My last post was inspired by how my friend had a horrendous strike of
unluckiness, which made his game nights less than fun. He is after all a
seasoned gamer and while an experience like that might sour him on a
game, it would not make him run screaming from the hobby. But, how about
someone who never played a RPG before? Maybe it is actually more newbie
friendly to use a game with a bell curve instead of a flat probability
when introducing new people.
So would I use any of the games mentioned in my last post, or the systems mentioned in the comments to introduce a newbie?
The Fantasy Trip
This
game has one big drawback, it's out of print. If you want to get it,
you will have to search on eBay and be a bit lucky to get a complete set
in nice condition. Luckily there are clones and derivatives out there.
My favourite is Heroes & Other Worlds, which is an attempt to take some cues from B/X D&D and fuse it with TFT.
As
most of you know, fantasy is the most popular setting for RPGs and TFT
fits the bill. Also, there are only a few stats (one extra in HOW) and
it's fairly easy to make a character in a short amount of time. Nothing
weird, nothing fancy, just swords and sorcery.
GURPS
Even
though it's not as visible as it used to be, this is still a game
supported and published. Since it's a generic system it can be used for
whatever setting, making it easy to run a game set in whatever setting
you newbie favours. The flipside of the coin is that a adapting a
generic game to a specific setting will take some work.
Character
generation can be overwhelming, to say the least. Since there are so
many options it's very easy to get analysis paralysis. Then, even if you
as the GM do your homework, and you use a template system, the game is
detailed enough to cover any eventuality. That can very easy bog down a game. But, it's extremely versatile.
Traveller
In
my basement I have a big box with nothing but Traveller books. Science
fiction is not a popular as fantasy, but considering how popular Star
Trek or Firefly is, it's not exactly weird or exotic. There have been a
ridiculous amount of stuff published for this game system, and many
different editions of rules available.
Mongoose Publishing is a company that I would generally advice people to stay away from. They have a terrible track record of games with awful
layout and abysmal quality control. But, their little black book of
Traveller is really neat. It takes the classic Traveller and packages it
in a very sweet package.
There is one thing that's
less than ideal of Traveller for newbies. Since it uses a life path
system where you take terms in different careers, and you can get thrown
out of said careers on a bad dice roll, you never really know what kind
of character you will get. As a mini game on it's own, it's quite fun.
But, I imagine it could be less than ideal if you as a player had your
eyes set on a specific kind of character with a specific set of skills.
Tunnels & Trolls
Everyone who looked at the
text on the top of this page, or followed the blog, might know I have
warm feelings for this game. It has some neat features, like a generic
resolution and stunt mechanic. It also have a slightly comedic, or at
least less than totally serious, attitude which I personally like.
If
there's something this game does less well is probably the fact that it
uses really big piles of dice, especially in later editions. Thus it
can take some time to gather all the dice, roll, sum and subtract. It
can be a bit slow.
HERO System
Everything
I said about GURPS is valid for HERO, even more so. This is
ridiculously adaptable. But, compared to TFT and GURPS which have a
small set of stats, this game's character sheet can be intimidating. If I
have to choose between GURPS and HERO, I'd choose the former, as it's
as clunky to make a character, but it's more smooth in play.
Over the Edge
I
have played this game system twice. Once was in the original setting,
and once was a free adventure for Harn I found online and ran with the
OtE system as I did not own Harn, and I did not really fancy it anyway.
In the original, and very
weird, setting this system is just right. You have so much oddity to
keep straight that the game system has to be very light and narrative.
If it has a problem, it is probably the same as Fate. Both game system
suffer from the fact you can make a Trait/Aspect out of anything, and
that can make you stumble before you understand how it works in play.
It's
a quite expressive system and I think the fact you can just ask a
potential player to describe in a few words what they envision, and then
put dice to that is a big win.
The D6 System
Most players of this system have
probably used it for Star Wars. I have only played it once, and then it
flowed very freely and the action was exciting. Since then I've read how
the piles of dice can be cumbersome, and that there are some rules that
are fiddly. The latter case would be the target numbers, that can be
chosen from a range, but probably just works best if you just have a set
interval of 5.
Conclusion
So would
I use these games to introduce a newbie to rpgs? Well. I think the fact
these games all use multiple dice, and thus probably have a more even
spread of successes, yes that is a point in their favour.
Would
I use one of the more generic ones, like D6 System, GURPS, HERO or OtE?
No, probably not. I think fantasy is popular for a reason, and even
though it's the game on the list I am least familiar with, I lean toward
TFT/HOW.
You would maybe expect me to champion
T&T, but I think that maybe for once I have to agree with those who
think the names of the spells are less suitable. Also, the free flowing
stunt system of SR are not very easy to handle even by seasoned gamers.
So,
who knows. Maybe I get to try to use one of these systems to bring new
gamers to the fold. Maybe I actually will try to use TFT/HOW! Today I
started to read HOW and I really felt like I wanted to play it. We'll
see.
A blog about roleplaying games. I talk about old school, and new school. I talk about ways to tell stories, explore new worlds and have fun with your friends. I love many games but Tunnels & Trolls by Ken St. Andre has a special place in my heart. It reopened Pandora's Box, again.
Tunnels & Trolls is a trademark of Flying Buffalo Inc.
In memory of Dave Arneson.
Wednesday, October 28, 2015
Tuesday, October 13, 2015
The value of bell curves
A while back I started talking to some friends about starting up a regular game again. To fill some time, after realizing that it would need some discussion to find a game everyone agreed on, we picked a game we had played before as a starter. 3:16 Carnage Amongst the Stars was that game.
For those who have not played this game, I can summarize a key point of the rules system. All rolls are one 1d10, roll under but high is good, against a Trait. I guess you see what this means. Right. No bell curve.
We started to play and since it is very much driven by black humour and creative narration by the players, it worked quite fine with some cynicism and beer. But, after a few sessions a pattern started to emerge. One of my players rolled really shitty. Like some of us say, he storked it, repeatedly. The thing is, he rolled maybe 10 dice rolls a night and missed all but one. Even after changing dice, we are not superstitious, he kept rolling like that in session after session. It just was not fun any more. In the end the game was not just a chore, it was actively un-fun to roll dice for him.
Now, I guess you have all heard of games where the narrative is as much in the hands of the players as the GM? You would imagine that maybe that would alleviate the problem, maybe? The problem here is that 3:16 is just such a game. I as the GM could only limit the stiffness of the opposition, and the players still had to sit there and narrate the hell out of repeated failures. Kind of sucks after a while.
We decided to fade to black after a few missions, and now I had pitched a new game which all seemed to like. It was all down to the weird imagination of Ken Hite, since who can resist a game with both nazis and the Midgard Serpent? Savage Worlds it was.
I guess you see one thing that differs from 3:16? In Savage Worlds you roll multiple dice, and if you fail you can spend a token and roll again. Once again you roll multiple dice. Multiple dice, i.e. more chances to succeed, since you get to pick which to use.
That choice of game system was intentional.
As you probably know, there are more than one way to skin a cat. The cat I wanted to skin was player enjoyment. While I do not subscribe to the school of design that say encounters should be "balanced" and that the players are entitled to this or that, I do believe game system matters for how much fun you can have.Clearly linear probabilities do have some potential to screw up your game night.
Savage Worlds and Fate are two game systems that have decided to let you have all that wild and intense fun you get by rolling dice, but have also included some way to take the edge of Those Nights(tm). I think that is good game design for a game for modern adults, for whom game night is time you clawed back from all the necessities of family, work and other obligations. Narrative control is one thing, but getting to describe your failure yourself over and over again does not make it more fun. Maybe the first time. I think some game mechanic that works as a "safety net" should be in your mind when you design a game for my kind of gamer.
Are there other ways? Let's go back to those dice, and our subject line.
I know I am not the first one to notice that some games are really swingy, and D&D with its d20 based to hit roll is one of those. As those of us than own a AD&D 1st ed DMG know, there are more ways to roll dice, and one of them produce a bell curve. Such a probability distribution skews towards the middle, making it harder to get those extremes. On the other hand, it also makes it likelier to get above that first hump of lower target numbers. Is this possibly the way to increase player enjoyment? I will leave off dice pool systems, since I find the probabilities of those headache inducing, instead focusing on rolling multiple dice and adding them before comparing to a target number.
Strangely enough, there are few games I can think of where you roll multiple dice of a similar kind and add them, as a basic mechanic. Sure, it's used for damage, but more seldom for other things. Off the top of my head I can only remember five game systems that use this, and two of them are closely related.
Next topic: Are these thus newbie friendly games?
For those who have not played this game, I can summarize a key point of the rules system. All rolls are one 1d10, roll under but high is good, against a Trait. I guess you see what this means. Right. No bell curve.
We started to play and since it is very much driven by black humour and creative narration by the players, it worked quite fine with some cynicism and beer. But, after a few sessions a pattern started to emerge. One of my players rolled really shitty. Like some of us say, he storked it, repeatedly. The thing is, he rolled maybe 10 dice rolls a night and missed all but one. Even after changing dice, we are not superstitious, he kept rolling like that in session after session. It just was not fun any more. In the end the game was not just a chore, it was actively un-fun to roll dice for him.
Now, I guess you have all heard of games where the narrative is as much in the hands of the players as the GM? You would imagine that maybe that would alleviate the problem, maybe? The problem here is that 3:16 is just such a game. I as the GM could only limit the stiffness of the opposition, and the players still had to sit there and narrate the hell out of repeated failures. Kind of sucks after a while.
We decided to fade to black after a few missions, and now I had pitched a new game which all seemed to like. It was all down to the weird imagination of Ken Hite, since who can resist a game with both nazis and the Midgard Serpent? Savage Worlds it was.
I guess you see one thing that differs from 3:16? In Savage Worlds you roll multiple dice, and if you fail you can spend a token and roll again. Once again you roll multiple dice. Multiple dice, i.e. more chances to succeed, since you get to pick which to use.
That choice of game system was intentional.
As you probably know, there are more than one way to skin a cat. The cat I wanted to skin was player enjoyment. While I do not subscribe to the school of design that say encounters should be "balanced" and that the players are entitled to this or that, I do believe game system matters for how much fun you can have.Clearly linear probabilities do have some potential to screw up your game night.
Savage Worlds and Fate are two game systems that have decided to let you have all that wild and intense fun you get by rolling dice, but have also included some way to take the edge of Those Nights(tm). I think that is good game design for a game for modern adults, for whom game night is time you clawed back from all the necessities of family, work and other obligations. Narrative control is one thing, but getting to describe your failure yourself over and over again does not make it more fun. Maybe the first time. I think some game mechanic that works as a "safety net" should be in your mind when you design a game for my kind of gamer.
Are there other ways? Let's go back to those dice, and our subject line.
I know I am not the first one to notice that some games are really swingy, and D&D with its d20 based to hit roll is one of those. As those of us than own a AD&D 1st ed DMG know, there are more ways to roll dice, and one of them produce a bell curve. Such a probability distribution skews towards the middle, making it harder to get those extremes. On the other hand, it also makes it likelier to get above that first hump of lower target numbers. Is this possibly the way to increase player enjoyment? I will leave off dice pool systems, since I find the probabilities of those headache inducing, instead focusing on rolling multiple dice and adding them before comparing to a target number.
Strangely enough, there are few games I can think of where you roll multiple dice of a similar kind and add them, as a basic mechanic. Sure, it's used for damage, but more seldom for other things. Off the top of my head I can only remember five game systems that use this, and two of them are closely related.
- The Fantasy Trip (TFT) - roll 3d6
- GURPS - roll 3d6
- Traveller - roll 2d6
- Tunnels & Trolls (T&T) - roll 2d6 for Saving Rolls, in combat roll weapon dice and add stat bonus.
- HERO - roll 3d6
Next topic: Are these thus newbie friendly games?
Sunday, October 11, 2015
Thanksgiving, pumpkin pie and Back to Future!
Thanksgiving turkey and then some pumpkin pie looking at Back to the Future with the family. Quite a good day!
Soon some more gaming topics as well on this blog.
Thursday, October 1, 2015
Happy Birthday, Dave!
In case you did not know it, today is the birthday of the guy who invented many of the concepts we might consider central to our hobby. I mean little things like the concept of a individual player character, experience points, dungeons and so on.
He was also one of the inspirations that made me start this blog (Yeah, I know I have not posted much lately. There will be more one day...)
Today I raise a glass to the memory of Dave Arneson!
He was also one of the inspirations that made me start this blog (Yeah, I know I have not posted much lately. There will be more one day...)
Today I raise a glass to the memory of Dave Arneson!