Showing posts with label D6 System. Show all posts
Showing posts with label D6 System. Show all posts

Wednesday, October 28, 2015

Newbie friendly games - using probability

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.

Friday, November 22, 2013

Making Star Wars feel like Star Wars

After thinking about how some science fiction novels differ from my sf gaming, and how a simple western can be told very differently, my attention turns to Star Wars.

If you've read what I've posted here lately, you might recall that I was thinking of running a session of D6 Star Wars for the kids. I've taken out my rulebook, and read the basic mechancs, the combat and now also the GM advice chapter.

In the latter, the text tries to tell you how to transfer the experience of watching the Star Wars movies (back then there was only three) from the medium of film, into the medium of a rpg. That is, just the migration I was struggling with before. Some things have struck me as interesting in this part of the book. I'll summarize some of the advice in the GM chapter, and write some of my impressions from those. I'd say there are two big things they concentrate on. The first one is mood, tone and feel in general and the second one is rules. There are also some advice on presentation, which I found extra interesting.

In order to make the game feel like a SW movie, they suggest you make sure to do like in the movies. There are droids in the movies, make sure there are droids in your game. There are aliens in the movies, so make sure there are aliens in your game. They even cite some scenes that showcase some of those things, and urge the reader to try to capture that same "wow" feeling you got when you saw it in the films. These are the trappings, and tropes, which makes it "it". I totally see how that can work. Imagine a game about Middle Earth without hobbits, and you miss out on some of the most iconic things about Middle Earth. So, bring lots.


How all those are used is also mentioned. There is a specific way to tell a story in Star Wars. Scenes are introduced in the middle of the action, the pace is quick and the canvas is broad and the scope is epic. Also, there is a story. I'd say that the wandering murder hobo is far removed from the feel of Star Wars. While the idea of tropes makes sense, I think this is quite key in order to make a property that is not originally made for rpgs work. In a film there is a structure to the telling of the tale, and you probably need to at least simulate that or give the feel of it to make if feel right. Maybe here is where my sf stories in games and the ones I read about differ.

Then there are the presentation. I found it quite interesting to read that they suggested the introduction to an adventure be a short script the players read out/act out before they jump feet first into the first scene. I wonder, did anyone take that and ran with it? I've never heard of it, but it's an intriguing idea. The idea to use establishing shots and cut scenes, where the GM basically presents the narrative like a film does it, is cool and quite different from most rpgs. In the book they even suggest you narrate things the PCs can't see or know, to build tension and structure to the narrative. This I have actually tried myself in a Star Wars game me and a few friends did at a convention many years ago. It worked nicely, I think. Maybe this is what's needed to make it feel cinematic, in the truest sense of the word.

Lastly then, the rules. Most of us who have been around are aware of the idea of utilizing the rules to support or hinder a style of play. Three things I found interesting is this section. First off the book emphasize the need to avoid anti-climax. This is paired with the suggestion that failure is good. I think this is probably a good way to get that free flowing feeling of "keep the action fast" they advocate. Sure, you might have failed your roll, but that just mean we have some new dramatic tension for the next wild stunt coming up. But, of course, this is where rpgs in general differ from other media. It almost never happen in a book or a film that a protagonist fails. If they fail they often get another chance or the next scene adds something that changes the conditions. Still, it pays to remember it. Then there's the last thing, mentioned more than once. Fudge the rules. This is not a game where they suggest that "the dice fall as they may", and I think that in order to make it feel like Star Wars, they are right.

Compare this to how things work in Dramasystem, or Gumshoe where Robin D Laws has designed systems according to resource management for the player to get "screen time" and be able to shine. In WEG Star Wars they go so far as to mention the "illusion of free will", and I think it ties in with the suggestion to fudge the dice rolls. I have fairly limited experience with both Robin's designs and the D6 system, even though I have played them. But, I to the feeling of being, "in there" and participating far more when I rolled dice. Rolling dice and the GM fudging things so they do not contradict the dice, but also don't follow it slavishly, made for a fun game. Actually I think it makes for a funnier game than the two systems mentioned above by Robin D Laws. I think I will get back to this. It might only be me.

I think here are some really core points for translating the narrative from one medium like film to a rpg. Many times I've heard that this GM advice chapter is one of the best written, and I think it is indeed really good. I'm not sure all of them can be used to make True Grit into and awesome rpg session, but some might do.

I really need to make this Star Wars game for the kids happen, because now I'm really pumped up about this game!

Saturday, November 16, 2013

Shaping the next generation

Last night one of my kids told me roleplaying games sounded fun, and it became clear that some kind of "try it out" session with some friends from school had to planned. Imagine that. I'm amazed that it has come to this. Who would have thought that, eh? Maybe having shelves overflowing with games in the living room was a great idea after all.

Since the kids are right now crazy about Star Wars legos, and the Star Wars themed Angry Birds game, they want to play a Star Wars game.

For me there's only one Star Wars game, and it's the WEG one with the d6 pools.

I just grabbed this of the web, not my picture


Time to crack open that rules book and refresh my memory, there's a new generation to make into gamers!

I hope there's some Force around when I need it...

Thursday, July 11, 2013

Deserted Island experiment - Hunter: The Vigil

Sometimes I see...

monsters

...and they need to be hunted down...

If you were to take the new Hunter game to a deserted island, the first question if you can only take three books is, what's core? Is the WoD rules core and the Hunter book a supplement? If I choose to include the Hunter book itself as a core book, this is my list.

  1. Mysterious Places -There are more interesting books in the new World of Darkness for doing things beyond the big lines like Vampire and Mage. I like that. This book is one of those I think you could use for many modern day games of creepy stories. The fact that it's name reminds me of the Ars Magica books Mythic Places doesn't hurt either. This is a book with some interesting locations, designed to be horrific, weird and creepy. I think they have succeeded quite well. All of them come with story suggestions and quite evocative descriptive text. I bet you could probably come up with this kind of stuff on your own, but I need to be kickstarted by a book like this.
  2. D6 Adventure Locations - I'm unsure if that D6 is part of the title or just telling us it's part of a game line. I guess you've noticed that I branched out. This is not a White Wolf book. In this book you will find maps of airports, conference centres, hotels ans other everyday locations. Add to that a paragraph of items commonly found at such a location, and you have some excellent help to make a fight scene in one of these places be just a bit more interesting, with some parts of the interior decoration to throw around. But, even though this is a very hand book, it looks bad. There are lots of clip art in it, which looks cheap. Then there's the cover illustration which I hate. What the heck is that woman wearing? It's wet suit for diving? So why does it look so flimsy over her breasts, suddenly clinging closely to the shape of them? Why does it look like it's metal polished to a high sheen, or is it just that it looks like a bad Photoshop colouring? I guess you get the point.
  3. Supressed Transmission - You know what this collection of articles is, right? I'll just summarize. Ken Hite. You need more? Ok, this is a book collecting Ken's columns from Pyramid Magazine (yet another game company, Steve Jackson Games). Here you can find lots of ideas for conspiracy and weirdness, which can conceal those you hunt, or give hints to where they have hidden throughout history. If nothing else, you'll have lots is fun reading and odd facts you can befuddle your players with, and amuse yourself with. There's even a second volume, but then this list would be too long.

As you can see my game of Hunter:The Vigil would encompass a lot. As far as I know there have not been much support material published for H:TV so why not look at other game lines for inspiration?

Would your list look different? Agree? Disagree? Feel free to say so.

For my next post in this series I'm tempted to try to limit D&D or Traveller down to three books. Can you do that to 35 years of supplements? Maybe.

Sunday, May 13, 2012

T&T hacks - D6 Star Wars

Some people likes their games wild and crazy, some want it more downplayed and subdued. If you like me have looked fondly on DARO (Doubles Add and Roll Over, the exploding dice mechanic of T&T) results in the stratosphere, you probably like it wild.

Maybe T&T does not need any more of that juice? Well, let's take a look at another way to inject some unpredictability in your game. Let's take a cue from the WEG edition of the Star Wars RPG.

In SW, you used a dice pool system. Traits where rated in dice and you gathered them all up and rolled and summed them. Kind of familiar territory so far. There was an additional quirk, though. In addition to the dice from your traits, you also rolled a Wild Die. Since I only have the 2nd ed. of the Star Wars game, I am not 100% sure if this mechanic was there from the start, and I know it was tweaked in later editions of the rules. So, what use is the Wild Die? Simple. It makes a situation a little more interesting.

To incorporate the Wild Die in your T&T game, just take one of the dice you use and make sure it's special. My T&T dice used to be the black ones with a troll or the T&T logo instead of a one, but I gave all those away. Nowadays I use ten white Gamescience dice. For a Wild Die, I use my blood read die with the Minotaur logo from my former FLGS. Make sure it stand out!

When you roll your dice, keep an eye on that special one, the red one in my case. If it turns up a six or a one, it's time to rumble.

1. Something just happened, and it is not to your favour. If you made your roll, you still made it, but another complication shows up. Say that you rolled a SR on DX to jump over a chasm. Maybe you got over safe, but that belt pouch of yours dropped down into the depths! Say that you rolled a SR on CHA to intimidate those hyenakin you let you pass, but now they insist on accompanying the brave adventurers and making a nuisance of themselves and making it impossible to sneak up on that dragon. I don't think I have to give any examples of what happens when you fail and roll a 1. Bad stuff. You'll have to determine before the game how harsh you want to be.

6. Some just happened, and it was to your favour! If you failed your roll, you still failed, but something happened that opened up new venues to approach the problem. Say you failed to intimidate that hyenakin chief, but he instead haughtily proclaim that such an insult to his honour has to be answered the traditional way, with a duel. At the chess board. Maybe you'll win that challenge? The icing on the cake that a success and a 6 is combined need to be elaborated. We all like cake, or pie. Maybe both.


Optional: I think the Wild Die is used to best effects on SRs on stats, but feel free to add it to combat as well.

I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.

Fight on!
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