Pistol.
Crunchy Fluff also comes about from making the mechanics support the details of the setting. If vampires in your setting are unable to enter a dwelling without an invitation, it helps to support that with actual mechanics: is it an absolute prohibition? Can a sufficiently powerful vampire overcome it? If so, how? A Will roll? Or is it something that the vampire can do, but it will have consequences. Will it take damage for every turn it remains uninvited? Can an invitation be revoked? If it can, can the occupant just say the words, or does the occupant have to engage in some kind of test of wills? This kind of tuning the rules to reinforce the description of the setting is an important way of making it feel like the setting has “heft”…that the adventure that the players are on couldn’t just be “re-skinned” (to use a computer gaming phrase) with the vampires being replaced with killer androids or cattle rustlers and nothing else but the fluff changing.
If you try to write something as pure Fluff, that can be applied to any setting, those are the kinds of things that can come back to bite you, no pun intended. If the adventure assumes that vampires can’t enter a dwelling without an invitation period, but the system mechanics say that any sufficiently powerful vampire can…and the adventure has a vampire that’s supposed to be one of the most powerful in the world….
In any case the rules should be used to support the description that’s the heart of play. Fluffy Crunch is there to give the mechanics a reason and a description; a neat mechanic is not self-justifying, even if it does give the player something extra to think about in terms of winning the board game. Crunchy Fluff makes the descriptive level of play have consequences as well as consistency. Both are important to a satisfying RPG, and IMO both are preferable to designs where one is divorced from the other.