Showing posts with label WHFRP. Show all posts
Showing posts with label WHFRP. Show all posts

Tuesday, March 13, 2012

Action/Drama/Fate points and player engagement

I was replying in a comment on this post, and realized it was turning into a post of its own. I'll expand all my thoughts below.

The idea was that points which players can use to change probabilities and/or change the game world is bad in a old school game. The perceived threat was that of eliminating the deadliness of the system. Here are some direct feedback on that, and some further thought on the matter.

There are multiple kind of systems for giving the players a way out, and for changing the fact of the game world. I have played multiple systems using those and have some experiences to share.

First, in Warhammer FRP there are something called Fate Points. Those can be used to "save the character from certain death". Suggestions are mitigating the effects of a fall from a cliff, or a critical hit. But, and it's an important but. Once they are gone, they are gone! In a game like WHFRP, which is quite deadly, this is literally a life saver. Will it rob the game of something? Well. I have played with quite a few characters in WHFRP and I tell you that I sweat every time my character takes a hit! Fate points or not. Too see those few points dwindle just reinforce how close to death I just came.

Secondly I want to mention the Drama Dice of 7th Sea. In that system you roll dice depending on your stat and your skill, as a pool. But, you only keep as many as your stat's value. Using the Drama Dice, you basically get more dice to choose from to keep. So, using this mechanic you make it likelier that your character succeeds. These Drama Dice you get for acting in a heroic and swashbuckling manner, i.e. it reinforce the theme of the game. It's a reward mechanic. When I was running 7th Sea, I noticed that the psychological effect of getting a physical token (poker chips in our case), and comparing the amount to the guy sitting next to you, made it work really well to reinforce the theme of the game. Sure, sometimes people chucked in token after token (you can commit them after the fact) on a roll they really wanted to succeed at, but it mostly worked as a prod to act thematically correct.

Thirdly, and finally, I'm coming to Type IV D&D. I played in a campaign up to "Paragon Tier"?  See, I have already managed to dismiss the jargon from my head. Anyway, up to what used to be called Name Level. I remember that I once in a while used a Action Point when I wanted to do something, but in that game the "respawn time" of powers was dominating the game so much that yet another mechanic, like getting "blooded" and triggering new effects, made it down in the general noise of game mechanics. Basically, I barely noted those points and they never affected our actions as far as I could see. They surely never did mine.

So, what am I trying to say? I'm saying that having some kind of points or game mechanic to "save your bacon" can work out in many different ways. I would claim, with some emphasis, that the brittleness of characters is not the defining factor of old school play, and that there are more than one way to skin a cat. The cat in this case being giving those points to players. Compare getting xp for gold to the Drama Dice in 7th Sea. Those are both reward mechanics. Also, having dwindling resources can in fact give the game an even tenser feel, and reinforce the dread. If that's what you're after. But, when you add something like a new mechanic to the game, make sure you are not conflicting with other systems in the game, making the effect lessened by it being forgotten or drowned!

I am vary of the idea of giving more spells to neophyte magic users. It change the tone of the game, but I don't think a scarce resource like the Fate Points in WHFRP does. Is it a valid comparison? I don't know.

Wednesday, December 28, 2011

2011 is behind me, 2012 is coming...

So, the year is nearly in the bag, and a new one looms ahead. Let's look back a moment.

What did 2011 bring to the table? For me one of the best moments was when I scored both The First Fantasy Campaign, and a British 1st ed. of Tunnels & Trolls. That one will be hard to beat!

Personal accomplishments must be that I finally sat down behind the screen (from Trail of Cthulhu) as the Keeper of Arcane Lore for a Call of Cthulhu game. For so many years, that has been one of my favourite games and now I finally got to run it! Also, being published in Fight On! together with so many creative individuals was definitely a personal highlight.

A true blessing have been my faithful readers. That's you! Many thanks for those who check in here more or less regularly, and post comments. My interest have flagged somewhat during the year, but having a readership is a marvellous ego boost. Thanks!!

Lost causes this year was my failure to run a game of T&T. I tried the Raggi method by plastering the city with notes, and got no reply what so ever. Damn, I miss Canada! Swedes are a sullen lot, who don't let you in easily. The same fate befell any attempts to play old D&D. I was a player in a play by forum game, but it died on the vine. I have posted my conclusions about play by forum in another post.

But! Time to look forward. What will happen in 2012? Will I finally become a google droid like so many else, and run a game on google+? Who knows. I like the idea, but spend so much time before a computer anyway, and when I am home I would like to either sleep or spend time with my books or my family.

I will try too run more CoC games. I loved it, and have so much good material to try out. Small but vicious dog reawakened in me the urge to do something with Warhammer. I still think that game would be so sweet as a Burning Wheel game. Burning Hammer, eh? Savage Worlds is another game that just begs to be played.

My attempts to create some original material always seen ti flounder. Most of my creativity comes on a tight deadline for my weekly game, which I have none at the moment. We'll see if I do something about those issues.

New games, then? You know, there are some cool things coming out, but I can't for the life of me post a very long list! The only thing I can say I really look forward to is the new edition of Cthulhu by Gaslight.

How was your year? Can you help me get pumped up about some upcoming games that I have overlooked? Feel free to chip in!

A Happy New Year to all of you out there in blogging land!

Sunday, October 9, 2011

Some musings on skills

I was listening to the Roll for Initiative Podcast, and they were talking about non-weapons proficiencies and "skills" and it dawned on me when skills work and when they don't.

In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.

In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.

In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.

In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.


Do you see some patterns?

This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"

While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?

I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.

Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise. 

Sunday, January 2, 2011

Designing games by the words

In my last post I linked to the new round of the Ronnies, a game design competition where you design your game around two words chosen from a list of four. Now imagine if all rpgs on your shelves were designed that way?

How about these made up ones?
  • Fading Suns - Imperium, Mysterium
  • Call of Cthulhu - Book, Run
  • Warhammer Fantasy RPG - Corruption, Old
  • Torg - Change, Belief 
I say, how about that?

Wednesday, October 20, 2010

15 games - the list

"So, just name me 15 games you've played. The first ones that pop into your mind"
"Like, any kind of game?"
"Yeah, any kind. You don't even have to have liked them."
"I could probably mention 50 rpgs, just like that."
"But, would it be the first ones to pop into your mind?"
"Well, I don't know. My mind just wanders, sometimes."
"So, just name 15 games, any games. It could be interesting to see how many of those 50 you really could think of, eh?"
"What he heck!"

1. Tunnels & Trolls
2. Dungeons & Dragons
3. Stormbringer
4. World of Synnibarr
5. WHFRP
6. Advanced Squad Leader
7. Diplomacy
8. DBA
9. Call of Cthulhu
10. Zork
11. nethack
12. Grand Prix Legends
13. Junta
14. Hacker
15. Battletech

"That was just a mess!"
"Yeah, not the first ones you would have thought would be on the list, would you?"
"Well, some of them. Why on earth was I thinking of *bleep!* just now?"

Wednesday, September 16, 2009

What's your attitude toward your character?

Having just read, and chuckled a bit about, the latest post on Grognardia about silly names, I think back on my attitude towards my own characters. How do you approach the creation of a new being in the imaginary worlds? Do you toss some dice and tack on a jokey name and then rush head first unto glory and death? An experience with one of the CD based products from the late TSR illustrates my attitude well.

Our local game club had started regular gatherings, and someone had just purchased some kind of introductory set of D&D. He wanted to test it on us who were familiar with the hobby before using it to introduce others to the hobby. This was back in those days during the nineties when TSR experimented wildly with new package formats and loosing money on all of them. The idea with a CD with examples of player interaction and sound effects to play when entering specific rooms is an intriguing one. Done well it could show how a typical session sound like, and add an extra element to build atmosphere around the table. Starting our test run of this product we listened through the initial explanations of our character cards and the the set up of the game. That part was ok but the next part was where it broke down. In the example session the voice actors were sounding like total dorks, which was unfortunately but something which we could endure. What we couldn't endure without giggling, or even breaking out the big guffaw, was that these people were referring to the other players by their role in the party! Hearing someone without any acting ability yell "Thief, help me out over here!" just sounded too silly to us.

Silly, yes. That's the connection to James post I mentioned in the beginning. Anything that makes you and your fellow players take the game seriously, i.e. a serious intent to have fun an no one else's expense, works fine. But, something that signals to everyone else around the table that they don't care and might as well be playing a video game or watch tv, that's not fine. Hearing people talk about their character as a game piece, "Fighter, you have a higher STR score than my hobbit. Help us lift this thing!", grates in my ears. Among most players I've met, talking in the first person and referring to your character as "me" and the other characters by their name, is the way to roleplay. Once there was a poll on one of the forums where old schoolers lurk, and it became clear the most of the crowd there didn't play the game that way. I have no idea of why the majority of gamers in Sweden, where I grew up and learned to play, seem to do the immersion thing. Is it more common among gamers in North America to not do the immersion method of roleplaying? Is it just old school or is that just the habit of generally conservative gamers? I don't know.

In the end we decided that the introductory box of D&D was not to be recommended. We felt it taught bad habits and wasn't all that great as a tutorial anyway. Now, many years later I realize that I think that even though I like it better when the player make some effort to name their character "seriously", the deal breaker for me is if they treat the character as a real person. If they try to make those numbers come alive by at least refer to them as "me" when doing actions, I can live with some silliness.

I'll end with a personal memory of a silly name, and a hint. One time when we where playing WHFRP, our game master had to invent a name on the fly for a bouncer. He became Bruno (he might have based it on a relative or picked it off a list, for all I know). This is not a silly name as such, but his way of portraying this brute was nothing but. After that, every time we encountered a bouncer or a city guard, we asked "Is it a Bruno"? Needless to say, that name was never used for anything serious in that group again. The hint? When running a game, always have a list of names beside you. If you can rattle of a name without hesitating, and without resorting to blurting out something less than inspired, your players might treat that NPC as someone real. Having a name does a lot to make that encounter feel like you meet someone real.

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