Thread: Circus: The Dungeon Master's Guild: constructing a Ship- friendly RPG Board: Limbo / Ship of Fools.
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Posted by Kelly Alves (# 2522) on
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The post - mortum of the last Mafia game lead to a discussion of forming a more team- based roleplaying game.
This thread is not intended for starting that game, but for nailing down some rules and procedures that would make game play feasible.
One wish or mine is that we come up with something like GORPS-- that is, a set of rules that can be easily modified to any game setting. Sci-fi, medieval, WWI, whatever.
One concern of mine is how to introduce a genuinely random element that can be verified by the players. All kinds if kooky ideas pop into my head-- maybe we can use published NASDEQ quotes? Temperatures?
Or would it be easiest to leave the random elements to the GMs, have them do the PC characters stat rolls for them? Aren't some game modules run like this?
[ 30. December 2014, 01:06: Message edited by: Kelly Alves ]
Posted by JFH (# 14794) on
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I think the best would be a public way of rolling dice, agreed on beforehand, because otherwise the GM would have to be super-hyperactive. I sort of expect a GM to have to be hyperactive anyway, but adding more weight to their burden seems very intense to me. But then I've never done this before and have no idea how much dice rolls can be concentrated to a single time or how much it would be a matter of ongoing development.
That's also a general question of mine, I think. How is time calculated? Are there turns? Deadlines? If so, how long would be a reasonable amount of time?
Posted by Kelly Alves (# 2522) on
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For some reason I was imagining a GM team-- probably for that reason, it seems like a bitch to handle alone. Also, my ex and his BFF often ran games together. Just seems to make sense in terms of how spread out we are, time wise.
As for the public dice rolling-- how would that work? I can't come up with an idea myself that can't be easily tweaked. It would be easier to let the players roll their own hits, and invoke the Curse of the Gator to maintain the Honor Code. ![[Big Grin]](biggrin.gif)
[ 24. April 2014, 17:07: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
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Also ( re reading JFH 's post) whatever rules we come up with should be really sparse and spare. Like, if there is a RPG specifically designed for grade school kids to learn basic roleplaying, that is the rulebook we should be using. I can't think of anything more tedious than sitting and reading post after post that only amount to a detailed recitation of a player's handbook.
Posted by Jay-Emm (# 11411) on
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quote:
Originally posted by Kelly Alves:
As for the public dice rolling-- how would that work? I can't come up with an idea myself that can't be easily tweaked. It would be easier to let the players roll their own hits, and invoke the Curse of the Gator to maintain the Honor Code.
Lotteries should be hard to tweak. There are some problems including,
Problem 1:
There's a very limited number of 'throws' per week though (depending on how wide you cast your net).
Problem 2:
Converting lottery balls to dice, converting 50 to 6s doesn't go easily. (However can fit rules to situation e.g. have 5 outcomes, or accept a bit of bias)
Problem 3:
You get all the throws at once: I presume the sequences you can realistically plan out are small. But presumably would need some batching anyway to allow for dm to have a life.
Problem 4:
The later throws are influenced by the first
But I'd have thought it good enough for a few dramatic events even if it's not good for much more (though this would be my first real RPG, so not really sure).
Posted by Doublethink (# 1984) on
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Well, you can chose any size dice you like really, so 50 would be fine. You have to roll above 25 to succeed on something you are expected to have even chance of succeeding on - etc.
Your ability set gives bonuses to your role, so say you have six key stats - one being dexterity. You are really dextrous so you get +3 to your dex role. You want to do a handstand, GM declares you must get 30 on the first ball of the wed night lottery, they draw 27 you add your bonus and do your handstand.
This site would give 5 rolls per day - http://www.calottery.com/play/draw-games/fantasy-5
So five players could do one major action. Alternatively each player could have an allocated lottery site with a daily draw - then could have up to five actions each.
Posted by Dafyd (# 5549) on
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This is a pretty simple system; it's open source (obviously).
Posted by Dafyd (# 5549) on
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Or given the problems with dice, we could use a card deck.
Four statistics: Strength, Dexterity, Mind, Charisma. Range: roughly 1-10.
Four virtues: patience, empathy, willpower, Creativity. Range: roughly 0-4.
The GM deals everybody a hand (I think five cards is right).
All 'rolls' take the form of relevant stat, plus possible skill bonus, plus one card from your hand (you choose aces low).
When you use up your hand you get another.
If you're hurt or tired the size of your hand is reduced by one. (When it's down to 0 you're knocked out. Whether this kills you depends on circumstances.)
Each task has one relevant virtue. Patience is Clubs, Willpower Spades, Empathy Hearts, Creativity Diamonds. In case of ties, a player who played the appropriate suit wins. In addition, cards of the right suit equal to or less than your relevant virtue are free.
(E.g. if it's a Dexterity and Patience task, and you have a Patience of 3, and you have the 2 of Diamonds and the 7 of Spades in your hand, you can play them both for a total of 9. But you couldn't play the 4 of Diamonds and the 7 of Spades at the same time.)
(Possibly the stats and virtues system is redundant, and we should just have stats?)
Posted by Gwai (# 11076) on
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For online dice rolls, what about a random number generator?
Posted by Barefoot Friar (# 13100) on
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quote:
Originally posted by Gwai:
For online dice rolls, what about a random number generator?
Random.org also does a dice roll, with up to 60 dice.
Posted by Doublethink (# 1984) on
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Another option would be using the Amber diceless system.
Posted by Doublethink (# 1984) on
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Some others that could be considered can be found here.
Posted by Kelly Alves (# 2522) on
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Boy, did those last two resources intrigue me. I just need to get to a proper keyboard to explain why. For niw-- thanks, DT.
The lotto idea is intriguingly concrete... I actually have played an RPG with a deck of cards, but that carries the same problem as dice-unless the draw is relegated to a non-player, you have to rely on everyone agreeing to resist the temptation to re- draw.
Speaking for myself, the gator curse eould keep me sharply in line.
Posted by Autenrieth Road (# 10509) on
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Could someone give a small precis of a RPG? It sounds like there are a lot of numeral things, and rolling dice to decide what happens -- like the battles in Risk. Where does the RP come in?
[ 25. April 2014, 00:59: Message edited by: Autenrieth Road ]
Posted by Kelly Alves (# 2522) on
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You actually get to do some improve acting.
Imagine "risk" with the soldiers bitching about their commanders, writing letters to their spouses, and scouring the local villages for provisions.
People differ on this, but IMO the most entertaining games are less about some battle to be won,but about a quest to be completed-- so that a full spectrum if interaction happens along the way. One scene you might be rolling stats to see if you survive in battle, the next to see if you can successfully eavesdrop on a street conversation regarding missing treasure, the next you roll your lock picking skills to get a comrade out of jail after a drunken punch- up.
Posted by Ariston (# 10894) on
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The question I always had about SoF RPG's is fights. I know that under DnD (at least 3.0/3.5 rules, which are the ones I know/follow/will swear on a stack of game manuals are Garl Glittergold's Only True Rules), fights take for-frikkin'-ever, since you have to roll for everything—initiative, roll to hit, roll for damage, roll to evade, saving throws, etc. Given that we're in separate time zones, I don't see that working so well; even if you get a set of attack/damage/etc. rolls done all at once, you're going to have to go around the world in order to make one combat round.
And that's assuming your rogue's in Japan, your fighter in England, and the wizard in the States. Lord help you if your bard's Californian, the ranger French, and sorcerer in Fiji. DnD was not meant for time zones.
That said, a bit of Google-fu reveals we're not the first to try this; I remember the Spiderweb Software forums trying something vaguely RPG'ish before*; and there have to be solutions to this somewhere. This Will Happen.
*Like text- and plot- heave RPG's that will eat away at your life and substitute for a good novel? You owe it to yourself to play one of Jeff Vogel's games. Really. His blog on game design and trying to make it as an indie publisher is worth reading as well.
Posted by Kelly Alves (# 2522) on
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Exactly to all of the above.
The exciting and daunting thing about this conversation is that it feels like whatever we come up with will be a truly unique Ship creation.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Ariston:
The question I always had about SoF RPG's is fights. I know that under DnD (at least 3.0/3.5 rules, which are the ones I know/follow/will swear on a stack of game manuals are Garl Glittergold's Only True Rules), fights take for-frikkin'-ever, since you have to roll for everything—initiative, roll to hit, roll for damage, roll to evade, saving throws, etc. Given that we're in separate time zones, I don't see that working so well; even if you get a set of attack/damage/etc. rolls done all at once, you're going to have to go around the world in order to make one combat round.
Maybe we can make a "Gordian Knot" rule that, if players cannot contribute to active game play within a certain time frame, the GM (s) have the option of deciding the action to move things along.
Kind of like in a real RPGs when one of the party gets stuck in the bathroom and you make his character pass out for that round or something.
Posted by Ariston (# 10894) on
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To cite Jeff Vogel, any game system that can't be understood by someone's significant other on their first night playing the game after they've had two beers is too complicated. Any more complicated than that, and you're no longer playing a game, you're looking things up in rulebooks.
Posted by Kelly Alves (# 2522) on
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Brilliantly put.
Posted by Ariston (# 10894) on
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Like I said, there's a reason I like the man's games.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Autenrieth Road:
Could someone give a small precis of a RPG? It sounds like there are a lot of numeral things, and rolling dice to decide what happens -- like the battles in Risk. Where does the RP come in?
It is a sort of communal story telling really. Typically you have a gamesmaster, and a group of players. The GM has an overarching plot for the players, and acts any people they meet. The players each have a character with specific knowledge and abilities, and the group of players will be told they have some sort of mission.
For example, your mayor has offered a bounty to anyone who can get rid of the dragon in them there hills - the six of you have volunteered. You meet in the town inn to discuss your next move.
Then players describe what they are doing and why:
Tarick goes to the bar for another round, he is not much interested in the details of the fight Cedric is outlining with chainmail nets and such - he comes back saying - there isn't really a dragon you know. They don't exist, our best bet is to hide in the forest and see if we can spot the arsonist in action.
(Other players chip in thinking this a great idea, and start discussing whether you deliver the arsonist to the town but make the mayor look dumb - and does he therefore weasel out of giving the bounty - or do you beat the arsonist to a pulp and then fake evidence of your victory over the dragon.)
Meanwhile, the GM is having a minor panic attack because they have planned a traditional dragon slaying and have all the materials planned etc. Now they have to decide whether to stick to their guns, and have the players lie in wait and see the dragon afterall or follow the player's invention and improvise. They might make Tarick make an ideas roll, to see if he thinks of this, or a persuasion roll to see if the others agree with him.
Say they are persuaded so the GM thinks - stuff it they can have the arsonist then - perhaps I'll use my dragon material later when they try to pull this again in another town and find there really is a dragon.
Lying in wait they may need to roll for perception to see if they see the arsonist sneaking past them, or sneaking up behind them with the moonlight faintly glinting off the blade as he raises his knife ...
Posted by JFH (# 14794) on
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I think I think Doublethink just involuntarily volunteered for GM.
(Not really, mostly just brilliant depiction, writing and more, getting me, a beginner to non-video games RPGs, really, really excited.)
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Kelly Alves:
I actually have played an RPG with a deck of cards, but that carries the same problem as dice-unless the draw is relegated to a non-player, you have to rely on everyone agreeing to resist the temptation to re- draw.
A non-player or the GM. Or if you don't have a GM give one player the right to draw cards and make them publicise it.
Posted by Eliab (# 9153) on
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quote:
Originally posted by Ariston:
The question I always had about SoF RPG's is fights. I know that under DnD (at least 3.0/3.5 rules, which are the ones I know/follow/will swear on a stack of game manuals are Garl Glittergold's Only True Rules)
Heretic.
quote:
fights take for-frikkin'-ever, since you have to roll for everything—initiative, roll to hit, roll for damage, roll to evade, saving throws, etc. Given that we're in separate time zones, I don't see that working so well; even if you get a set of attack/damage/etc. rolls done all at once, you're going to have to go around the world in order to make one combat round.
My suggested format to deal with that: the game should run as one or more fairly limited scope missions ("Rescue the governor's daughter from the pirate's lair", "Abduct the billionaire recluse from the penthouse apartment he hasn't left in a decade", "Assassinate Grafinn Ekatarina Eliabulon before she can return to the Pavian Wrik and infect the Wriksgraf with a psychic parasite"...). The opener is planning - all the logistical, ethical and stylistic details get discussed at that point and all players contribute as and when they want. We aren't in 'bullet time' at this stage, so time zones don't matter.
Then the mission runs, at least initially, according to the plan we just formulated. All players wanting to take part submit their orders - open or in secret - and the GM calls the results, which is to say, he calls for player descriptions of activity, and then announces when something unexpected or wrong happens. So if Sneaky Sam the rogue is assigned the task of dispatching a sentry, the GM doesn't need to run a round of D&D combat for that, if everything goes according to plan; he can just say "Sam whistles to confirm that the alley-way is now clear, then wipes the blood off his knife". On the other hand if a squad of heavily armed tax collectors in reflec armour happen to be unexpectedly patrolling the spaceport as the party tries to hijack a ship, then the GM will call for actions, or a fresh planning session, as appropriate.
For that to work, PCs should have a certain assumed minimum of competence: they should be able to run, climb, swim, drive, shoot, fight, orate, and bluff sufficiently well that it makes sense to say "I do that, then..." with some expectation that simple tasks will succeed. The game system should be more like Traveller* than Call of Cthulhu, in that characters should have a small number of skill points to mark the areas in which they really excel, rather than detailed percentages for thirty or so different accomplishments.
(*It should not be like Traveller in any other respect since that was a system in which PCs could, and frequently did, die in the process of character generation, perhaps the most stupid rule ever to (dis)grace an RPG).
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Dafyd:
quote:
Originally posted by Kelly Alves:
I actually have played an RPG with a deck of cards, but that carries the same problem as dice-unless the draw is relegated to a non-player, you have to rely on everyone agreeing to resist the temptation to re- draw.
A non-player or the GM. Or if you don't have a GM give one player the right to draw cards and make them publicise it.
The more i think about that idea, the more I like it. A non player pulling the cards-maybe give them a light NPC role so the can have some fun with it.
Someone up there warned against dumping too much on the GM, so the idea of creating a separate draw position gets my vote. Maybe even a couple such positions to address time zone issues.
Doublethink, love your précis. Especially your take on the GM experience.
Posted by Kelly Alves (# 2522) on
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Actually, thinking about it - how comfortable is everyone with the idea of a simple "honor code", and everyone calling their own rolls? Because I personally would be willing to try it that way. I presume everyone would be in it to have fun, and not dick each other over.
Posted by Gwai (# 11076) on
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I have to admit I'd just let the players draw their own cards/roll their own numbers. Well, mostly because I'm relatively trusting, but also because I don't see much advantage to cheating. We would all be playing together in the party toward similar goals. If you don't smite the orc, well someone else probably will, and if no one else is able to help you with the orc then the whole party is in trouble, and the DM may step in to make things less likely to slaughter everyone!
Cross-posted with Kelly. Looks like we agree.
[ 25. April 2014, 16:13: Message edited by: Gwai ]
Posted by Kelly Alves (# 2522) on
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Yeah, I realize I probably introduced the whole issue, but
I think I was trying to anticipate potential arguments against online play. If nobody else is bothered, neither am I.
Posted by Autenrieth Road (# 10509) on
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I'm perfectly happy with honor code for the rolls. In any case, adverse rolls might give more avenue for flights of fancy (thank you Doublethink for the awesome example!).
Do we get to decide who we want to be, or do we get assigned roles in some way, that we then flesh out within broad parameters?
Posted by Kelly Alves (# 2522) on
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Adverse rolls make life fun for everyone .
As to character generation- basically you choose your own character, but in order to add realism and more random chance to the game, a basic character is given a list of abilities and attributes, and you roll to assign a strength level to each one. Again, honor code-- the protocol I was taught was that it's Ok to roll up an entirely new set of stats for a character if you don't like how they came out, but re- rolling separate stats is anathema. (Stats= strength level of abilities/ attributes.
Also, I'd just like to state for the record that I am squeamish about attaching traits and abilities too firmly to race ( basically one of the fundamental motifs of D& D) .
[ 25. April 2014, 18:23: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
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Aaack! Everyone go read Eliab's post! It's excellent!
Posted by Autenrieth Road (# 10509) on
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I'm wondering what it would be like to engage in this adventure as the Grafiness Katy d'Eliabulon, an upstart who has showed up out of nowhere claiming to be on pilgrimage to pay homage to her relative, the Grafinn Ekaterina, by engaging in as much wickedness and trickery as possible. The real Eliabulons are all horrified by this imposter Katy, who can only provide a warped and inadequate image of the great nefariousness of the inimitable Ekaterina.
Or perhaps I could be a Hophto or an Ottrig, a creature of love and poetry, fond of hugs, waffles, and raisins.
Theodora Ios Bear (Teddy to many, Tibby to her close friends who know her middle name) thinks she doesn't much know what to do with either Dungeons or Dragons and is waiting for the next Good Ship Mafia to sail.
This is fun, dreaming of alternative identities.
[ 25. April 2014, 18:44: Message edited by: Autenrieth Road ]
Posted by Kelly Alves (# 2522) on
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(How awesome was that Dysfunctional Family system, btw? Send them after the dragon!)
Posted by Doublethink (# 1984) on
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I GMd an, um, interesting group of players once.
I would be in favour of a point buy system of character creation, just because it tends to leave you with more balanced characters and players get to get some control over the style of character they want play.
Simple roll system if we go with dice / random over number system - so big shiny gun just adds + x to your stat you don't do a million extra rolls for targetting etc. nice to have critical success (natural maximum roll) and critical fail (0) for story flavour.
Ideally we want to pinch a mechanic wholesale - I am not convinced D&D is the best to go for.
Found this on an rpg forum:
quote:
I'm not sure if I ever saw this basic mechanic in a game or it just came up with a circle of friends BSing.
1) your attributes (strength, dex, int, etc.) are with a die. You go through the progression of d3, d4, d6, d8, d10, and d12.
2) your skills are a number and paired with an attribute. So, Guns skill would pair with dex. Your Dex being d8, and your guns being 3, you roll 3d8 for a guns roll.
3) Common sense role. If you take a max roll of a skill (24 for the guns roll above), and divide by 2. You succeed at any guns-related task with a target number of less than half max (11 or below; 12 or higher needs a roll in the example above). Insanely easy tasks shooting at point blank range with a dextrous character are covered. But to shoot a sniper rifle from 2 miles away in a crosswind is still going to be nigh on impossible. It also gives a sense of realism in that 1 character may be really good at guns, but another can't hit the broad side of a barn... but boy can he drive/program/cast-spells/whatever.
So GM would set the target difficulty for any task requiring a roll. Would be adaptable across any mythos quite easily.
Initiative is useful for turn based combat, but should be a stat not a role. Then you have everyone state their action in reverse order. So slowest says their action first, which means quicker people are able to respond to having seen what they are going to do and bear that in mind in planning their action - ie initiative giving real advantage. Then actions happen in in initiative order.
So, characters a, b and c - a fastest so:
GM: right a is fastest, then b, then c - c make your combat plan post, then b then a.
C (enemy character played by GM): I draw my gun and fire at A
B: I see C go for his gun, he is staring at A, I dive sideways under the table.
A: I see C go for his gun, I doubt B will help so I grab the whiskey bottle and smash C on the shoulder before. He can draw.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Doublethink:
I GMd an, um, interesting group of players once.
I would be in favour of a point buy system of character creation, just because it tends to leave you with more balanced characters and players get to get some control over the style of character they want play.
Simple roll system if we go with dice / random over number system - so big shiny gun just adds + x to your stat you don't do a million extra rolls for targetting etc. nice to have critical success (natural maximum roll) and critical fail (0) for story flavour.
Ideally we want to pinch a mechanic wholesale - I am not convinced D&D is the best to go for.
I'm getting the same feeling. In the back of my mind I was wondering about a point-- buy system-- is that where you are given a standard set of stat points to start, and you create your character by arranging them to your liking?
is that also where you can buy stat points by giving yourself weaknesses? (I think World Of Darkness works that way.)
Posted by Doublethink (# 1984) on
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Yup, so say every stat is 10, you get another 10 to play with - you can take away, say, a maximum of 4 from any stat and add a maximum of 8 to any stat.
If you used the system I quoted, you would pick your comparative strengths and weakness by the size of dice.
So you have a d4, d6, d8, d10, d12 & d20 and pick which stat has which dice. By slinging a d20 in there, you encourage every character to have a clear strength.
(Handy roller for quoted system here http://rpg.norwinter.com )
[ 25. April 2014, 20:12: Message edited by: Doublethink ]
Posted by Eliab (# 9153) on
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quote:
Originally posted by Kelly Alves:
I actually have played an RPG with a deck of cards
[tangent] My gaming group came up with an RPG system to play when all we had was a set of poker dice.
Every character had 10 skill points to spend on anything. Any task had a set difficult - "Ace High" for trivial, "Pair" for easy, "Three of a kind" for moderate, "pat hand" for hard. Every relevant skill point was one re-roll of any number of dice. Contested actions, like combat, had all participants roll, and best hand wins. It worked extremely well for a system invented in less time than it took to explain.
Posted by Doublethink (# 1984) on
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Poker dice definitely better than cards themselves, shuffling well is just hard
Posted by Autenrieth Road (# 10509) on
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I can just barely follow Doublethink's #1 and #2. #3 gives me a headache. And what's up with the rotating through various sides of dice? OK for setup, but as an ongoing thing I don't want to have to be remembering how many sides of a dice I should be rolling for each particular thing.
Eliab's Poker Dice solution sounds elegant and I can understand it. Not necessarily that that's what we'll follow. I'm just trying to illustrate what I'm having an easy time understanding, vs. what leaves me feeling like it's more numbers than I care to deal with.
I'm a complete D'n'D neophyte though. Maybe this is easier than it sounds once it's under way.
Posted by Ariston (# 10894) on
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quote:
Originally posted by Autenrieth Road:
I'm a complete D'n'D neophyte though. Maybe this is easier than it sounds once it's under way.
Long story short, no, no it's not. It's an advantage of computer-based RPG's—no need to sort out how many of what kind of dice you need to model each kind of encounter, no constant references to your over-erased and corrected character sheet, no stacks of fifteen rulebooks covering each possible contingency except for the one that just came up—and a problem with more recent tabletop games that try to imitate the computer versions.
I'm all in favor of going simpler here, although I'm sure that neither me nor my very friendly local game store would mind an excuse for me to buy more dice.
Put me down as another fan of point-bid character setup; I've never much liked the dice-roll luck version, although a "you get sixty points to spend across these stats and skills, some of which may cost more than others" version might work too.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Ariston:
Put me down as another fan of point-bid character setup; I've never much liked the dice-roll luck version, although a "you get sixty points to spend across these stats and skills, some of which may cost more than others" version might work too.
That last is actually what I thought I was describing as Point-buying. What nuance am I missing?
Posted by Jay-Emm (# 11411) on
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quote:
Originally posted by Autenrieth Road:
I can just barely follow Doublethink's #1 and #2. #3 gives me a headache. And what's up with the rotating through various sides of dice? OK for setup, but as an ongoing thing I don't want to have to be remembering how many sides of a dice I should be rolling for each particular thing.
From what I understand from computer based ones (and the games I played tended to mask the underlying mechanics quite well) (also from DarthsAndDroids).
The dice combinations gave 'interesting' subtle variations. And some rock-paper-sissor-pebble situations naturally occur. Which give you a buzz when you play them right or are lucky or otherwise develop. *
However I'd be in favour of something very simple. I'm pretty sure the 'simple' solution gets more complicated in the long run, but I think that that long run is more than we'll be going for?
*which is in a sense the point of the dice, to give your choices an actual effect.
[ 25. April 2014, 22:44: Message edited by: Jay-Emm ]
Posted by Kelly Alves (# 2522) on
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It think a very simple system would work fine if we give huge latitude to the GM to craft game play in ways that move the action along,and we agree to not bitch about it.
Or we can make a seperate "bitching about GM calls" thread to prevent game disruption. ![[Big Grin]](biggrin.gif)
[ 25. April 2014, 22:59: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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Point buying, you have a set of points you distribute across a set of stats usually about six.
A point bid system, as in Amber, you bid against each other to be the best at some stat.
So five players, five levels of each stat. You can be useless, weak, ok, good or excellent at, say, strength - each player has 100 points. You A can bid 10 for strenth, the next player B might bid 9, the next C 15, D thinks - oh no you don't I am so going to be the fighter and bids 20, E thinks I am not getting into this, I am going to hold out for intelligence and bids 1.
So E gets useless strength, B gets weak strength, A gets OK strength, C gets good strength and D gets excellent strength.
Then you go on to bid for the next stat, intelligence say, but D now only has 80 points left to bid with and five stats to bid for, whilst E has useless strength but can afford to maybe bid as much as 30 to get excellent intelligence.
Its advantage over point buying is basically about making you prioritise, instead of fiddling around for ages trying to get the best of all things.
(I hope that's clear
)
[ 25. April 2014, 23:02: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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Hmmm... I think i prefer point buying, then. At least to begin with. Gives the players more of a chance to create a workable character.
( yes, it was clear, and thank you. I'm so glad you joined this discussion!)
[ 25. April 2014, 23:05: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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Really simple would be:
You rank useless, weak, ok, good or excellent in each stat (less numbery) and anything you try to do will be either ridiculously easy (you only fail if you roll a 0), easy (roll over 5 on a D20) need effort (roll over 10) is hard (roll over 15) or ridiculously hard (must roll a natural 20).
GM tells you how hard a thing is based on your skill in the relevant stat.
(You would use a point buy or bid system to get your stat level.)
You would only need to roll one die for anything, and magic objects or weapons would just add a set bonus e.g. +1 to your roll.
Initiative would be a stat, not rolled every time.
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by Doublethink:
Really simple would be:
You rank useless, weak, ok, good or excellent in each stat (less numbery) and anything you try to do will be either ridiculously easy (you only fail if you roll a 0), easy (roll over 5 on a D20) need effort (roll over 10) is hard (roll over 15) or ridiculously hard (must roll a natural 20).
GM tells you how hard a thing is based on your skill in the relevant stat.
(You would use a point buy or bid system to get your stat level.)
You would only need to roll one die for anything, and magic objects or weapons would just add a set bonus e.g. +1 to your roll.
Initiative would be a stat, not rolled every time.
Very frustrating-- one of the most fun games I ever played was a demo at a con that ran pretty much just as you are describing. AND I CAN'T REMEMBER THE NAME.
It was a game aimed at kids, though, so that connection just strengthen my resolve to spend some time researching junior rpg systems this weekend.
Posted by Doublethink (# 1984) on
:
Of course, the interesting bit is what stats to have. Traditionally you've got something along the lines of:
- Strength / hit points (simplest to make hit points = strength)
- Dexterity
- Intelligence
- Charisma / Charm
- Wisdom
- Constitution
Some other systems here: http://tinyurl.com/mvun6vj
There is no reason why we couldn't have Geekery, Sex Appeal, Soul, Speed, Good Luck & Muscles.
Posted by Kelly Alves (# 2522) on
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Ha!
The kid game had really stripped down stat categories-- I think it was thinking, moving, doing, something like that-- stuff that could be applied (sometimes in combination) in a variety of ways.
Posted by Kelly Alves (# 2522) on
:
Also, i thought with point buying, you had standard attributes, but there were "electives" you could choose from. You just had to buy them from your point reserve like anything else.
Posted by Doublethink (# 1984) on
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Often, but that will complicate the system rapidly.
What you could do is have up to x number of skills. Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Doublethink:
Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.
Surely someone who's got Soul must also be Super Bad, right?
Posted by Doublethink (# 1984) on
:
Cogitates, so ... In speculative system so far:
To generate your character you get 20 stat points, and a choice of six skills.
You purchase stat ranks with your twenty points: useless costs 1 point, weak costs 2 points, OK costs 3 points, good costs 4 points and excellent costs 5 points.
Proposed statistics include some measure of strength and your hit points will be the same as this stat. (I.e. From 1 to five) .
Proposed statistics will include some measure of speed / dexterity and when needed your initiative / turn order in combat will be the same as this stat (1 to 5) - several people with same stat go npc followed by alphabetical order by ship name. Post actions in reverse order.
You choose six skills, from a pre-determined list or whatever the GM is prepared to allow - your level is determined by the related stat. If you attempt a skilled action you have not trained in, it is automatically ridiculously hard.
Rolls would be against ridiculously easy (0 fails), easy (5 and under fails) needs effort (10 and under fails), hard 15 and under fails and ridiculously hard (only rolling a 20 will do regardless of bonuses.)
Next issue would be how to resolve the impact of an action or damage.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by JFH:
quote:
Originally posted by Doublethink:
Any skill is directly related to a stat, magic to Soul, bluffing to sex appeal, pointy weapons to muscles etc. But if someone doesn't have the skill in the first place, then the task becomes automatically ridiculously hard.
Surely someone who's got Soul must also be Super Bad, right?
oh yeah - I also believe in narrative bonuses - +1 to your roll if your action is way cool
Posted by JFH (# 14794) on
:
Now a part of me wants a character to have Sechs (German for Six) Appeal, i.e. an ability to have rolls that end on a 6 count for +1 or something such.
Posted by Kelly Alves (# 2522) on
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So loving the turn this conversation is taking.
Posted by Jay-Emm (# 11411) on
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quote:
Doublethink
Next issue would be how to resolve the impact of an action or damage.
Are there any major problems with using a similar system? E.g.
A player starts with 20 hit points.
The GM takes a players health into consideration at their discretion however...
When a player is at 10 hit points it should be expected that an 'easy' strength task now requires 'effort', etc..
Other hindering effects (e.g. time available) may also have effects.
However the implementation of all this is at the GM's discretion
An attack can be 'useless' causes 0 damage ...'excellent' causes 4 damage.
Before combat/other harmful action.
The GM/players decide the challenge taking into account 'everything'.*
He maps a easy attack to a level of difficulty, a ok attack to a (higher) level...*
He announces that. The die is rolled.
The damage is taken off the victim, an appropriate impact as decided by the story is applied (e.g. cut arm).
Action that can have scales of result could be similar (e.g. cooking food)
If a particular quality is required, then at the GM's discretion:
(a) this can be included when assing the challenge
(so if preparing for a fussy eater, 'good' is only 'ok', but the player writes that it was good but treated as ok)
(or b) this can be remapped to another die roll
*The two simple (standard) cases are X-linear and XY-binary (any idea for better names)
For a hard-good-binary attack: 15 or less does useless (0) damage, over 15 does good (3) damage
For a linear attack: 5 and under does useless damage, 6-10 does weak damage 11-15 does ok damage 16-19 does good, 20 does excellent
Posted by Doublethink (# 1984) on
:
I wonder if there is a way to dump hit points all together using those principles.
So we have:
Unopposed action by player:
- Ridiculously Easy Success
- Easy Success
- OK Success
- Hard Success
- Ridiculously Hard Success = gain a related skill revealed in a narrative flourish by the GM
- Ridiculously Easy Fail = gain a scene specific detriment revealed in a narrative flourish by the GM e.g. The barkeep is offended by your attempt to haggle over the price of a room and refuses to hire you a room.
Opposed Action
[list] - Useless vs Useless = OK Contest
- Useless vs Weak = Hard Contest
- Useless vs OK = Ridiculously Hard Contest
- Useless vs Good = Ridiculously Hard Contest
- Useless vs Excellent = Ridiculously Hard Contest
- Weak vs Useless = Easy Contest
- Weak vs Weak = OK Contest
- Weak vs OK = Hard Contest
- Weak vs Good = Ridiculously Hard Contest
- Weak vs Excellent = Ridiculously Hard Contest
- OK vs Useless = Ridiculously Easy Contest
- OK vs Weak = Easy Contest
- OK vs OK = OK Contest
- OK vs Good = Hard Contest
- OK vs Excellent = Ridiculously Hard Contest
- Good vs Useless = Ridiculously Easy Contest
- Good vs Weak = Ridiculously Easy Contest
- Good vs OK = Easy Contest
- Good vs Good = OK Contest
- Good vs Excellent = Hard Contest
- Excellent vs Useless = Ridiculously Easy Contest
- Excellent vs Weak = Ridiculously Easy Contest
- Excellent vs OK = Ridiculously Contest
- Excellent vs Good = Easy Contest
- Excellent vs Excellent = OK Contest
I have written it out as I find explaining it difficult but basically, if we start from an equal contest having OK difficulty - each rank of difference moves the difficulty up or down one. This will make for a very vicious combat system, cos in OK vs Good OK has to roll over 15 and Good has to roll over 5. This would make acquiring special items, weapons and armour very important. It also discourages players from solving every problem with combat.
So damage:
- Ridiculously Easy Contest Success - wound & leave for dead (recipient is unconscious, can't be attacked again unless they are seen to recover - or you are assassinating outside a combat scenario)
- Easy Contest Success - wound and disarm (recipient has no weapons bonus till next turn)
- OK Contest Success - wound
- Hard Contest Success - wound
- Ridiculously Hard Contest Success - wound & stun opponent, they can't hit you again for a turn
(Ridiculously easy fail, you wound yourself with a narrative flourish from the GM)
Each wound you take drops you a contest rank, so you were told your contest was OK, you get a wound it becomes Hard, get another one it becomes Ridiculously hard. Doesn't change your opponents contest level - only their wounds do that.
Healing could be done with a spell, post combat up to narrative discretion.
[ 26. April 2014, 10:37: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Keeping it qualitative makes for better narrative posts too.
GM: you round a corner and see two goblins, they are speedy little runts - you know this is going to be an *ridiculously easy* contest even though they are fast enough to go for you before you've drawn your sword. What are you going to do ?
Player: I will go for the one on the left
GM: they are both going to swing for you with their clubs
GM: they both miss
Player: I swing for the one on the left with my sword and he goes flying and I *leave him for dead*. I am going to finish off the second one next.
GM: He looks scared but is coming charging for you. Amazingly, he hits you, you are so startled by your *wound* you are *stunned* and can't get your sword up before he attacks again - this is still *easy* but it seems a little more chancy than you first thought. What are you going to do ?
Player: I think of running but my pride won't let me so I will take another swing at him.
GM: He attacks again, but is so fired up he swings wildly and smacks himself in the face with his own club ! He'll be too dizzy to hit you next time.
Player: I hit him full on *wounding and disarming* him by knocking the club from his hands.
(Hmm, I spot a problem think we'll have to let his wounds reduce the difficulty of the contest level too.)
[ 26. April 2014, 11:10: Message edited by: Doublethink ]
Posted by Jay-Emm (# 11411) on
:
That sounds like a reasonable plan, at least I think I should be able to remember it.
I was going to say that I didn't think it quite dumps hit points permanently in that the next battle needs to be affected by your wounds. But understanding further at that point it the need for an actual number is gone. That's quite pretty.
I think you're right that the non-number representation ought to be a good for RP.
But I also think it will be good that it maps to numbers easily (so long as I can forget that when playing).
Would it be worth having a few vignettes and see if anything comes up and perhaps try alternatives (and be a warm up for us newbies)?
Posted by Gwai (# 11076) on
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Just for the record loving this.
(And thinking doublethink would be a splendiferous DM, if she is willing/has the time, when we start!)
Posted by Kelly Alves (# 2522) on
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Word up to that!
And Jay-emm, a little warm- up sounds like a great idea-- as well as some sample characters.
[ 27. April 2014, 03:08: Message edited by: Kelly Alves ]
Posted by JFH (# 14794) on
:
I thought about it yesterday, and I suppose the upgrade to the Sechs (6) Appeal would be the Fünf (5) Nymph trait, followed by I'm On Vier (4) in the next grade...
[ 27. April 2014, 08:19: Message edited by: JFH ]
Posted by Doublethink (# 1984) on
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I realise you are punning, but, I think leveling up would be too awkward to work in. I'd favour rewards in gear and perks.
Posted by Kelly Alves (# 2522) on
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Define "perk" (serious question-- it's been a while since I gamed.)
Posted by Doublethink (# 1984) on
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A specific advantage, like, *guts of steel* - can not be poisoned or *class act* - has an air of importance, can always get a room in a hotel, table in a restaurant, ticket for a performance etc
Posted by Kelly Alves (# 2522) on
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Ah! Got it, thanks.
Posted by Doublethink (# 1984) on
:
Well, if we are going to run some test scenes, what sort of world should we go for ? Sci-fi, Jane Austen, Name of the Rose ? Also do we want comedy, serious, horror, ? Gisty background, or majorly detailed ?
Posted by Banner Lady (# 10505) on
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I think starting in Frankie's lab would be appropriate...
Posted by Doublethink (# 1984) on
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Comedy Horror then ?
I will have a go at running up some pre-gen characters for a trial run.
Posted by Kelly Alves (# 2522) on
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The Name of the Rose?
Oh you suggested that already, sorry. Perhaps for the future, but that would be hugely Shippie, wouldn't it?
[ 28. April 2014, 22:52: Message edited by: Kelly Alves ]
Posted by Ariston (# 10894) on
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Perhaps we can try a few trial scenes, see what works, give it a bit of practice, figure out what we like and can play with, and then go from there?
Posted by Doublethink (# 1984) on
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Model Character Sheet
quote:
Character Name:
Brief Physical Description:
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- Rank Wits
- Rank Finesse
- Rank Charm
- Rank Soul
- Rank Muscles
- Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Slot 1 (tied potential)
- Slot 2 (tied potential)
- Slot 3 (tied potential)
- Slot 4 (tied potential)
- Slot 5 (tied potential)
- Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.
[ 28. April 2014, 23:50: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
If folk would like to make some generic fantasy characters for a trial scene, mini dungeon crawl type thing we could give it a go - look for teething problems.
Posted by Kelly Alves (# 2522) on
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Nice!!!
I will print out your very cool character sheet and play around.
I was thinking ahead to game play the other day-- would it be good to create a character-gen thread separate from the actual game play thread?
Posted by Doublethink (# 1984) on
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Yes I think that would be a v god idea, perhaps character gen + rules discussion, so the main narrative remains fairly uncluttered.
Posted by Eliab (# 9153) on
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I've posted a poll here on game styles.
I'm happy to participate in any trial run.
Posted by Curiosity killed ... (# 11770) on
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I've flagged this thread up to my daughter who is about to move away from her local games playing venue and a work colleague who can't find anywhere to play currently since he moved away from his local group. I'm hoping that was a good idea.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Eliab:
I've posted a poll here on game styles.
I'm happy to participate in any trial run.
Just for checking mechanics - could you run up a test character and post it ? See if you come across any issues / conundrums
Posted by Kelly Alves (# 2522) on
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I totally will do that, but as I have an event this evening to prepare for, the earliest I can do it is tomorrow.
Posted by Gwai (# 11076) on
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Question re the character sheet, what is finesse exactly?
Posted by Kelly Alves (# 2522) on
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Good question. I tend to think of the word in a social context, in which case it would be tied to "charm" wouldn't' it?
if it is a physical characteristic, is it like "dexterity"? (or small motor skill, if you don't want to limit to hands?")
Posted by Dafyd (# 5549) on
:
Turn structure:
a) we don't want to overload the GM. Also, we want those who have Real Lives to be able to participate comparably to those who can check the Ship every ten minutes.
b) we want things to move along reasonably frequently.
I'm inclined to think nobody gets more than a turn a day, and probably less. (I think a turn per player a day is probably too much work for the GM if there's a reasonable number of players.) A turn a week is probably too slow.
I feel that party-based combat with lots of swings and tactical decisions is a bad idea. It would take weeks to resolve and also you'd either be waiting on or bypassing people who are away from keyboard. We need to not worry about splitting the party. I think combat based threats should take roughly the same time to resolve as say social challenges (so an unimportant fight on which not a lot turns will take just one roll). Also, I think combat challenges should be such that characters can resolve them individually. Think something like Buffy or Star Trek where Buffy can fight the monsters in one scene while Willow is looking up stuff in spell books in another.
Posted by Jay-Emm (# 11411) on
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Half drafted modeled on (and hopefully parodying) the stereotype princess, partly to test behavior at the extremes.
Trying to pick sensible skills is hard, will have another go tomorrow or thurs.
quote:
Character Name: Prince Testwe Ka Rakta
Brief Physical Description:
20 years ago a printer dropped the pages for the pink guide to "bringing up "beautiful princesses" and "training heroic princes".
A couple of pages may have got muddled. This had massive repercussions in the land
Having been trained to prick himself on a spinning wheel needle buried under 40 mattresses, faint at will and over skills essential to fantasy princesses
(rather than the traditional princely ones) Prince Testwe can still show surprising dexterity and wits until his arm is grabbed or a stranger offers an apple.
Fortunately for all involved the pictures were put in afterwards and did match the titles.
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Good(4) Rank Soul
Useless(1) Rank Muscles
Good(4) Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Very Light sleeper (vigilence) Testwe is very alert at night as he can't sleep in 'rough' conditions
Needs rescuing (charm) Testwe may get in a lot of trouble but (proper) villains will only try to capture and all heros will rush to his aid (whether wise or not)
Impossible Intuition (wits) Provided there is no rational means of knowing something Testwe is much more likely to 'just know it'
Always their fault (soul) Although other characters may blame him for XYZ they will always apologise in the end
Unexpected Strength (soul) When dramatically appropriate can fight with increased strength, only to faint once the hero is alerted (etc...)
Told the plan (wits) When captured it is almost certain that the villain will say something useful
Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing
Posted by Kelly Alves (# 2522) on
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quote:
Always their fault (soul) Although other characters may blame him for XYZ they will always apologise in the end.
Brutal!
Posted by Doublethink (# 1984) on
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I was thinking finesse would be similar to dexterity.
That character is fun, though your skills are what I would think of as perks.
It could be possible to run with just potentials and perks - though perk type things (called gimmicks in some games) would usually not have a roll, rather be either a thing that just happens - or give a +x type bonus to a main stat roll like charm. (At the moment, your skill list makes your character probably overpowered, he can't be killed, opponents tell him all their plans, and in addition to his stats, when things are really hard or obscure he wins.)
The sort of things that are skills in many systems are things such as; healing, lock picking, magic, light weapon use, ranged weapon use, heavy weapon use, research, barter, fast talk, science, repair etc
I agree complex turn sequences would usually be too much to manage, and that individual combat in parallel with other scenes is probably the way to go as described by dafyd above. Though I do think it would be nice to stage the occasional set piece at a designated hour for sixty minutes.
I think you should be allowed to post once a day (at length !) but not everything will require a roll.
[ 29. April 2014, 22:23: Message edited by: Doublethink ]
Posted by Dafyd (# 5549) on
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I'd say post as often as you like if the purpose is interaction with other players. It's only things that cause work for the GM are that are limited.
Posted by Kelly Alves (# 2522) on
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I'm inclined to agree, Dafyd. For me, 75% of the gaming fun is the banter between PCs. But perhaps the GM needs specific rules to help rein that in when necessary.
Posted by JFH (# 14794) on
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I thought whatever rules the GM needed could be put in force ad hoc by pronunciation of GM authority. It may be that I'm wrong.
As for 20 points over 6 skills, it looks to me like that may make the characters rather strong - two weaknesses give you 4 strong sides. Little use for the averages, it seems... I think I personally liked the idea of tying it to 4-8-10-12-20 or whatever it was Doublethink suggested, to not get a bunch of more or less even characters apart from their one weakness... Differentiating characters by strengths rather than by weaknesses, as it were.
Posted by Ariston (# 10894) on
:
quote:
Originally posted by JFH:
I thought whatever rules the GM needed could be put in force ad hoc by pronunciation of GM authority. It may be that I'm wrong.
As for 20 points over 6 skills, it looks to me like that may make the characters rather strong - two weaknesses give you 4 strong sides. Little use for the averages, it seems... I think I personally liked the idea of tying it to 4-8-10-12-20 or whatever it was Doublethink suggested, to not get a bunch of more or less even characters apart from their one weakness... Differentiating characters by strengths rather than by weaknesses, as it were.
Pretty much—it's called min-maxing, and is the standard way most people create characters. Not much use giving a wizard superhuman (or even average) strength, nor a sword-slinging fighter a genius intellect; indeed, it would seem odd to have someone who's essentially an academic with fireballs able to swing a sword or someone who spent all their time on the battlefield, not in libraries, able to win a trivia contest. Of course, there are exceptions—generals, for instance, or someone who can throw a magic missile into the mix before finishing things off with the halberd—but those exceptions come at a price ("jack of all trades, master of none"), and are generally more advanced characters.
Of course, it is possible to overdo it.
Posted by Doublethink (# 1984) on
:
Character Try Out
quote:
Character Name: Innocent Tyler
Brief Physical Description: 4ft tall, slight build, v pale skin ginger hair and green eyes. Loks like butter wouldn't melt in his mouth.
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- Good Wits
- Excellent Finesse
- Excellent Charm
- Weak Soul
- Useless Muscles
- Rank Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Slot 1 (tied potential)
- Slot 2 (tied potential)
- Slot 3 (tied potential)
- Slot 4 (tied potential)
- Slot 5 (tied potential)
- Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.
[/QB][/QUOTE]
Posted by Doublethink (# 1984) on
:
Bugger
Character Try Out
quote:
Character Name: Innocent Tyler
Brief Physical Description: 4ft tall, slight build, v pale skin ginger hair and green eyes. Looks like butter wouldn't melt in his mouth.
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- Good Wits
- Excellent Finesse
- Good Charm
- Useless Soul
- Weak Muscles
- Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Lock-picking (Finesse)
- Bluff (Charm)
- Climbing (Finesse)
- Find Hidden Things (Vigilance)
- Light Weapon (Muscles)
- Seduction (Charm)
Starting perk ? If so - Luck - can re-roll a failed check once every seven days.
Please list equipment you acquire, with any bonuses it may give.
Back-pack of basic camping gear
Ridiculously ornate dagger (gives +1 to combat rolls)
Magic item: Bag of holding - the tardis of man-bags
Quote: "A thief !?! Me !?! How very dare you, I am an an innocent dwarf !"
][/QB]
Posted by JFH (# 14794) on
:
quote:
Originally posted by Ariston:
Pretty much—it's called min-maxing, and is the standard way most people create characters. Not much use giving a wizard superhuman (or even average) strength, nor a sword-slinging fighter a genius intellect; indeed, it would seem odd to have someone who's essentially an academic with fireballs able to swing a sword or someone who spent all their time on the battlefield, not in libraries, able to win a trivia contest. Of course, there are exceptions—generals, for instance, or someone who can throw a magic missile into the mix before finishing things off with the halberd—but those exceptions come at a price ("jack of all trades, master of none"), and are generally more advanced characters.
Of course, it is possible to overdo it.
I'm sorry, of course I realize the worth of the specialization and the little use of averages in general. However, look at the Prince Jay-Emm created, and you'll find he's pretty much a master of one trade, darn good jack at three, and sucky only at two.
I think the mastery and general goodness should be an option in only half of the skills or so instead of as of now, nearly all. I think removing just one or two points from the skills would make it more interesting, forcing greater selection between what skills you can't do without, and in the end also what characters you can't do without. With the current system, characters can easily replace one another, which I don't think will make for very interesting gaming.
If instead you take away two points, you won't see the creation of 114455 characters, but rather 113355 or even 111555 characters, which should lead to more interesting gameplay as players depend more on others and cannot always expect to win challenges single-handedly. That, or changing to the fixed levels model that Doublethink suggested earlier, would make player interaction better, I think. But maybe I'm talking of fine-tuning when the rest of you are just piecing together the first shelves of the Billy - sorry in that case.
Posted by Kelly Alves (# 2522) on
:
JFH, you may have a point-- I was trying to assign skills and felt I had a good balance of sucky and strong at 18 points. I was surprised I had two points left to play with.
Posted by Doublethink (# 1984) on
:
So maybe 18 point buy, 1 perk and 1 magic item ?
Posted by Doublethink (# 1984) on
:
Or in a sans magic universe - one high value useful thing, be that a sonic screwdriver or a brougham for travelling for the London season.
Posted by Kelly Alves (# 2522) on
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Character Try Out
quote:
Character Name: Brandon Covey
Brief Physical Description: 12 years old, 4 ft 8 in. tall, stocky and muscular, dark eyes and dark hair in a "bowl cut", Dressed in rawhide. with very big boots.
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- OK Wits
- Weak Finesse
- Weak Charm
- Excellent Soul
- good Muscles
- Good Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Resist Charm (wits?)
- Animal Kinship (soul)
- Hearing (vigilance)
- Intuition(soul?)
- Kick/ Lower Body (muscles)
- Light Weapon (muscles)
Starting perk ? If so - Jiminy Cricket-- he can act as a totem to others-- if they ask him for advice, he can intuit good advice. (or maybe add a + 2 to their wits)
Please list equipment you acquire, with any bonuses it may give.
Camping gear.
Steel toes boots
Totem amulet (bear) (if allowed as a magic item, +2 to wits, when consulted. Perhaps limit use per "day".)
Short sword.
Folk medicine kit (first aid type stuff.)
Quote:
[ 30. April 2014, 19:27: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
:
Oops! Cross post! That's my twenty point version.
Posted by Doublethink (# 1984) on
:
I think hearing would come under straight vigilance. Perhaps take tracking, survival or hunting ?
Totem perk seems good but maybe either +2 weekly, or +1 if you want to be able to use it whenever.
Alternatively, maybe take traditional healing ? You seem quite shamanic soul based magic might be an option - and perk with an animal familiar - perhaps transform ?
[ 30. April 2014, 19:32: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
:
(Page jump and crosspost edit!)
I think hearing would come under straight vigilance. Perhaps take tracking, survival or hunting ?
Doublethink said: quote:
Totem perk seems good but maybe either +2 weekly, or +1 if you want to be able to use it whenever.
Alternatively, maybe take traditional healing ? You seem quite shamanic soul based magic might be an option - and perk with an animal familiar - perhaps transform ?
What I was imagining was someone like "Radar O' Reilly" who could hear dialogue far off or the sound of an approaching caravan from five miles off. Stuff like that. If that will work with a straight vigilance roll, maybe I'll take "survival" to put my first-aid kit to use.[Edit--OO, I like your "traditional healing" idea better!]
Your totem use options seem fair-- naturally it would seem more useful to me to take the +1 option.
[ 30. April 2014, 19:38: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
:
Also, explain the "transform" option-- I will happily ditch the totem if your idea seems more fun.
Posted by Eliab (# 9153) on
:
Character Name: Gunriana De Vanės
Brief Physical Description:
A young lady, dressed either in an ornate and expensive dress not quite on the cutting edge of fashion, which suits her reasonably or, when travelling, dressed in rather more practical fur-lined leggings, short-ish shirt and stout jerkin in which she seems much more at ease. Her left hand is always gloved, and the observant will note that she uses that hand as little as possible, though she shows no sign of any disability. Her speech is careful and polished, though not quite polished enough to pass for true-born aristocracy. Her eyes are intelligent and intense – enough to make many people a little uncomfortable in prolonged conversation.
Potentials:
Good Wits
OK Finesse
OK Charm
Excellent, Soul
Weak Muscles
OK Vigilance
Skills:
Etiquette (Charm) (Behaviour in polite company, and familiarity with the customs of the upper classes)
Stealth (Finesse) (Sneaking, hiding, and minor sleight of hand)
Bluff (Wits) (Getting away with it through verbal dexterity)
Seamanship (Vigilance) (All manner of ship-handling and reading the waves and the weather)
Runelore (Soul) (The use of ancient writing for magic – working charms by cutting runes on wood, stone and flesh, or by finger-charms or tracing in the air)
Healing (Soul) (Mundane healing, boosted by rune-charms and a strong and compelling confidence that the patient will recover. Or sometimes, frustrated by an equally strong conviction that he won't. Fate is like that, and the rune-shaper is ultimately the handmaiden of the Fates, and not their mistress)
Equipment:
Clothes:
Expensive dresses (several), cosmetics, jewellery and accessories for every season.
Travelling clothes (in tasteful silver-grey fur and matching silk lining).
Dark blue murder robes for special occasions.
Elegant and practical footwear.
One long dark grey silk glove.
Gear:
Light pack containing provisions, a coil of rope, wood and stone chisels, a small mallet, a wickedly sharp pen knife, quill and ink, with a few sheets of vellum if she remembered to pack any, a few pots of foul-smelling ointment, several rolls of bandages. Money – she's not short of it, but the amount she thinks to take with her varies wildly. She's a hoarder, and her pack and pockets will gradually accumulate stuff until she periodically clears out and starts again.
Weapons:
Scramasax in a plain leather sheath, hung openly across her front when travelling, concealed in a sleeve (or left at home) when finely dressed.
A light throwing spear or two if she's expecting trouble.
(Gunriana has no particular skill or experience with weaponry, she's had a lesson or two, so knows how to hold a knife or throw a spear without disgracing herself, but that's about it)
Background:
One of Prince Testwe's retinue is a young commoner from an exceptionally rich merchant family. Gunriana De Vanės has been pushed into high society by her father's ambition to improve the standing of their House – his daughter is betrothed to a younger son of powerful (though heavily indebted) Duke, but as her future husband is currently eight years old, she has some time on her hands before settling down to a life of elevated tedium. Her father has pulled more than a few strings to place her in the Prince's entourage, and given her instructions to (1) preserve her virginity; (2) learn how to behave as a lady; (3) keep an eye open for opportunities for profit; and (4) enjoy seeing something of the world. Gunriana does not exactly demur from any of those instructions, though it should be said that she precisely reverses their order of priority.
In truth Gunriana was born about two generations too late. Had she lived in the days when the Vanės clan spent six months a year raiding up and down the coast, and was more concerned with looting and burning trade-ships than investing in them at high rates of interest, a sharp-minded girl born with the hagall rune marked vividly on her left palm would have had but one destiny. She would been put into service of some embittered old crone, and settled with aplomb into the role of barbarian witch, to become the servant and symbol of the dark ladies to be feared and appeased by men of a race that fears nothing and bows to no one. Gunriana's life in these more civilised days is more ambiguous - to be marked so unmistakeably as a daughter of the Fates, and yet also to be obliged to take the part of a refined consort for a civilised aristocrat is perhaps asking too much of anyone. It remains to be seen which path she will ultimately choose.
Perk:
Rune magic. It's entirely up the GM to what degree Gunriana's magic works, or if it works at all (I don't think I even want to know). And that is an entirely separate question from whether the world is one where magic works in general. She is utterly convinced that it does work, and her faith in her power is contagious. Gunriana believes that runes cut or cast with her fate-marked left hand are especially strong, but destined to bring at least some measure of grief as the price of their power. She conceals her mark with a glove, and tries to avoid touching anyone with that hand, not only to avoid superstitious hostility, but also because she is more than a little afraid of fully using the darker side of her talents.
Posted by JFH (# 14794) on
:
Character Name: Stone Miller
Brief Physical Description: 6 ft tall, lean, somewhat bent stature, brown curly wild-growing hair, brown curly wild-growing beard, blue eyes, looks 30-50 years old, grimy suit, surrounded by a dust cloud.
Potentials:
▪ Good Wits
▪ Good Finesse
▪ Excellent Charm
▪ Useless Soul
▪ OK Muscles
▪ OK Vigilance
Skills
▪ Survival/Cooking (Wits)
▪ Repair (Finesse)
▪ Light Weapon (Muscle) (Preferably toothpick or whiskey bottle, but anything goes.)
▪ Toothpick Takeover (Wits) - Can take control of many flying vehicles and creatures when armed with a toothpick. (Or is this more of a perk?)
▪ Bluff (Charm)
▪ Scrounger (Charm)
Initial Perk:
▪ Dutch Courage - Can consume liquor if in possession of it to gain -1 Charm, -1 Vigilance, +2 Muscles for 2 turns.
Gear:
▪ Plain brown suit.
▪ Toothpick, Swiss Army version.
▪ The Blues.
▪ Broken whiskey bottle (+1 to combat rolls)
Background:
A dust cloud moves closer, and suddenly stops in front of its interlocutor. A friendly, strangely reliable voice speaks and a hand is reached out in greeting, and the words "Spare some change?" are heard - that's all you'll remember of Rollin' Stone Miller, unless he wants you to. Behind that dust cloud rests a heavily bearded face with a constant smile, smooth-talking blue eyes and an eerie sense that although you might call him a tramp, it goes a little deeper than that.
(This is the 20 point version. Feel free to come with critique, this is the first time I've done this and I'm not too sure of how this would play out - not even sure I've got the rules right, but let me know if I get it completely wrong!)
Posted by Banner Lady (# 10505) on
:
Ok. This is a first stab at doing this - please point out where things need work, as I'm not sure how this character would fare in a game.
Character Name: Crazy Clawdine
Brief Physical Description:
A troll of a woman of indeterminable size, thanks to the many layers of tattered shawls that hang from her large frame. Her wild black matted hair has a life of its own, owing to the insect life that lives in it. She may look crazy, but her beady black eyes rarely miss much of what is going on around her, and she has a number of hidden and surprisingly useful talents.
Potentials:
Weak Wits
Useless Finesse
Weak Charm
Good Soul
OK Muscles
Excellent Vigilance
Skills/Attributes:
(Vigilance) Able to accurately predict the presence of water nearby; in the ground/ in the atmosphere/ or in the barkeep’s supposedly untampered with whiskey kegs.
(Soul) Able to heal/grow/restore anything that has withered. She can “call” water.
(Muscles) She moves –flows- surprisingly swiftly. But the sight of blood makes her throw back her head and howl, and causes immediate immobility.
(Charm) A compliment turns her into a tall, leggy, well endowed and fast young woman, with blonde hair and a need to run naked through water.
Sadly she hears few compliments. A curse quickly turns her back into Crazy Clawdine. Several insults hurled together at her may cause extreme volatility in her bodily functions, or in the atmosphere around her, depending on the roll of the die, and if she chooses to hear what is being said.
Equipment:
Divining Rod (this may also be used as a weapon)
Her distinctive blue teepee
Perks: Selective hearing. While Crazy Claudine’s eyes seldom miss anything, she can choose not to hear what is being said to her.
Posted by Kelly Alves (# 2522) on
:
Hot damn, a crone!
Maybe you can mentor Brandon.
Posted by Banner Lady (# 10505) on
:
Brandon is welcome to park his bedroll outside Clawdine's teepee.
But where are we? It strikes me that we either have a few characters from the Wild West travelling through a Transylvanian countryside, or a bunch of court followers rattling through some American backwoods.
Is this where the GM needs to set a few parameters re landscape?
Posted by Kelly Alves (# 2522) on
:
I was noticing the same thing.
My kid is pretty adaptable -- his backstory (which I forgot to write) is that he was a squire for a really narcissistic titled person (hence his allergy to charm) and ran away to make his own fortune. The titled person could easily be an old west Eastern Railroad baron/ old- money type, which would make him a farm hand or something, or can be a '30's speakeasy owner, making him a bus boy. I'm sure we can sort that out with the GM.
Posted by Doublethink (# 1984) on
:
Well, I think all these characters are plausable - but some specific tweaks. Clawdine is fab, but the skills listed are really perks I think.
We have one thief - my test character - one aristocrat, one drunk, and three magic users. So I think a magic setting is necessary. (Discard thief if you would like me to GM.)
For a party to work well it is usually a good idea to have a mix of functions. So if we were to tweak with this in mind ...
Testwe is basically Face, the diplomat of the team. He needs to tweak to the 18 point buy we have discussed. Pick an appropriate magic item, pick a perk - I love "always their fault". This needs to be operationalised somehow, perhaps +1 to bluff rolls when trying to get someone to reverse a previous decisions (other suggestions welcome.). You can roleplay his distrust of smarm, will make an interesting dynamic with the prince.
Then you need a skills list - I would suggest such things as reputation - you can do the "do you know who I am" thing to get access to places, stuff people etc, imperious intimidation, horsemanship etc
Brandon is an animal mage / tracker type. He needs tweaking to an 18 point buy. A magic item - could be your totem. Perk - you could have extra special hearing but I think it would have limited narrative value. A transform perk would allow you to become your totem animal x1 per week, by switching your best stat with your muscles stat - and being a bear ! He would benefit from maybe having stealth as a skill but it is not a must. We don't really have a resist mechanic, would be complex to add in, so I would drop resist charm.
This would help the team build as you are light on fighters.
Gunriana is a mage, rune magic works. So is not needed as a perk. Skills are fine. So you need a magic item, could the dagger maybe magical gives +1 and if thrown returns to hand ? A fun perk might be to have the weather mirror Guriana's mood, giving an opponent -1 to a roll x1 a week (difficult to see in a thunder storm.). Also a role as a party healer.
Stone Miller needs to be tweaked to an 18 point build. I don't think you can have toothpick take over as a skill - too powerful, you can steal a dragon with that ! Dutch courage is fine as a perk but x1 per week. Eseentially he is the teams strongest fighter.
I suggest scavenge as a skill, can find small useful stuff and make useful mundane items. E.g dives into the town dump and comes back with bits he makes into a new outfit or a bed roll, or a torch etc.
Thematically it would help if Stone worse grimy trousers and a jerkin - or grimy robes. I am thinking that it is pretty much possible to fit all these characters into a sort of late medieval / renaissance tech level.
I think Clawdine is a point short of her 18 point buy. If so, maybe up soul.
Your skills are mostly perk like, or things that you would roleplay. So lets think. You can have the perk Call water, allowing you to sense water at all times and x1 per week can cause something withered to grow.
Instead of a magic item, you can have a transform, where your finesse and vigilance stats swap and you turn into a young naked woman. You can trigger it x1 per week in a situation where you have received a compliment - but if you are talking to yourself you can choose to compliment yourself, provided you roleplay a convincing reason.
Skill wise, I suggest stealth (finesse) in your form as a young woman you maybe a good thief or spy. Light weapon (muscles), find hidden (vigilance), spot deception (vigilance), survival (soul), and some other soul based skill.
Would you consider a blue gypsy tent rather than a tepee ?
[ 01. May 2014, 19:21: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Arrrghh, the bit about roleplaying allergy to smarm was meant for Brandon.
Also, you don't all have to be human - Clawdine can be a troll if you like.
Posted by IngoB (# 8700) on
:
First, great idea, I'd love to try this, whatever it may end up being.
Second, here's an idea for dealing with online turn-lag: why don't you allow, or indeed require, *communal* characters?
Of course, there would have to be enough interest, but it also may help in keeping the number of actors in the story small and consequently the headaches of the GM at below migraine level.
Say you require a minimum of three character controllers, and allow a maximum of seven. And say you get an average of five. Then we could have 25 Shipmates engaged in playing, but there would be only 5 characters acting in the game world.
Turn taking would consequently be sped up by a factor of five (more or less). Basically, whenever one of the controllers logs in, he can post the next move of the shared character. The other controllers of the same character then will have to deal with the outcome of that move, of course. The game character proceeds through the story as normal, it's just that more than one person can control it.
I think such communal characters could be a lot of fun. I'd expect that typically the group that is controlling one character stays more or less stable. But it would fairly easy to cope with someone going for a holiday, for example. And indeed, this could be a cool way of phasing in new players. Just put them in a group with experienced players, so that they can ease in at their own pace without slowing down the game.
Of course, occasionally one would get "cross-commands" as two controllers both try to post the next move. But I'd expect that to be relatively rare. And as far as the GM is concerned, the actual posting order determined the move: whoever was first in the thread gets the move.
Posted by Jay-Emm (# 11411) on
:
Ok modified
Character Name: Prince Testwe Rakta
Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Ok(3) Rank Soul
Useless(1) Rank Muscles
Ok(3) Rank Vigilance
Night-watchperson (vigilence) Testwe is a better watchperson than expected at night as he can't sleep in 'rough' conditions
Reputation (finesse) skilled at conversations with those deferential to royalty (or otherwise affected by 'pulling rank')
Conversationalist (charm) skilled at broaching conversations with the most unlikely people in the most unlikely situations who may say more than they mean
Regal-Hunting (soul) riding horses is obvious royal training and is slightly better with royal birds than expected (can't do the boring stuff, though)
Fencing (finesse) more skilled at fighting when dealing with people who fght according to 'rules'
Perk
Always their fault.
Not sure how to operate yet,
Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing
Other notes:
At the beginning he hasn't learnt the dangers of the real world and has unrealistic expectations.
Thus giving a chance to confirm that things work ok (and he loses when he should), but he will learn quickly (before it gets boring)
The parody backstory is to be taken as more metaphorical, to match a more serious fantasy.
Rather than the original attempt to exploit cliches to justify silly (exploratory) behaviour, while trying to satarise the cliches.
Will try to keep the interesting traits, but add aspects of the 'Face' prism.
Posted by Banner Lady (# 10505) on
:
I vote for Doublethink as GM for the test run.
Happy for Clawdine to have a blue Gypsy tent or caravan. That makes her much more adaptable. If she is a troll, or can turn into one, does that affect her strength/defence capabilities? It would mean she is more like 3 people in one; so I'm assuming this would provide a lot of variables in a game.
Posted by Autenrieth Road (# 10509) on
:
Arabella Adventurer floats by. She has a few carefully honed skills: the ability to go in and out of places, navigate by cardinal directions, take and drop objects. She can dodge dwarf-thrown axes with a middling success rate. She knows how to map a maze of twisty little passages all different, and also a maze of twisty little passages all alike. She knows the secret signs of xyzzy and plugh. She knows that past the cave entrance the stream empties through a four-inch grate, and also that try as you might, you can't fit through a four-inch grate. She thinks the mirror above Mirror Canyon should have some actual use besides futilely showing you your reflection in a mystifying but purposeless manner.
She doesn't know how to reliably get out of Wit's End, and has far too much experience confirming that the more you struggle there, the more you'll stay stuck.
She has never met a Dragon in her Cave, and furthermore a Cave is not a Dungeon. So she thinks she'll watch the other characters before trying it for herself.
Posted by Ariston (# 10894) on
:
Hang on, I've been cooking up a character, he'll be ready before too long—we need a good and burly meat shield, and there's one on its way, once things calm down for, you know, five seconds.
Posted by Banner Lady (# 10505) on
:
I really like IngoB's idea of communal characters in that being in a separate time zone from most other players (if not all) I could create an action with my own character as the central proponent but move all the others about.
There would have to be a few rules about that, I guess.
But I do like the randomness this would inject into the game. I like the thought of logging out with Clawdine happily chugging ale at the inn, and then logging in to find her trundling along in a prison cart on the way to Castle Harshness. Could make it most interesting.
Posted by Kelly Alves (# 2522) on
:
The communal idea is really intriguing, and would indeed help the pace along.
Posted by JFH (# 14794) on
:
As for communal characters, it's an interesting idea and should we get say, more than ten people signing up it might be worth taking a look into. As for me and as for the test round, I think I'd prefer starting out with controlling my own character though. quote:
Originally posted by Doublethink:
Stone Miller needs to be tweaked to an 18 point build. I don't think you can have toothpick take over as a skill - too powerful, you can steal a dragon with that ! Dutch courage is fine as a perk but x1 per week. Eseentially he is the teams strongest fighter.
I suggest scavenge as a skill, can find small useful stuff and make useful mundane items. E.g dives into the town dump and comes back with bits he makes into a new outfit or a bed roll, or a torch etc.
Thematically it would help if Stone worse grimy trousers and a jerkin - or grimy robes. I am thinking that it is pretty much possible to fit all these characters into a sort of late medieval / renaissance tech level.
Hmm... Dang it, I wanted the group to have a hobo as its face... But that's ok, I wasn't too sure what to make of him. I still sort of am not, given that Ariston just volunteered to provide us with a fighter/meat shield. I'll remove toothpick takeover and replace it with something else. (Just remember, children, to always fear swarthy men with toothpicks on airplanes!) I might also add a "scrounging cannot be denied" perk if Stone is not to be a fighter. But I'll rethink and rewrite as I read and think about what Ariston's character will do for the group dynamics.
Also, Stone is not a drunk, nor a tramp. He's a ...
(one long stroke on a blues lute is heard, followed by four quick ones)
Highway Child.
Posted by Kelly Alves (# 2522) on
:
Jack Kerouac, in other words?
I agree that I prefer to do the test run with our own characters, and see how the numbers pan out to see if communal characters are workable.
Posted by Banner Lady (# 10505) on
:
The GM may need to do a bit of hand-holding for those of us who have never played a D&D style game before.
Eg: I would appreciate it if the GM took the character idea I had and did the appropriate points & skills allocation as I am somewhat confused about what constitutes vigilance (Eliab can have seafaring and see the weather accurately but I can't see water in the atmosphere because that is a perk - these are nuances of the game set up I obviously don't get yet).
I suspect Aunterieth Road is the same.
And can I just say that this will go down in the annals of SF history as the day BL was given permission by a host to be a troll!
Posted by Ariston (# 10894) on
:
Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.
While not especially tall, Jetse is still an absolute bear of a man, seemingly occupying the whole of any room he walks into. His black hair and mustache are turning grey at the corners, and his face, hands, and arms show the signs of long exposure to the elements, as well as a few fights that could have perhaps gone better for him. Whatever caused that necrotic wound, now a nasty scar, on his left arm couldn't have been even remotely friendly. Yet somehow, through his many campaigns on land, sea, and underground, Jetse survived.
His arms and equipment are as unusual for these parts; perhaps, in the fjords and cold of the far south, they might be more common, but here, their strange design stands out, especially the sun emblem on his breastplate and (you think—it's hard to tell, as battered as it is) the chief of his shield. Why would a soldier from Joux wear that device? Isn't the Duchy supposed to be underground?
Stats:
Useless charm
Useless wits
Okay soul (I'm assuming "soul" is something like wisdom, horse sense, instinct, or internal fortitude, rather than something like a mystical connection to the Beyond—Jetse is not a magic user of any kind)
Good finesse
Good vigilance
Excellent muscles
Jetse is generally gruff and curt, sometimes bordering on rude. Being around him is slightly frightening—it's clear that he's watching you, judging your actions, determining how likely you are to attack him, and, if you are fool enough to try, how he's going to make you very much regret it. Something about being around a gruff, heavily armed, hypervigilant, and not especially friendly (ex?) mercenary who seems to be quite capable of landing a blow exactly where it would hurt the most tends to make people shy away
Notable Equipment
Halberd (pole weapon, slashing/piercing, hook can be used to disarm or trip opponents, effective against charging and mounted enemies). The blades and haft of this fearsome looking poleaxe are jet black.
Short sword (bladed weapon, slashing). Jetse's sidearm, rather than being straight, has a series of waves in the blade, and, like his halberd, is also black.
Longbow and 20 arrows
Shield (wooden). While the arms originally painted on the shield have been mostly obliterated in combat, you can barely make out a sun symbol in the chief.
Breastplate. Though battered and repaired, a coat of arms depicting a three-peaked mountain over a field (a plain, or perhaps a lake?), with the same sunburst design in the chief as his shield, is still visible, etched above the front of his right shoulder.
Helmet. Both the breastplate and helmet are made out of a strange metal that seem more like pale and faded shadows than glittering steel. Or maybe they just need a good polish before the next parade. A really good polish.
Heavy oilskin cloak. Wherever Jetse's been, it doesn't seem like it was especially warm or dry.
Skills
Transport (wit): working as an escort on merchant convoys has given Jetse some ability to pilot, if not navigate or command, boats and small ships; drive carts and pack animals, and, in a pinch, kinda ride them; and pack, load, and unload goods. Now, if he could only remember what he heard belowdecks…
(While Jetse can do these things, and do them well, thanks to his low wit score, he can't do anything that's too complicated. Piloting a riverboat or steering a small ship while someone else navigates and gives orders, sure; warships and ocean-crossing cargo vessels, no. Riding a well-trained horse to war or even, if it's a good one, in battle is fine; handling a spooked horse while fighting is out of the question)
Cover (finesse): having fought in so many environments and situations has given Jetse a knack for using whatever advantage he can gain from wherever he might find himself. When defending—and when he has the initiative—in those cases where Jetse might normally gain a bonus from terrain, cover, or concealment, he gains a small (+2 in D&Dspeak) additional bonus.
Climb (finesse): whether it be a ship's rigging, a tree, or a rockfall in a cave, Guardian Vos has had to get up it. In armor. With his weapons. While it was moving. And under attack. At this point, he's kind of good at it.
Fortitude (muscle): when you've been beaten up as often as he has, you kinda learn to ignore it. While damage still happens, the tangential, non-physical effects of that damage (e.g., being distracted by pain) are lessened.
Alertness (vigilance): our good Guardian is always looking around, always assessing threats, and always has a plan to kill everyone he meets. All else being equal, he'll draw first.
The Human Wall (muscle): sometimes, it's good to be an imposing, hulking Presence. In exchange for staying put and planting himself in one spot (i.e., as a full-round action), Jetse gains a small, but not insignificant, defensive bonus (+3 or 4) and enemies can't pass within five feet of him without getting the absolute living snot beat out of them. Trying to charge past him while he's planted like this (and, especially, able to take advantage of the environment) is a good way to find yourself on the spiky end of the halberd.
[ 02. May 2014, 05:48: Message edited by: Ariston ]
Posted by Kelly Alves (# 2522) on
:
Got enough equipment there, Brian?
Posted by Doublethink (# 1984) on
:
I'll will do a tweak of Clawdine tonight.
I realise the perks vs skills thing is causing a little confusion. We do not have a master list of skills or perks, so people have to suggest their own and then negotiate with the GM. In that negotiation the.GM is having to think about the overall balance of the character, the party and likely effects on gameplay. E.g toothpick takeover looks fine till you think through combat in a magical universe - then it starts to look world bendingly powerful.
Perks are quite a unique thing to that individual. Skills are intended to be things that given the right opportunities, anyone could have learned. Skills do not add bonuses to your rolls (which they would in D&D).
What a skill does, is mean you can attempt a skilled task - like healing - without it being ridiculously hard.
Perks add a bonus to a roll, or opportunity for a special effect.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Jay-Emm:
Ok modified
Character Name: Prince Testwe Rakta
Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Ok(3) Rank Soul
Useless(1) Rank Muscles
Ok(3) Rank Vigilance
Night-watchperson (vigilence) Testwe is a better watchperson than expected at night as he can't sleep in 'rough' conditions
Reputation (finesse) skilled at conversations with those deferential to royalty (or otherwise affected by 'pulling rank')
Conversationalist (charm) skilled at broaching conversations with the most unlikely people in the most unlikely situations who may say more than they mean
Regal-Hunting (soul) riding horses is obvious royal training and is slightly better with royal birds than expected (can't do the boring stuff, though)
Fencing (finesse) more skilled at fighting when dealing with people who fght according to 'rules'
Perk
Always their fault.
Not sure how to operate yet,
Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing
Other notes:
At the beginning he hasn't learnt the dangers of the real world and has unrealistic expectations.
Thus giving a chance to confirm that things work ok (and he loses when he should), but he will learn quickly (before it gets boring)
The parody backstory is to be taken as more metaphorical, to match a more serious fantasy.
Rather than the original attempt to exploit cliches to justify silly (exploratory) behaviour, while trying to satarise the cliches.
Will try to keep the interesting traits, but add aspects of the 'Face' prism.
OK, you don't need conversationalist - basic charm will do that for you. Night-watchman is clearly important to your character, but it isn't a skill. Take that as your perk instead of always their fault. It will give you +1 to vigilance rolls made at night.
You need a magic item - I suggest a bag of holding. (See description earlier in the thread). You might have a ridiculously large number of princely outfits in it but nothing of practical use to start with.
This leaves you with 3 skills to pick. Why not wait till some of the characters are finalised, I will then do a list of all the skills the party has available to it, and we can see if there is anything we definitely need. If not - to go with your character concept - you could have credit, flower arranging and courtly poetry.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Ariston:
Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.
While not especially tall, Jetse is still an absolute bear of a man, seemingly occupying the whole of any room he walks into. His black hair and mustache are turning grey at the corners, and his face, hands, and arms show the signs of long exposure to the elements, as well as a few fights that could have perhaps gone better for him. Whatever caused that necrotic wound, now a nasty scar, on his left arm couldn't have been even remotely friendly. Yet somehow, through his many campaigns on land, sea, and underground, Jetse survived.
His arms and equipment are as unusual for these parts; perhaps, in the fjords and cold of the far south, they might be more common, but here, their strange design stands out, especially the sun emblem on his breastplate and (you think—it's hard to tell, as battered as it is) the chief of his shield. Why would a soldier from Joux wear that device? Isn't the Duchy supposed to be underground?
Stats:
Useless charm
Useless wits
Okay soul (I'm assuming "soul" is something like wisdom, horse sense, instinct, or internal fortitude, rather than something like a mystical connection to the Beyond—Jetse is not a magic user of any kind)
Good finesse
Good vigilance
Excellent muscles
Jetse is generally gruff and curt, sometimes bordering on rude. Being around him is slightly frightening—it's clear that he's watching you, judging your actions, determining how likely you are to attack him, and, if you are fool enough to try, how he's going to make you very much regret it. Something about being around a gruff, heavily armed, hypervigilant, and not especially friendly (ex?) mercenary who seems to be quite capable of landing a blow exactly where it would hurt the most tends to make people shy away
Notable Equipment
Halberd (pole weapon, slashing/piercing, hook can be used to disarm or trip opponents, effective against charging and mounted enemies). The blades and haft of this fearsome looking poleaxe are jet black.
Short sword (bladed weapon, slashing). Jetse's sidearm, rather than being straight, has a series of waves in the blade, and, like his halberd, is also black.
Longbow and 20 arrows
Shield (wooden). While the arms originally painted on the shield have been mostly obliterated in combat, you can barely make out a sun symbol in the chief.
Breastplate. Though battered and repaired, a coat of arms depicting a three-peaked mountain over a field (a plain, or perhaps a lake?), with the same sunburst design in the chief as his shield, is still visible, etched above the front of his right shoulder.
Helmet. Both the breastplate and helmet are made out of a strange metal that seem more like pale and faded shadows than glittering steel. Or maybe they just need a good polish before the next parade. A really good polish.
Heavy oilskin cloak. Wherever Jetse's been, it doesn't seem like it was especially warm or dry.
Skills
Transport (wit): working as an escort on merchant convoys has given Jetse some ability to pilot, if not navigate or command, boats and small ships; drive carts and pack animals, and, in a pinch, kinda ride them; and pack, load, and unload goods. Now, if he could only remember what he heard belowdecks…
(While Jetse can do these things, and do them well, thanks to his low wit score, he can't do anything that's too complicated. Piloting a riverboat or steering a small ship while someone else navigates and gives orders, sure; warships and ocean-crossing cargo vessels, no. Riding a well-trained horse to war or even, if it's a good one, in battle is fine; handling a spooked horse while fighting is out of the question)
Cover (finesse): having fought in so many environments and situations has given Jetse a knack for using whatever advantage he can gain from wherever he might find himself. When defending—and when he has the initiative—in those cases where Jetse might normally gain a bonus from terrain, cover, or concealment, he gains a small (+2 in D&Dspeak) additional bonus.
Climb (finesse): whether it be a ship's rigging, a tree, or a rockfall in a cave, Guardian Vos has had to get up it. In armor. With his weapons. While it was moving. And under attack. At this point, he's kind of good at it.
Fortitude (muscle): when you've been beaten up as often as he has, you kinda learn to ignore it. While damage still happens, the tangential, non-physical effects of that damage (e.g., being distracted by pain) are lessened.
Alertness (vigilance): our good Guardian is always looking around, always assessing threats, and always has a plan to kill everyone he meets. All else being equal, he'll draw first.
The Human Wall (muscle): sometimes, it's good to be an imposing, hulking Presence. In exchange for staying put and planting himself in one spot (i.e., as a full-round action), Jetse gains a small, but not insignificant, defensive bonus (+3 or 4) and enemies can't pass within five feet of him without getting the absolute living snot beat out of them. Trying to charge past him while he's planted like this (and, especially, able to take advantage of the environment) is a good way to find yourself on the spiky end of the halberd.
OMG !
Firstly, pls see comment above about skills & perks - secondly, do you think it might help to have some skills related to weapons ?
We can work out human wall as a perk.
Ditch cover as a skill, combat mechanic is too simple to implement that. Fortitude might something we work into the human wall perk - but it is not a skill. You don't need alertness, that is covered by basic vigilance. Transport is a bit too broad, we have a seafarer already, perhaps animal transport.
Posted by JFH (# 14794) on
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Tried to make a brief compilation of the characters so far. It's based on stats seen, but the skills appear to be in question still for plenty of us. I have not yet included Stone Miller, because I'm still working him out.
Gunriana de Vanes (ELIAB)
Good Wits 4
OK Finesse 3
OK Charm 3
Excellent Soul 5
Weak Muscles 2
OK Vigilance 3
Etiquette (Charm)
Stealth (Finesse)
Bluff (Wits)
Seamanship (Vigilance)
Runelore (Soul)
Healing (Soul)
Perk: Rune Magic
Prince Testwe Rakta (JAY-EMM)
Weak Wits 2
Good Finesse 4
Excellent Charm 5
OK Soul 3
Useless Muscles 1
OK Vigilance 1
Night-watchperson (vigilence)
Reputation (finesse)
Conversationalist (charm)
Regal-Hunting (soul)
Fencing (finesse)
Perk:
Always their fault.
Guardian Jetse Vos (ARISTON)
Useless Wits 1
Good Finesse 4
Useless Charm 1
OK Soul 3
Excellent Muscles 5
Good Vigilance 4
Transport (wit)
Cover (finesse)
Climb (finesse)
Fortitude (muscle)
Alertness (vigilance)
The Human Wall (muscle)
Perk: Human Wall
Brandon Covey (KELLY ALVES)
OK Wits 3
Weak Finesse 2
Weak Charm 2
Excellent Soul 5
Good Muscles 4
Good Vigilance 4
Perk: Transform
Crazy Clawdine (BANNER LADY)
Weak Wits 2
Useless Finesse 1
Weak Charm 2
Good Soul 4
OK Muscles 3
Excellent Vigilance 5
Posted by JFH (# 14794) on
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Here's a list how we're ranking up at strengths. I've included 4+ points, or in some cases whoever was second if only one person has 4+ in that.
Wits:
Gunriana/Eliab (4)
Brandon/Kelly Alves(3)
Finesse:
Guardian Jetse/Ariston (4)
Prince Testwe/Jay-Emm (4)
Charm:
Prince Testwe/Jay-Emm (5)
Gunriana/Eliab (3)
Soul:
Gunriana/Eliab (5)
Brandon/Kelly Alves(5)
Clawdine/Banner Lady (4)
Muscles:
Guardian Jetse/Ariston (5)
Brandon/Kelly Alves(4)
Vigilance:
Clawdine/Banner Lady (5)
Brandon/Kelly Alves (4)
Guardian Jetse/Ariston (4)
A bit of analysis:
To begin with, these things are subject to change as Gunriana (Eliab), Clawdine (Banner Lady) and Stone (JFH) are updated.
Furthermore, good at vigilance and soul, a bit low on charm and finesse and seriously understaffed at the intellectual compartment. Nice, for a change. If people want to join, this would be a nice role to take up. I've seen a couple of posters above in this thread who I'm sure would do a great job "acting". (Gwai, IngoB, Autenrieth Road, without mentioning or passing over other posters, I'd like to take this chance to subtly throw glances your ways*.)
As for Stone, I'm thinking of boosting him up as a secondary in Charm, and a specialist at Finesse. I'm thinking he's a tinkering, possibly even crafting rambler with "a fondness for living on the cheap", as well as of course for sweet, sweet wine (replace with whatever alcohol you come across when the urge gets stronger).
*Plural S added to sooth sensitive editor eyes.
Posted by Gwai (# 11076) on
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Thanks for the poke, JFH. I will see if I can get a character together today.
Posted by Dafyd (# 5549) on
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I admit I've got a bit lost as to what kind of setting we're looking at. Generic fantasy-ish?
I'll see if I can work out a character over the next thirty-six hours.
Posted by JFH (# 14794) on
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I think Doublethink suggested some sort of mediaeval/renaissance tech level. Magic Kingdom seemed to be the most popular choice of magical level in the poll thread. It seems to me to be very open, but yeah, so far most have gone for the fantasy-direction so it seems that's where we're headed. Not least because there might be dragons to take over which seemed to powerful a power to place in the hands of the town drunk.
Posted by Hart (# 4991) on
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This looks fascinating. I've been a bit busy over the last couple of weeks, so deliberately didn't post on this thread (though I did vote in the poll). I can draft out a character over the weekend too. I've never done DnD or anything really similar (Bloodbowl is the closest I came). Looking over JFH's list of strengths (which was very helpful), it seems we're short on wits and charm. So, I'm going to try a cup bearer, court functionary who has some notional ceremonial role to do with banquets but really schemes, advizes and pulls strings behind the scenes. (This was a real thing in Ancient Assyria, which I know isn't our setting).
I won't be able to get to it before this evening (EDT) at the earliest, so if anyone has any initial input, guidance or howls of disapproval, they'd be appreciated!
Posted by JFH (# 14794) on
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I don't think we're getting started until the weekend is over, not that I know of at least. I don't know if anyone knows or steers which stage we're in. I suppose we could try to start the test run sometime next week if we want to and if everyone's ok with it. Also, I get the idea that it wouldn't be that difficult to add in new folks or have old ones take a vacation or so, as soon as we're not in the middle of a battle. Just have a new person apply to the GM who'll have us come across the new member or a reason for a character to take a leave. (Loud cheers are heard from the hosts at the thought of yet another everlasting role-playing thread...)
I'll try to post a re-worked Stone Miller tonight. Also, my idea of this is that part of the fun can lie in overcoming difficulties through various solutions, and should we be a little on the short side on one of the character traits, that could well be part of the difficulties we could enjoy getting around. So we have only one fighter but armies coming from two directions? Send out the prince with a parley flag to one of them and have them apologise - while the mages load up their fireball spells of course!
My point in short: don't feel forced to take one role for the sake of the team, but do what you want. How we work together in and around the consequences of that is the best part of the game.
Posted by IngoB (# 8700) on
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I'm still confused about the whole character sheet thing. The guidance on what means what is sort of dispersed across multiple posts and individual comments. Here's what I would like to see:
- A concise description of the various "potentials", and what they are typically good for. Stuff like "finesse" is close to meaningless to me (hold your puns
). If I want to open a lock, does that require "finesse"? If I want to woo a lady, does that require "finesse"? If I want to pull off a difficult spell, does that require "finesse"? If I want to fence rather than bludgeon, does that require "finesse"? Only "Charm" is somewhat clear to me, and that mostly because it is a "traditional" trait and I assume that it would have impact as usual. Even "Muscle" could mean different things (does a ballet dancer have 5 Muscle?). Without a better idea what I need "potentials" for, I cannot tailor the point distribution to the character that I'm building. (Are we by the way distributing 20 or 18 points?) - To invent our own skills seems like too much of an invitation to go nuts. This needs a lot balancing, which tends to be hard (and to some extent depends on the environment in which the adventure will happen). I suggest instead that most skills should be assigned implicitly by "class". If I make my character a wizard then this should mean to the GM that I'm better at wizard stuff than say a thief, even if I didn't specify the specific skill needed. For example, we find an ancient tome. Who gets to read it? If I am the wizard of the group, then it should be logical that I should try to decipher it. Whereas our druid should not be the go to guy, because he doesn't do books much. But the druid may well have the same "Wit" and "Soul" stats, and we both may not have thought of including "reading ancient books" as skill. So we would be equal in terms of the game mechanics. But that makes no sense at all. Given a class system, both the group and the GM can quickly figure out who is the logical choices for a certain task. This would also much simplify the initial character development, instead of inventing all sorts unbalanced skills we simply pick a class.
- Special gear, perks and special skills: I suggest everybody gets one, and only one, at least to start with. Decide whether you want a super-weapon, an extraordinary buff or an incredible skill. Pick one. Then negotiate that with the GM (Doublethink) for balance. Nothing stops characters from picking up extra gear, perks or skills in the game. You raid the ruins of Ashrgoth and find the Hammer of Doom. You save a wood spirit and get the perk "bark skin" as defensive buff. You stay up late in the tavern and learn how to cheat almost everybody out of some money with a card game. Fine, that's all game-internal, it develops out of the story and since it will be provided by the GM it will be in tune with the environment and balanced. But I don't think we should all start out as fantastic heroes. We should start out humble, and grow more powerful as we go along...
- There's no guidance on available races and their interactions with the various powers available in the game. Is it purely ornamental whether I declare myself to be human, orc, elf, gnome, goblin, dwarf, troll, what have you? Or is a troll warrior consistently going to beat a gnome warrior? Does an elvish ranger have keener sight than a dwarven one? Does an orc have the innate ability to eat tainted food without getting poisoned? Etc.
In short, I think we should not overload the character creation with creativity as far as powers and stuff goes (creative descriptions is a different thing entirely). I think it would be better to have that clear and simple, and let the complexity grow within the game. And we could off-load some of individual mods on choosing a class / race.
[ 02. May 2014, 15:12: Message edited by: IngoB ]
Posted by Gwai (# 11076) on
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Still thinking about two more skills, but maybe I'll have ideas once I see what doublethink thinks of this anyway.
Character Name: Jerthro
Brief Physical Description:
Very fit looking young man. Probably 18 or so though he claims to be 25 usually.
General Description:
Sometimes bumbling, usually over-confident, but always cheerful, Jerthro is seriously excited to be on this adventure, and he knows it's going to be great!
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak Wits
Weak Finesse
Good Charm
OK Soul
Good Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Skill (potential)
Power Through (muscles ) One of Jerthro's main strengths and at the same time weaknesses is his confidence that he can he can power through whatever he needs to power through. Climb a cliff even though he's never done anything like? He'll power through it better than a sensible soul would expect. Fix that sensitive machine? It'll probably need to be fixed after he's done powering through it! (In other words, he's very good at using his muscles to "fix" a problem.
Scouting (vigilance) "How about I go check what is coming up? It'll be fun! I'll be back before breakfast."
Calm (charm) Jerthro has a way of annoying some people, but usually he can calm people down too. He's friendly, and self-deprecating in a way that tends to remind people he's young, foolish, and exceedingly forgivable.
Infatiguable (Soul) Jerthro may not be experienced, but he tends to keep going very well. By the time Jerthro gives up exhausted, most sane people sat down to rest hours ago.
Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.
Leather armour kit -- Looking at the size and the way it fits Jerthro, one suspects he inherited it from his dad.
(Would it be possible for this to be magical in some small way, but have Jerthro not know that?)
Sword and dagger -- Plain but decent. Again look like they've had more wear than Jerthro has.
Backpack and camping supplies --New, unused even, and rather excessive. For instance, no one needs three different ways to start a fire, surely?
Perk: Energetic Confidence Jerthro tends to be excited about a new adventure, whether it be a fight or a task, and when he is excited he tends to infect everyone with his cheerful confidence. *
*Doublethink, how should this work mechanics-wise?
Posted by JFH (# 14794) on
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Good points with a lot of thought and plenty of logic behind them, IngoB. I think I've commented enough on the concepts without Doublethink confirming anything, so I'll stick to a single line as a comment:
You say "go nuts" as if it's a bad thing.
Others, feel free to argue/think whatever you like. I would stop you, but Stone just spotted this really interesting bottle which looks like it might just have some firewater left in it, a theory which we shall now investigate by putting it to the test.
I'll also throw in a quick explanation of what aspects I think the potentials refer to, more or less, using other common tag words:
- Wits/Intelligence/Strategic insight/Learning capacity
- Finesse/Dexterity/Agility/Precision handwork
- Charm/Charisma/Social capacity/Speak
- Soul/Magical ability/Spiritual strength (not sure here)
- Muscles/Physique/Constitution/Strength/Melee Combat
- Vigilance/Perception ability/Sensing capacity
Personally, I think of Fallout's S.P.E.C.I.A.L. system but put Strength and Endurance as one, Muscles.
I also wouldn't expect anything but creativity from the SoF folks, but also a willingness to live up to that when the capricious but competent DM/GM calls us out on it. I see God's likeness in the GM; I think she will judge us according to ability and demand more from those who have been given or taken more. I trust her abilities to make those calls until proven wrong. I also trust her to overrule logics as befits the general enjoyment. Finally, my perception is that whereas difficult, most people enjoy the free creativity at present. If it doesn't float, we'll rebuild it. This is a ship, not an Ark.
Also, what kind of monks in what kind of monastery produces punch that tastes of goat urine!?!?
[ 02. May 2014, 15:54: Message edited by: JFH ]
Posted by Gwai (# 11076) on
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Re finesse, doublethink confirmed somewhere on page 2 that it is like dexterity, so I think JFH's read on it is correct.
(Dude, Stone, pass the bottle. That smells like some great stuff my friends and I had way back when!)
Posted by JFH (# 14794) on
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Character Name: "Rollin'" Stone Miller
Brief Physical Description: 6 ft tall, lean, somewhat bent stature, brown curly wild-growing hair, brown curly wild-growing beard, blue eyes, looks 30-50 years old, grimy trousers and jerkin, surrounded by a dust cloud.
Potentials:
▪ OK Wits 3
▪ Excellent Finesse 5
▪ Good Charm 4
▪ Useless Soul 1
▪ OK Muscles 3
▪ Weak Vigilance 2
Skills:
▪ Survival/Cooking (Wits)
▪ Repair (Finesse)
▪ Light Weapon (Muscles) (Preferably toothpick or whiskey bottle, but anything goes.)
▪ Scavenging (Vigilance)
▪ Crafting (Finesse)
▪ Scrounging (Charm)
Initial Perk:
▪ Dutch Courage - Can consume liquor if in possession of it to gain -1 Charm, -1 Wits, +2 Muscles for 1 week.
Gear:
▪ Trousers of the Cold Ground, Jerkin of the Dark Night
▪ Toothpick, Swiss Army version.
▪ The Blues. (How it works? If you have to ask, you'll never know.)
▪ Broken whiskey bottle (+1 to combat rolls or something appropriate)
Background:
A dust cloud moves closer, and suddenly stops in front of its interlocutor. A friendly, strangely reliable voice speaks and a hand is reached out in greeting, and the words "Spare some change?" are heard - that's all you'll remember of Rollin' Stone Miller, unless he wants you to. Behind that dust cloud rests a heavily bearded face with a constant smile, smooth-talking blue eyes and an eerie sense that although you might call him a tramp, it goes a little deeper than that.
Posted by Doublethink (# 1984) on
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Editing fail:
I think the idea of communal running of characters is well worth considering - but not for the test run.
JFH is right about the potentials description.
It is 18 point buy for the 6 potentials, + 1 perk, + 1 magic/special item/transform and + 6 skills. Transforms work by switching two stats and roleplay. Almost all perks will work by adding a plus to a roll. Perks are unique individual traits, skills are something you learn (and potentially anyone with the right opportunities could learn.) Also, vigilance is the stat used to determine the order of turns in combat or if you get to surprise someone - it is not a roll. Races are ornamental, at Kelly's request, I am aware that some feel that racial biases can be an issue that bleeds over too much into the real world. This means characteristics are toned down, Clawdine as a troll may not like the sun, cover up a lot in daytime and grumble - but she is not going to turn to stone. we ar enot building weaknesses into the mechanic of the system, but you can roleplay them as appropriate. Not everything needs to be defined by the stats.
What is acceptable as a perk, and how frequently you can use it is primarily a game balance issue.
IngoB is right that skills and perks will be acquired through game play. This system has no levels, or experience points - and it is through perks, skills and magic items that your endeavours will be rewarded.
Weapons will add a + to you combat roll, GM will specify.
Whilst I respect the points IngoB is making about character classes and skills lists, we are trying to make a simple system in which most things can be resolved through roleplay or a single d20 roll. If we something too complex it is going to be very difficult for anyone, bar those who participate in this original thread, to get involved.
We are hoping, I think to create a system we can reuse for threads in the future, with different players, different GMs and different settings. Ideally we want to reach a point in which we are going to have rules simple enough for a single OP. & a single character sheet OP.
For this reason I see the potentially infinitie variety of skills and perks, and the negotiation with the GM in character creation, as a feature not a bug.
The suggestion of late medieval / renaissance tech level plus magic setting - was derived by looking at what players generated and seeing what setting might best accomodate all of them - whilst doing the least violence to each character concept. I have assumed people have generated people they really would like to play. It is obviously not a perfect fit (sorry Miller !) but I hope it is reasonably close.
If information is crucial to the plot, and no one can read ancient scrolls, I will present that information with a different narrative device. Or create a situation in which the characters could find an interesting work around (perhaps they go bribe another wizard to read it for them and then have Clawdine just check the translation he is giving is honest ...)
Ideally, when we run, I'd like the narratives on the main thread to be number free with just the qualitative descriptions starred - getting the door open will be *hard*, the prince's most *excellent* charm immediately wins over the barkeep etc - so it reads like a shared story.
With the mechanic discussions etc on a separate thread. And everyone is being trusted to roll their own.
Please could a kindly host delete the one above.
[ 02. May 2014, 19:53: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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(done--K.A.)
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by IngoB:
In short, I think we should not overload the character creation with creativity as far as powers and stuff goes (creative descriptions is a different thing entirely). I think it would be better to have that clear and simple, and let the complexity grow within the game. And we could off-load some of individual mods on choosing a class / race.
So, I read that as, create simple characters who develop various attributes and incilnations via game play. That makes sense to me.
DT's post above really nails a lot of important things, though. Numero Uno-- we discussed this backstage, but I think it needs to be a clear item for whatever rules we create-- the GM is, indeed, God of the game, once the game starts. We have enough seasoned players here that we could really run a GM ragged with too many challenges.
Numero Dos-- The GM's God is narrative. This is a message board that serves a webzine-- therefore, as DT pointed out, crafting something that is a readable, engaging narrative would serve the larger purpose of the Ship.
Posted by Eliab (# 9153) on
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quote:
Originally posted by Doublethink:
It is 18 point buy for the 6 potentials
I thought 20 was about right - it was enough for one exceptional stat, or two good ones, and OK in the rest, with additional specialities paid for with weaknesses. 18 is enough for OK at everything with no talents, and I think PCs should be shade better than that. But I'll re-do Gunriana at an 18 pointer.
I don't like the communal character idea. For four reasons:
1) I know I'll end up confused about who's playing who;
2) I think that even with best role-play, keeping the character consistent will be hard for two or more players;
3) I like characters with depth. It seems obvious to me that there are things about Guardian Jetse Vos that currently exist in Ariston's imagination only, and may, or may not, come out through play. As I don't have direct access to Ariston's mind, I couldn't play the character properly, because I don't know those things. And I want to find them out when the story calls for them, I don't want to be told them in advance;
4) I want to make decisions for my character and see where the game her. I've deliberately picked a character with lots of decisions still ahead of her. I don't know at the moment what she'll end up thinking about ambition, family, love, money, magic, loyalty and fate, but I don't want someone else choosing those things, not even if they play her exactly as I would.
Posted by Eliab (# 9153) on
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Character Name: Gunriana De Vanės
Potentials:
Good Wits 4
Weak Finesse 2
OK Charm 3
Excellent Soul 5
Useless Muscles 1
OK Vigilance 3
Skills:
Etiquette (Charm)
Stealth (Finesse)
Bluff (Wits)
Seamanship (Vigilance)
Runelore (Soul)
Healing (Soul)
Equipment:
As above but add a few needles and stout thread (for stitching sword rents, not hemlines).
Perk:
If I get rune magic as a skill, the perk is rune-casting with her fate-marked left hand for a bonus at GM's discretion, but with the proviso that the GM can then store up any such bonuses to visit ill-luck and grief on either Gunriana or the beneficiary of her charm at any inconvenient moment. Gunriana is afraid of using her magic to full effect and this is why.
Magic item:
Not a weapon (House De Vanés are pragmatists, the best weapons go to the best fighters, not social pawns like Gunriana). It'll be a heirloom from her similarly gifted Great Aunt - a very old wolf-tooth strung on a twisted leather thong. It has the virtue that if a dead body is marked with it, it will hasten their passage to their final reward, and give a massive penalty to any subsequent magical or necromantic attempt to enchant the body or call back the soul. Obviously those who died in the act of cowardice or treason are ineligible for such protection.
(Everything else as before)
[ 02. May 2014, 20:40: Message edited by: Eliab ]
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by me:
[Arabella Adventurer]has never met a Dragon in her Cave, and furthermore a Cave is not a Dungeon. So she thinks she'll watch the other characters before trying it for herself.
I was not clear. I meant I would watch a whole game. I have no idea how this works. I sort of have an idea, on the surface. But listening to you all talk, I realize I have no idea how to do this. For example, I thought I understood the "allocate 18 points among these things." But then I'm watching you describe characters, and you think of all sorts of extra things, like what "finesse" means for your character, or you dream up a clever perk or skill for your character to have (and I still don't know what a perk is), and lots of you seem to have internalized the easy-to-hard ranking of abilities and tasks and can make up narrative using them (and while that seems like I ought to be able to understand it, I feel exhausted just trying to keep it in mind to work anything out with it).
If I watch a real game as you're playing it, I might get an idea of how this really works in terms of what I'd be supposed to be doing and how to channel my creativity in a way that fits into the game.
Arabella is based on my favorite text-based single-player computer game, Adventure. I might drop in occasionally during this practice period and see if I can add in bits that seem to conform to what appears to be the norm for how characters are supposed to be described.
I'd be happy to be persuaded to participate in the first game, but honestly, I don't see yet how I could participate. At the moment I feel the way I feel at baseball games when a fly ball comes my way: everyone else is reaching out to grab it, and I'm cowering in my seat with my hands over my eyes. I don't think I could contribute anything at all towards anything remotely task-oriented.
Posted by Wet Kipper (# 1654) on
:
Similarly I am interested, but based on the limited involvement I had with this sort of thing *coff* 25+ years ago, I'm not sure I can get into it as quickly
I've been trying to think of a "Joe Average" who has a "3" for all the Potentials, but skills that make him essential to still be in the group like being the only one who knows how to fix the photocopier, can work out the answers to cryptic crosswords or will go and make a cup of tea when others are busy. And a perk that is completely out of character like being a succesful drag queen act every other weekend in a Lesbian bar.
Posted by Doublethink (# 1984) on
:
AR, would you like me to run you up a character just as a try out. Once we start, you basically say what you are doing,I'll occasionally say that's hard - and you roll a die to see if you get to do it.
All the rest of this stuff is basically under the bonnet as it were.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Autenrieth Road:
At the moment I feel the way I feel at baseball games when a fly ball comes my way: everyone else is reaching out to grab it, and I'm cowering in my seat with my hands over my eyes. I don't think I could contribute anything at all towards anything remotely task-oriented.
Your writing is funny. Our characters will work as a team, and as such we'll help one another build stories. Including yours. So your character will be somewhat existentially confused? So was Napoleon, St. Simeon the Holy Fool, and Robert Plant ("I AM A GOLDEN GOD!" when looking out over Sunset Boulevard). We'll help give you choices to make, help you know when to do what, not as parents but as team-mates of a team that's going to be dysfunctional whether you're in it or not. And it'll be fun having you in the group.
I'll admit I have myself secretly waited, looked at others, and tried to have an even selection of pure adaptations of their skills and added some that seemed reasonable. And Doublethink helped me out to get it better balanced. (IMMENSE THANKS FOR ALL YOUR HARD WORK, DT! REALLY! YOU'RE INSANELY HELPFUL AND GOOD AT THIS!) The 18 points are sort of an attempt to boil down a personality to 6 different areas of strengths/weaknesses. Skills are natural areas of expertise, whereas the perk is more of a super-ability, specially created for your character. If a skill demands overly intricate description of precisely what it does and at what times, it's probably a perk rather than a skill.
Also, again, I think the main fun lies in (dysfunctional) teamwork creating an unfolding story of both individual and team development. As part of that, even if you're existentially confused, somewhat with a bit of intellectual endowment (wit) or a good perception of what you're capable of (vigilance) or just a general good feeling can of course invite you to participate in a plan judging from your ability to contribute. It's not just your own duty to provide your contributions but for us to release it as a team. Also, who knows, maybe your character will just become best friends with someone else in the game and bring general mirth to the group. That's also a contribution, one that will unfold in the upcoming game which I look forward to a lot. So please join in, AR, and most importantly, have fun!
Posted by Autenrieth Road (# 10509) on
:
[cross-posted.]
Thanks, DT, but it feels even more confusing to try to figure out someone else's character. If I can't even understand this enough to figure out a character, I definitely can't figure it out enough to do anything.
~~~~~~~~
Arabella Adventurer is a very ordinary human. She has 7 points worth of Persistence, 7 points of Detail Orientation, 2 points of Wonder, and 2 points of Hope. These aren't listed as allowed Potentials, but she has no clue how to map her qualities that make her good at exploring Caves, into the Potentials that Dragons who live in Dungeons seem to like.
The only Weapons she will have are the ones she finds along the way, or picks up after they've been thrown at her (e.g. dwarf axes), so right now she is quite defenseless.
She has the Skill of making maps, and of remembering and using certain well-known magic words for teleportation in strictly limited locations. Oh wait, that's two Skills. Fine, one's a Skill and the other's a Perk.
She has no Equipment.
Apart from being rather muddy and scraped from scrambling all the way down a stream bed and trying (without success) to squeeze through a four-inch grate, she has no idea what she looks like.
[ 02. May 2014, 22:04: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
:
Reboot / tweak Crazy Clawdine quote:
Character Name: Crazy Clawdine
Brief Physical Description:
A troll woman of indeterminable size, thanks to the many layers of tattered shawls that hang from her large frame. Her wild black matted hair has a life of its own, owing to the insect life that lives in it. She may look crazy, but her beady black eyes rarely miss much of what is going on around her, and she has a number of hidden and surprisingly useful talents.
Potentials:
Weak Wits
Useless Finesse
Weak Charm
Excellent Soul
OK Muscles
Excellent Vigilance
Skills:
Stealth (finesse)
Light weapon (muscles)
Find hidden (vigilance)
Spot deception (vigilance)
Survival (soul)
Hypnotise (soul)
Perk: Call Water, you sense water at all times and x1 per week can cause something withered to grow.
Special ability: A compliment turns Clawdine into a tall, leggy, well endowed and fast young woman, with blonde hair and a desire to run naked through water. Your finesse and vigilance ranks swap and you turn into a young naked woman. You can trigger this x1 per week in a situation where you have received a compliment - but if you are talking to yourself you can choose to compliment yourself, provided you roleplay a convincing reason.
Equipment:
Divining Rod (+1 to your roll when used as a weapon)
Distinctive blue caravan
I imagine Clawdine might look a bit like this, but if you look closer you see the wrinkles are really runnels carved through rock by water.
BTW I realise another character has survival based off another stat, but given Clawdine's water affinity is based on soul - and that is key to survival - I think it is narratively plausible and fits with the general feel of the character.
Posted by Banner Lady (# 10505) on
:
AR, for what it's worth, I haven't a clue what I'm doing either. But I know I can create a credible character, and we can't try out an RPG without characters. Clawdine may sink or swim, like the crones of old; but it may help us to create a workable game template for the future.
We are all sacrificial lambs in this one!
Posted by Banner Lady (# 10505) on
:
Thanks DT. That really nailed it.
Great pic by the way. But in my head she was a cross between Disney's Olga in the little mermaid and Esmerelda in The Hunchback of Notredam. I imagine she will have all sorts of things hidden in her caravan to surprise us along the way.
Also, can I say I really enjoyed your character of the dwarf. If we have a late comer who would like to join in, but struggles with character profile & allocation, maybe they could take over your "I am not a theif" dwarf.
[ 02. May 2014, 22:26: Message edited by: Banner Lady ]
Posted by Ariston (# 10894) on
:
quote:
Originally posted by Doublethink:
OMG !
Firstly, pls see comment above about skills & perks - secondly, do you think it might help to have some skills related to weapons ?
We can work out human wall as a perk.
Ditch cover as a skill, combat mechanic is too simple to implement that. Fortitude might something we work into the human wall perk - but it is not a skill. You don't need alertness, that is covered by basic vigilance. Transport is a bit too broad, we have a seafarer already, perhaps animal transport.
Okay, tweaking/reworking (no, please, no portmanteaus of that one):
—Now that I've got a better idea of what "soul" does, I think it safe to say that Jetse doesn't have it. So 3/average wit, 1/useless soul.
—For skills:
Ride (wit): being around pack animals and riding with wagon trains means he knows how handle and ride a variety of creatures.
Climb (muscle)
Intimidate (wit): Guardian Vos is just a bit scary to be around.
Weapon proficiency (muscle): Years of military training and experience mean that he can effectively fight with most standard weapons
Spot (vigilance): A bit of paranoia, noticing everything out of place or not quite right, goes a long way, whether trying to anticipate an ambush, see through a disguise, or notice the odd body language of someone trying to run a con on the caravan master.
Accuracy (finesse): Jetse's blows and arrows are more likely to hit, less likely to miss.
As for magic items…I think all those pointy things pretty much make up for a lack of magic. If it doesn't, I'd like to say his halberd is especially well-made (does extra damage, hits a bit more often); I think of him as slightly suspicious of magic and magic items, more trusting of fine craftsmanship.
Posted by IngoB (# 8700) on
:
OK, here's my draft character then, an Eskrimador / Arnista...
Character Name
Bayani Daniel Aquino Jr.
Brief Physical Description
Bayani is just under 6 feet tall, with the wiry but powerful body of a dancer. His looks are vaguely Hispanic with an Asian touch. The black hair framing his triangular face is neatly trimmed, and he sports a fine goatee. He usually wears simple brown and green clothes that hug his body tightly, and soft leather shoes. Bayani's moves are always smooth, flowing and graceful, but when stationary he becomes so perfectly still that people often overlook him in plain sight.
Potentials
Wits: 2 Weak
Finesse: 5 Excellent
Charm: 1 Useless
Soul: 3 OK
Muscles: 4 Good
Vigilance: 3 OK
Skills
Elastico (Finesse) - With the agility of a limbo dancer and the reflexes of a cat, Bayani can manage to stay in one place while acrobatically evading near everything coming at him, be it punches, swords, or even arrows. [Effect: Strong defensive bonus, in particular also against projectiles. Requires a stationary position and is ineffective on the move. Can be overcome by a rush / tackle of the enemy, but then provides one extra opportunity for a counterattack.]
Sinawali (Finesse) - Bayani can use two weapons with ease, weaving their strikes together into an irresistible attack pattern that is both graceful and very, very deadly. This translates into excellent empty hand fighting that relies more on flurries of combinations than extremely powerful strikes. [Effect: Strong attack bonus, if using two weapons at the same time that are not too large/heavy. Particularly deadly for double bladed weapons up to short sword size. In empty hand fighting, attack bonus for same size or smaller opponent, defensive bonus against larger opponents.]
Anting-Anting (Soul) - Bayani can cast powerful luck magic over wearable items, like a pendant or a cloth. The magic adheres to the object and stays with it until it is destroyed, whereupon the magic returns to Bayani. However, it is like distributing water from a pitcher: the more objects Bayani enchants the less magic sticks to each one of them. [Effect: Extraordinary luck happens to the wearer (whoever that is) of the anting-anting at completely random moments. The fewer objects Bayani has enchanted, the more frequent and intense / significant is this luck. The luck can take any form, but does benefit the wearer directly somehow.]
Juramentado (Muscles) - Given some time and space to prepare himself, Bayani can enter into a deep fighting trance that will be released into an explosion of utter violence with complete disregard for self-protection. There will be blood, broken bodies, and death - likely including that of Bayani. [Effect: Strong increase of chance to obliterate entire groups of enemies, traded for high risk of personal injury and even death. Like amok, but target specific - chance of collateral damage is low.]
Hilot (Vigilance) - The hands of Bayani are very sensitive and can work healing through the ancient arts of bone-setting and massage. While Bayani cannot instantly heal serious injuries, he can slip joints back into their sockets and arrange broken bones so that they heal up quickly and naturally. His massages can turn a bulky barbarian into a cooing baby, and rarely fail to relax and refresh the weary. [Effect: Bayani can ameliorate or heal minor injuries related to muscles and bones, and buff the flexibility and health of others with massage.]
Perk
Alisto - Bayani is extremely alert and continuously watchful over his environment. He has a very light sleep, and snaps to full wakefulness in the blink of an eye. Even severe sleep deprivation, total exhaustion or liberal applications of alcohol will not shut down this constant sensing, but merely leave Bayani helpless to respond. His senses are in no way extraordinary in their power, they just never seem to switch off at all. [Effect: Strong sensory bonuses not in range or detail, but in alertness. Bayani is practically impossible to surprise at short range, to distract or to baffle with physical trickery.]
Transform
Don Juan (Finesse <-> Charm) - Bayani can temporarily turn his physical finesse into a social one, and use this to charm anybody's socks off. This is particularly effective on the opposite sex, including romantic advances, but will also work on other men and in non-sexual matters. [Effect: The switch of finesse and charm can only occur if Bayani is not too stressed or fearful, and has diminishing effect if used multiple times on the same person, or if used on a person who has witnessed it previously. While the transform can only be used occasionally, it can be maintained for a few hours, long enough for conquering at the negotiating table or in the bedchamber.]
Gear
Bayani travels lightly. Besides unremarkable clothes, he carries / wears:
1) A leather knapsack, filled with basic camping utensils, a felt mat, a change of clothes and various shaving tools. Notably, the knapsack has release hooks at its should straps that allow Bayani to let the knapsack fall off his back with one quick flick of his hand.
2) A belt with two curved blades that look like a cross between a machete and a saber, carried in two sheaths left and right for a front draw, plus a down-facing dagger carried in a sheath in the middle of the back for a back draw.
3) A thick brown leather jacket that ends at the waist (somewhat covering the weaponry, but without impeding the draw). The careful observer will note that the sleeves of the jacket close to the hands seem somewhat stiffer. There is steel reinforcement hidden beneath the leather there.
4) A round snug cap of very stiff dark brown leather that in the back has a usually rolled up thick sheet of leather, which can be released and rolled down to cover the entire back of the neck down to the top of the shoulders.
5) A sleek walking stick made of a black ironwood, surprising heavy in the hand, with a steel point at the bottom and a steel knob at the top.
6) A few small knives. Don't ask where they are kept, or Bayani will show you. In a dark corner.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Autenrieth Road:
[cross-posted.]
Thanks, DT, but it feels even more confusing to try to figure out someone else's character. If I can't even understand this enough to figure out a character, I definitely can't figure it out enough to do anything.
~~~~~~~~
Arabella Adventurer is a very ordinary human. She has 7 points worth of Persistence, 7 points of Detail Orientation, 2 points of Wonder, and 2 points of Hope. These aren't listed as allowed Potentials, but she has no clue how to map her qualities that make her good at exploring Caves, into the Potentials that Dragons who live in Dungeons seem to like.
The only Weapons she will have are the ones she finds along the way, or picks up after they've been thrown at her (e.g. dwarf axes), so right now she is quite defenseless.
She has the Skill of making maps, and of remembering and using certain well-known magic words for teleportation in strictly limited locations. Oh wait, that's two Skills. Fine, one's a Skill and the other's a Perk.
She has no Equipment.
Apart from being rather muddy and scraped from scrambling all the way down a stream bed and trying (without success) to squeeze through a four-inch grate, she has no idea what she looks like.
That is a good start for the feel of a character if I try to fit it to the game mechanic it would look something like this.
Arabella Adventurer
Physical description: Somewhat muddy and scuffed, having tried to squeeze through a four inch grate, Arabella thinks she might be quite slight. Lacking opportunity to refine her appearance, others would see her a unkempt.
Potentials
Good Wits
OK Finesse
Useless Charm
Good Vigilance
OK Muscles
OK Soul
Perk: Teleportation x1 per week, can use a magic word to return to a place she has known before
Skills
Navigation (Wits)
Night vision (Vigilance)
Find Hidden (Vigilance)
Climb (Finesse)
Intuition (Soul)
Improvised weapons (Wits) - this will allow you to use any plausible non-weapon thing you find as a weapon, or clubs as weapons but not swords, axes or bows etc
Essentially persistence and residual wonder and hope are things that will come out in the story you tell about your character, the stats are just the bare bones. You sound as if you have been hunted, and have escaped into the darkness of the caves where you feel safer.
I have given you night vision because you can see in caves, navigation because you can explore and map make, find hidden because with your detail orientation you see things others miss, I have given you intuition because that maybe how your remaining wonder and hope let you see opportunities. I have given the unique ability of teleportation because that is how you seek safety.
I have given you low charm, because you have been in the caves a lot and apparently alone, I have tried to avoid large peaks and troughs in your other potentials because you have described yourself as a very ordinary human being.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Ariston:
Okay, tweaking/reworking (no, please, no portmanteaus of that one):
—Now that I've got a better idea of what "soul" does, I think it safe to say that Jetse doesn't have it. So 3/average wit, 1/useless soul.
—For skills:
Ride (wit): being around pack animals and riding with wagon trains means he knows how handle and ride a variety of creatures.
Climb (muscle)
Intimidate (wit): Guardian Vos is just a bit scary to be around.
Weapon proficiency (muscle): Years of military training and experience mean that he can effectively fight with most standard weapons
Spot (vigilance): A bit of paranoia, noticing everything out of place or not quite right, goes a long way, whether trying to anticipate an ambush, see through a disguise, or notice the odd body language of someone trying to run a con on the caravan master.
Accuracy (finesse): Jetse's blows and arrows are more likely to hit, less likely to miss.
As for magic items…I think all those pointy things pretty much make up for a lack of magic. If it doesn't, I'd like to say his halberd is especially well-made (does extra damage, hits a bit more often); I think of him as slightly suspicious of magic and magic items, more trusting of fine craftsmanship.
Right, well firstly, now I can't get the image of your character twerking out of my head - so thanks for that.
Weapons proficiency gives you a lot of bang for your buck, whilst accuracy won't work in a simple combat system like ours. So how about you get to keep weapons proficiency, but you drop accuracy without replacing it with another skill ? i think your spot is similar to find hidden that other characters have, but I am happy for you to keep it. Definitely makes sense for your character.
I am going to suggest your special item is your armour, which is so well made it gives your opponents - 1 to their attack roll. You only fight with one weapon at a time and any of your weapons will give you +1 to your attack roll. You will find this makes no difference at ridiculous contest levels - but is otherwise an advantage.
Human wall perk - either you can choose in that in a fight all opponents attack you but the first wound you are dealt has no effect and you can choose to do this in any fight - or simply you ignore the first wound dealt in a fight, but can only do it x1 per week. Which would you prefer ?
Posted by Jay-Emm (# 11411) on
:
And also AR if there are any questions do ask.
There are a number of us newbies in different respects, and we might not notice something important.
As far as I can tell (particularly from games) the numbers are designed to help summarize things and ensure people mean the same thing, (the more detailed they are the more exact).
[will be cross posted (with AR's post]
Skills seem fine to me (I believe you are allowed more) and rather useful.
I suspect Arabella is good at problem solving too (princes never go in dark rooms or face locked doors).
I wish I could make that longer.
How to map the numbers across, how I'd do it. Reading your character description.
Are you clever with your Wits about you? well yes you manage to find a way round a colossal cave, that sounds at least like your Good.
How are you at complicated tasks requiring Finesse? well you can't be bad to get past a grating.
Can you make friends easily, Charming them with your beauty, clever words, etc...?, hmm exploring a cave is a solitary thing, maybe not quite so good.
Are you strong? well you climb the rope easily but
Are you constantly vigilant? I'm so good at spotting things I can find all the important things and make a map at it.
(I've had a momentary doubt about what is meant by soul, though persistence/hope and would suggest you have lots in the one sense. And teleportation suggests a bit in the other.
So looking at Arabella from a distance, she has:...
Good Wits
Ok Finesse
Weak Charm
Ok Soul
OK Muscles
Good Vigilance
But:
1) I don't know Arabella...you do.
2) My friends don't believe anyone is that good, so either you are superhuman (which isn't fair on us) or I've been a bit overflattering in one respect. (in other words using DT's how amazing is Arabella system I've scored you as 19)
[cross posted with DT's post, and pleasantly reassured how we both noticed similar things about Arabella.]
[ 02. May 2014, 23:16: Message edited by: Jay-Emm ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
OK, here's my draft character then, an Eskrimador / Arnista...
Character Name
Bayani Daniel Aquino Jr.
Brief Physical Description
Bayani is just under 6 feet tall, with the wiry but powerful body of a dancer. His looks are vaguely Hispanic with an Asian touch. The black hair framing his triangular face is neatly trimmed, and he sports a fine goatee. He usually wears simple brown and green clothes that hug his body tightly, and soft leather shoes. Bayani's moves are always smooth, flowing and graceful, but when stationary he becomes so perfectly still that people often overlook him in plain sight.
Potentials
Wits: 2 Weak
Finesse: 5 Excellent
Charm: 1 Useless
Soul: 3 OK
Muscles: 4 Good
Vigilance: 3 OK
This bit is fine, and I like the character concept.
quote:
Skills
Elastico (Finesse) - With the agility of a limbo dancer and the reflexes of a cat, Bayani can manage to stay in one place while acrobatically evading near everything coming at him, be it punches, swords, or even arrows. [Effect: Strong defensive bonus, in particular also against projectiles. Requires a stationary position and is ineffective on the move. Can be overcome by a rush / tackle of the enemy, but then provides one extra opportunity for a counterattack.]
Sinawali (Finesse) - Bayani can use two weapons with ease, weaving their strikes together into an irresistible attack pattern that is both graceful and very, very deadly. This translates into excellent empty hand fighting that relies more on flurries of combinations than extremely powerful strikes. [Effect: Strong attack bonus, if using two weapons at the same time that are not too large/heavy. Particularly deadly for double bladed weapons up to short sword size. In empty hand fighting, attack bonus for same size or smaller opponent, defensive bonus against larger opponents.]
Anting-Anting (Soul) - Bayani can cast powerful luck magic over wearable items, like a pendant or a cloth. The magic adheres to the object and stays with it until it is destroyed, whereupon the magic returns to Bayani. However, it is like distributing water from a pitcher: the more objects Bayani enchants the less magic sticks to each one of them. [Effect: Extraordinary luck happens to the wearer (whoever that is) of the anting-anting at completely random moments. The fewer objects Bayani has enchanted, the more frequent and intense / significant is this luck. The luck can take any form, but does benefit the wearer directly somehow.]
Juramentado (Muscles) - Given some time and space to prepare himself, Bayani can enter into a deep fighting trance that will be released into an explosion of utter violence with complete disregard for self-protection. There will be blood, broken bodies, and death - likely including that of Bayani. [Effect: Strong increase of chance to obliterate entire groups of enemies, traded for high risk of personal injury and even death. Like amok, but target specific - chance of collateral damage is low.]
Hilot (Vigilance) - The hands of Bayani are very sensitive and can work healing through the ancient arts of bone-setting and massage. While Bayani cannot instantly heal serious injuries, he can slip joints back into their sockets and arrange broken bones so that they heal up quickly and naturally. His massages can turn a bulky barbarian into a cooing baby, and rarely fail to relax and refresh the weary. [Effect: Bayani can ameliorate or heal minor injuries related to muscles and bones, and buff the flexibility and health of others with massage.]
These are basically framed as perks rather than skills - skills don't give bonuses to roles, they just make it possible to attempt a skilled action. Also, you are clearly an experienced roleplayer and have drawn on advanced concepts from established systems but I just don't think we can manage the complexity you have built into the skills when we have such a big range of experience in the player group. (Plus the asynchronus online issues.)
Perk Juramnetado - can make a group attack x1 per week
Skills
Sinwali (finesse) two handed fighting gives two attacks per combat turn
Hilot (finesse) massage, that can be used to heal
Anting-anting (soul) can enchant objects (effect situation specific and temporary)
This leaves you three skill slots, I advise at least one of these should be Light Weapon. And you could see if Elastico could be worked in some non-combat form.
Magic Item
Enchanted cod piece (or belt if you feel that is too silly) - x1 per week can swap finesse and charm ranks.
Each weapon used gives +1 to attack roll
Gear
Bayani travels lightly. Besides unremarkable clothes, he carries / wears:
1) A leather knapsack, filled with basic camping utensils, a felt mat, a change of clothes and various shaving tools. Notably, the knapsack has release hooks at its should straps that allow Bayani to let the knapsack fall off his back with one quick flick of his hand.
2) A belt with two curved blades that look like a cross between a machete and a saber, carried in two sheaths left and right for a front draw, plus a down-facing dagger carried in a sheath in the middle of the back for a back draw.
3) A thick brown leather jacket that ends at the waist (somewhat covering the weaponry, but without impeding the draw). The careful observer will note that the sleeves of the jacket close to the hands seem somewhat stiffer. There is steel reinforcement hidden beneath the leather there.
4) A round snug cap of very stiff dark brown leather that in the back has a usually rolled up thick sheet of leather, which can be released and rolled down to cover the entire back of the neck down to the top of the shoulders.
5) A sleek walking stick made of a black ironwood, surprising heavy in the hand, with a steel point at the bottom and a steel knob at the top.
6) A few small knives. Don't ask where they are kept, or Bayani will show you. In a dark corner. [/QB][/QUOTE]
[ 02. May 2014, 23:33: Message edited by: Doublethink ]
Posted by JFH (# 14794) on
:
IngoB/Bayani, awesome work. Looks almost a bit overpowered, but I'll leave that to DT. Good to have you on board!
quote:
Originally posted by Wet Kipper:
Similarly I am interested, but based on the limited involvement I had with this sort of thing *coff* 25+ years ago, I'm not sure I can get into it as quickly
I've been trying to think of a "Joe Average" who has a "3" for all the Potentials, but skills that make him essential to still be in the group like being the only one who knows how to fix the photocopier, can work out the answers to cryptic crosswords or will go and make a cup of tea when others are busy. And a perk that is completely out of character like being a succesful drag queen act every other weekend in a Lesbian bar.
How does this look?
Name: Baiskle Rieperman
Potentials:
OK Wits
OK Finesse
OK Charm
OK Soul
OK Muscle
OK Vigilance
Skills:
Disarm traps (Wits)
Repair (Finesse)
Barter (Charm)
Dispel (Soul) (Can free some, but perhaps not all, cursed things from their accursedness)
Lockpick (Muscle) (Muscle because he just knows fairly well how to kick a door to get it to open)
Hide (Vigilance)
Choose your own perk as you find appropriate. Hope this helps!
If you don't use these skills, I think they're fairly safe "steals" for those not sure what might be considered skills and who think these would fit their characters. Given that Innocent Tyler, DT's dwarven kleptomaniac, is not joining the band, it seems as if we might find use for some thievin' skills as well, even if Clawdine could at times do the job. Pickpocketing might be a useful skill, for example, or forgery.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Gwai:
Character Name: Jerthro
Brief Physical Description:
Very fit looking young man. Probably 18 or so though he claims to be 25 usually.
General Description:
Sometimes bumbling, usually over-confident, but always cheerful, Jerthro is seriously excited to be on this adventure, and he knows it's going to be great!
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak Wits
Weak Finesse
Good Charm
OK Soul
Good Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Skill (potential)
Power Through (muscles ) One of Jerthro's main strengths and at the same time weaknesses is his confidence that he can he can power through whatever he needs to power through. Climb a cliff even though he's never done anything like? He'll power through it better than a sensible soul would expect. Fix that sensitive machine? It'll probably need to be fixed after he's done powering through it! (In other words, he's very good at using his muscles to "fix" a problem.
Scouting (vigilance) "How about I go check what is coming up? It'll be fun! I'll be back before breakfast."
Calm (charm) Jerthro has a way of annoying some people, but usually he can calm people down too. He's friendly, and self-deprecating in a way that tends to remind people he's young, foolish, and exceedingly forgivable.
Infatiguable (Soul) Jerthro may not be experienced, but he tends to keep going very well. By the time Jerthro gives up exhausted, most sane people sat down to rest hours ago.
Slot 6 (tied potential)
Please list equipment you acquire, with any bonuses it may give.
Leather armour kit -- Looking at the size and the way it fits Jerthro, one suspects he inherited it from his dad.
(Would it be possible for this to be magical in some small way, but have Jerthro not know that?)
Sword and dagger -- Plain but decent. Again look like they've had more wear than Jerthro has.
Backpack and camping supplies --New, unused even, and rather excessive. For instance, no one needs three different ways to start a fire, surely?
Perk: Energetic Confidence Jerthro tends to be excited about a new adventure, whether it be a fight or a task, and when he is excited he tends to infect everyone with his cheerful confidence. *
*Doublethink, how should this work mechanics-wise?
I think you can have power through as a perk - x1 per week Jethro can try to power thru an unfamiliar skilled task on muscles, but only the first time he encounters it. I.e three weeks later he will not be able to try powering thru fan dancing a second time.(I am afraid you'll just have to roleplay energetic confidence.)
Infatigable doesn't work for a skill as we have no mechanic for getting tired. Scouting and calm are fine. Leaves you four more to pick !
Weapons will give you +1 to combat.
Leather armour can give -1 to an opponent's attack roll, and Jethro doesn't have to know this. Alternatively, x1 per week he can think about what his Dad would have done in this sticky situation - and the answer that occurs to him will be surprisingly helpful.
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Doublethink:
These are basically framed as perks rather than skills - skills don't give bonuses to roles, they just make it possible to attempt a skilled action.
Hmm, OK. I didn't understand that. I will re-think.
quote:
Originally posted by Doublethink:
Also, you are clearly an experienced roleplayer and have drawn on advanced concepts from established systems but I just don't think we can manage the complexity you have built into the skills when we have such a big range of experience in the player group.
Not really. As mentioned on the poll thread, about 15 years ago I was a MUD (multi-user dungeons) player and - perhaps more importantly - programmer. That's pretty much all the role playing experience I have. I have never even touched a "real" roleplaying game, other than I think for a couple of nights with some friends twenty years ago. Frankly, most of the time I have no real idea what you are talking about here, with rolls and perks and whatnot. It's all a bit different when you are hacking MUD code, I guess more technical but thereby also a lot simpler. It's all just numbers and lists getting shuffled about there behind the scenes... So my "advanced concepts" is really just me thinking about what I would have tweaked in the code about 15 years ago.
quote:
Originally posted by Doublethink:
Perk Juramnetado - can make a group attack x1 per week
Probably not what I will perk then... I also am trying to keep this close to real world concepts, and this leaves out the whole destroying yourself in the process bit.
quote:
Originally posted by Doublethink:
Anting-anting (soul) can enchant objects (effect situation specific and temporary)
I'm not sure what you mean there. If this means a random enchant of an object with effect that wears off, then I'm not happy with that. That's not anting-anting, which once more is a real world concept.
quote:
Originally posted by Doublethink:
This leaves you three skill slots, I advise at least one of these should be Light Weapon.
I don't understand, why would I need light weapons as a special skill? Again, I'm confused about "base line skills" here. If some other fighter dude picks up my "knives" he cannot do anything with them because he doesn't have "light weapon"?
quote:
Originally posted by Doublethink:
Enchanted cod piece (or belt if you feel that is too silly) - x1 per week can swap finesse and charm ranks.
I need a magic object to achieve transform? It cannot be some kind of innate skill?
quote:
Originally posted by Doublethink:
Each weapon used gives +1 to attack roll
I'm not sure what this is supposed to tell me?
Posted by Ariston (# 10894) on
:
quote:
Originally posted by Doublethink:
quote:
Originally posted by Ariston:
Okay, tweaking/reworking (no, please, no portmanteaus of that one):
—Now that I've got a better idea of what "soul" does, I think it safe to say that Jetse doesn't have it. So 3/average wit, 1/useless soul.
—For skills:
Ride (wit): being around pack animals and riding with wagon trains means he knows how handle and ride a variety of creatures.
Climb (muscle)
Intimidate (wit): Guardian Vos is just a bit scary to be around.
Weapon proficiency (muscle): Years of military training and experience mean that he can effectively fight with most standard weapons
Spot (vigilance): A bit of paranoia, noticing everything out of place or not quite right, goes a long way, whether trying to anticipate an ambush, see through a disguise, or notice the odd body language of someone trying to run a con on the caravan master.
Accuracy (finesse): Jetse's blows and arrows are more likely to hit, less likely to miss.
As for magic items…I think all those pointy things pretty much make up for a lack of magic. If it doesn't, I'd like to say his halberd is especially well-made (does extra damage, hits a bit more often); I think of him as slightly suspicious of magic and magic items, more trusting of fine craftsmanship.
Right, well firstly, now I can't get the image of your character twerking out of my head - so thanks for that.
Weapons proficiency gives you a lot of bang for your buck, whilst accuracy won't work in a simple combat system like ours. So how about you get to keep weapons proficiency, but you drop accuracy without replacing it with another skill ? i think your spot is similar to find hidden that other characters have, but I am happy for you to keep it. Definitely makes sense for your character.
I am going to suggest your special item is your armour, which is so well made it gives your opponents - 1 to their attack roll. You only fight with one weapon at a time and any of your weapons will give you +1 to your attack roll. You will find this makes no difference at ridiculous contest levels - but is otherwise an advantage.
Human wall perk - either you can choose in that in a fight all opponents attack you but the first wound you are dealt has no effect and you can choose to do this in any fight - or simply you ignore the first wound dealt in a fight, but can only do it x1 per week. Which would you prefer ?
1. You're Welcome
2. That sounds like a fair trade. I'm figuring out why DnD has its fighters be feat/perk driven rather than skill driven—being able to have lots of special attacks, rather than, say, speak languages or read magical scrolls is more of a fighter thing. Coming up with six unique, good, not overpowered skills was hard. Five will work nicely.
3. I'll take the rest of your suggestions, and I'll take the "everybody attacks me" version of the feat/perk.
Posted by Doublethink (# 1984) on
:
IngoB
To be a fighter you needed to have trained in fightery things - such as weapons use. So yeah if someone built a fighter with only heavy or ranged he'd struggle with light. Ariston has taken weapon proficency to be skilled with all weapons - but dropped to five skills. You can do that if you want.
You don't have to have a magic object to transform. But it is 1 perk, 1 magic thing. I was trying to keep as much of your character as possible, and if you had a group fight perk, it was the only way I could wedge in the don juan thing.
When you enter combat you will be told how hard it is. For example if it is OK, you will need to roll 10 or above to hit, weapon over just hitting with your fist adds +1 to your roll. So you might roll a 9 but get to deal a wound because the p+1 modifies your roll up to 10.
Posted by Gwai (# 11076) on
:
Edited
quote:
Character Name: Jerthro
Brief Physical Description:
Very fit looking young man. Probably 18 or so though he claims to be 25 usually.
General Description:
Sometimes bumbling, usually over-confident, but always cheerful, Jerthro is seriously excited to be on this adventure, and he knows it's going to be great!
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
Weak Wits
Weak Finesse
Good Charm
OK Soul
Good Muscles
OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
Bows (Muscles) Jerthro has hunted for his family regularly using his bow
Scouting (vigilance) "How about I go check what is coming up? It'll be fun! I'll be back before breakfast."
Soothe (charm) Jerthro can be very annoying to some people, but he gets in remarkably few fights considering. He just seems to have this knack for knowing how to soothe people.
Intuition (Wits) Jerthro is remarkably good at reading people considering how dumb he is. Now expressing that...
Plant/Animal Knowledge (wits) Jerthro has spent a LOT of time outside, so he has an almost encyclopedic knowledge of the flora and fauna of his area
Sword (muscles) Jerthro has not ever fought in a real battle although he'd say he has, but he's pretty decent with a sword considering.
Please list equipment you acquire, with any bonuses it may give.
Leather armour kit -- Looking at the size and the way it fits Jerthro, one suspects he inherited it from his dad. (Gives fatherly advice once a week though Jerthro doesn't know it)
Bow and arrows
Sword and dagger -- Plain but decent. Again look like they've had more wear than Jerthro has.
Backpack and camping supplies --New, unused even, and rather excessive. For instance, no one needs three different ways to start a fire, surely?
Perk: Power Through (muscles ) One of Jerthro's main strengths and at the same time weaknesses is his confidence that he can he can power through whatever he needs to power through. Climb a cliff even though he's never done anything like? He'll power through it better than a sensible soul would expect. Fix that sensitive machine? It'll probably need to be fixed after he's done powering through it! (In other words, he's very good at using his muscles to "fix" a problem.*
[ 03. May 2014, 03:06: Message edited by: Gwai ]
Posted by Hart (# 4991) on
:
OK, here goes!
Character Name: Hestor Snear, cupbearer to the elite.
Brief Physical Description: Hestor, though tall, is sufficiently slender to lurk unnoticed in the slightest of shadows, enabling the best eavesdropping. He is one of those people whose age is impossible to guess. No one can quite remember when he wasn't around, and he's certainly not young, but no-one would call him old. His black robes are in no way ostentatious, but the precision tailoring that produced them must have been paid for by the GDP of several prosperous villages. Depending on who he was blackmailing at the time, it probably was.
Potentials:
Wits: Good
Finesse: OK
Charm: Excellent
Soul: Useless
Muscles: Useless
Vigilance: Good
Skills:
Lurking (Vigilance)
Bargaining (Charm)
Judge of Character (Wits)
Disarm (Finesse)
Find escape route (Wits)
Persuade (Charm)
Perk:
Call in a favor. Hestor has accrued a vast network of people who owe him favors. He can, very occasionally, summon a "friend" with a specific skill lacked by the team.
Equipment:
Banquet set. The ceremonial part of Hestor's role might be notional, but it's not imaginary. He can furnish a feast at a moment's notice. Poached quail egg anyone?
Black cloak, perfect for lurking unseen in the shadows.
Periscope, for peeking around corners unseen.
Posted by Autenrieth Road (# 10509) on
:
Thanks, Jay-Emm and Doublethink. I'll take DT's sum-to-18 set, and I'm impressed by how much you were in agreement. JFH, I guess I'm in. Fictitious A. may be able to help Arabella out with some more comic-relief misadventures.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Autenrieth Road:
JFH, I guess I'm in. Fictitious A. may be able to help Arabella out with some more comic-relief misadventures.
That's the spirit! Welcome!
After following Fictitious A.'s comedic adventures all spring, I¨'d have missed not having an excuse to hear more about them. Now I'm just looking forward to hear how this time around will affect her situation - will there be dragons springing out of the shadows, swordfights and magic, or is she just gonna hang out and have fun with the local town drunk? Who knows!
Stone Miller walks up to Arabella with a smile and greets her and feels somewhat protective of her, as she looks like the only one around to have spent about as many nights on the cold ground as he has.
quote:
Originally posted by Eliab:
I thought 20 was about right - it was enough for one exceptional stat, or two good ones, and OK in the rest, with additional specialities paid for with weaknesses. 18 is enough for OK at everything with no talents, and I think PCs should be shade better than that. But I'll re-do Gunriana at an 18 pointer.
I see your point, and it might add a bit more hero feeling to do it your way. My own motive for asking for 18 is that I think it enforces weaknesses, which I think is a good thing. Most of all, weaknesses and a need for covering one another's backs brings about teamwork much better than strengths would, I think. The more backs the beast has, the better the teamwork, don't you think?
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Doublethink:
You don't have to have a magic object to transform. But it is 1 perk, 1 magic thing. I was trying to keep as much of your character as possible, and if you had a group fight perk, it was the only way I could wedge in the don juan thing.
[/QB]
Oops I confused myself, you are right, you could have the transforn without a magic object.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Hart:
OK, here goes!
Character Name: Hestor Snear, cupbearer to the elite.
Brief Physical Description: Hestor, though tall, is sufficiently slender to lurk unnoticed in the slightest of shadows, enabling the best eavesdropping. He is one of those people whose age is impossible to guess. No one can quite remember when he wasn't around, and he's certainly not young, but no-one would call him old. His black robes are in no way ostentatious, but the precision tailoring that produced them must have been paid for by the GDP of several prosperous villages. Depending on who he was blackmailing at the time, it probably was.
Potentials:
Wits: Good
Finesse: OK
Charm: Excellent
Soul: Useless
Muscles: Useless
Vigilance: Good
Skills:
Lurking (Vigilance)
Bargaining (Charm)
Judge of Character (Wits)
Disarm (Finesse)
Find escape route (Wits)
Persuade (Charm)
Perk:
Call in a favor. Hestor has accrued a vast network of people who owe him favors. He can, very occasionally, summon a "friend" with a specific skill lacked by the team.
Equipment:
Banquet set. The ceremonial part of Hestor's role might be notional, but it's not imaginary. He can furnish a feast at a moment's notice. Poached quail egg anyone?
Black cloak, perfect for lurking unseen in the shadows.
Periscope, for peeking around corners unseen.
OK this is a good start. Liking the perk, this will be available x1 per week.
Need to adjust your skills, I see where you are goung with this, just needs a fine tune.
Drop disarm, in this system what will happen is that the opponent will then hit you, and your useless muscles will make you ridiculously easy to knock out.
Take Poisons - it would so fit your theme - you can have it based on finesse on the grounds that making a poison without killing yourself in the process is fiddly You can have lurking, which is effectively stealth.
Bargaining is fine as is persuade, but you probably don't need both. Alternatively, you just take Blackmail as a skill ? (Based on charm.)
Your wits based skills are too perk-like. So you have three to find. Have a think, and let me know.
Oh, and given your periscope is a special item, would you like it to be magical in some way ?
[ 03. May 2014, 08:02: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
OK if I have this right, everyone has a finalised character except IngoB and Hart who each have a character in development.
I shall send a pm to each of you with a completed character, containing a finalised character sheet. We'll be able to start the trial run once the last two characters are finished.
When we start the the trial run, there will be one Story thread and one Metagame thread. The Story thread will open with a GM post setting the scene, the meta-game thread will start with a standardised OP explaining the in-game mechanics and the meta-game rules (e.g. one rolled action per day etc). Once the meta-game thread opens I would like you to post your finalised character sheet to that thread for reference.
As GM I can guarantee to read and respond at least once per day. If you get into a contested combat or other complex action - I may pm you to arrange a time to come online together and work through the contest in a reasonable time frame.
If other players observe this happening, please avoiding posting till we complete or it will get very difficult to follow. This should be quite rare and I will open up a contest with a GM post that makes clear what is happening.
Posted by JFH (# 14794) on
:
My impression is that Wet Kipper expressed an interest in joining, but maybe he won't. Also, no idea how long this trial run will last, so there will probably be more games later on for people to join in on.
DT, I'm not sure what would be a suitable Magic Item for Stone Miller. The Blues could work, I guess, but no idea what it would actually be used for.
Posted by Banner Lady (# 10505) on
:
What happens when it comes to a die-roll?
Is this something that is an on-line thing, or does the GM do this, or is it a combination of the GM and the players rattling dice in cups alongside their computer boards?
Enquiring minds want to know!
Posted by Doublethink (# 1984) on
:
So say you tell me:
Clawdine listens to the explanation the man gives, she is trying to *spot deception*
A little while later I come along and read your post (in which I am sure all sorts of interesting things will have happened, but only one thing requiring a roll)
I make a GM post saying, Clawdine is excellent at spotting deception so this will be an *easy* contest.
---
On you character sheet it tells you what range of numbers you need to succeed at an *easy* roll. In fact you need to roll between 5 and 20 on a twenty sided dice. If you don't own a twenty sided dice you can use a website to do it for you - e.g. http://www.roll-dice-online.com/ - you roll one 20 sided dice once.
---
You then post saying whether Clawdine was successful or not - if you fail with a 1 or succeed with 20 you repor that as *ridiculously successful* or *rediculously unsuccessful*.
The GM will then read this, and post an outcome for you. "Clawdine sees he is being entirely honest", or "Clawdine has no idea what he is trying to tell her and gives up trying to arrange hiring the horse" or whatever.
We trust you to roll your own dice
But if you are unsure you will be able to go onto the metagame thread and ask for help before making your post on the story thread.
[ 03. May 2014, 12:46: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
I may have missed a post but I think maybe Kelly's character Brandon is also not yet complete ?
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
On you character sheet it tells you what range of numbers you need to succeed at an *easy* roll. In fact you need to roll between 5 and 20 on a twenty sided dice. If you don't own a twenty sided dice you can use a website to do it for you - e.g. http://www.roll-dice-online.com/ - you roll one 20 sided dice once.
---
Let's see how this goes, but I fear that the process:
P: I do X...
GM: Roll 5+
P: Rolled. Got a 4.
GM: Y happens...
could get cumbersome with several players. If the player and GM are both offline for different 12 hours periods, even that one exchange could be two days to resolve. I'd be happy for GM to roll dice if it streamlines play.
Posted by IngoB (# 8700) on
:
DT, hold your horses. I'm working on an update to my character myself...
Posted by Dafyd (# 5549) on
:
Daniel Van Adescant
Physical Description:
Van Adescant is tall and thin, with a thing for wide-brimmed hats and long black coats. He has blondish hair with pale skin, and a slightly unfocused stooping gaze. He keeps a scarf about his neck at all times.
He carries a spear and a crossbow when he's travelling.
Wits: 5. Excellent.
Finesse: 3. OK.
Charm: 2. Poor.
Soul: 3. OK.
Muscle: 2. Poor.
Vigilance: 2. Poor.
Skills:
Occult (Wits): Van Adescant knows a lot about undead, lycnathropes, dark magic, etc. He can probably rustle up rituals or so given time; whether it is wise to do so is another matter.
Turn Undead (Soul): using a holy symbol or pair of candlesticks, etc, he can temporarily ward off dark magic, undead. He can also perform ninor infusions of positive energy - healing cuts and scrapes, minor blessings, etc.
Crossbow: (Finesse). Useful for stakes.
Investigation: (Vigilance/ Wits). Can spot clues in any area if he searches it, and leap to conclusions ignoring red herrings.
Interrogation: (Charm): He knows ways of asking questions without the people he's talking to realising what he's asking for.
Staff / Spear Fighting: (Finesse): Also, flaming torches.
Perk:
Brood: Van Adescant can spend time brooding in cemeteries or similar dark places (over the death of his parents at the hands of vampires while he was ten). If he's just spent time brooding, he gets bonuses to subsequent Charm rolls for things like striding impressively through doors, whipping up mobs, and impressing teenagers or anthropomorphic personifications of dreams, and such like.
Magic Item: Van Adescant has a curious contraption made of wire and two pieces of glass. If he puts it over his eyes (resting on his ears and nose) his Vigilance, for the purposes of looking at items close by, rises to Excellent.
Other possessions:
Stakes and hammer, holy water, holy symbol, garlic and wolfsbane, crossbow, silver arrows, ordinary arrows, spear, pocket breviary.
[ 03. May 2014, 13:30: Message edited by: Dafyd ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
DT, hold your horses. I'm working on an update to my character myself...
Don't worry we won't start till everyone's sorted - I am just wanting to get the sheets out because it means I don't have to do them all at once.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Doublethink:
I may have missed a post but I think maybe Kelly's character Brandon is also not yet complete ?
My count was so off - as far as I know, we have 6 completed characters:
- Crazy Clawdine
- Arabella Adeventurer
- Rollin' Stone Miller
- Gunriana De Vanės
- Guardian Jetse Vos
- Jerthro
Then we have 5 characters in development
- Hestor Snear
- Brandon Covey
- Bayani Daniel Aquino Jr
- Prince Testwe Rakta
- Daniel Van Adescant
We absolutely can't have any more after those, 11 is a large party !
Everyone on the completed list should now have been pm'd a completed character sheet - sorry if you got it twice Eliab - pm thingy was having issues with something
[ 03. May 2014, 14:34: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Dafyd:
Daniel Van Adescant
Physical Description:
Van Adescant is tall and thin, with a thing for wide-brimmed hats and long black coats. He has blondish hair with pale skin, and a slightly unfocused stooping gaze. He keeps a scarf about his neck at all times.
He carries a spear and a crossbow when he's travelling.
Wits: 5. Excellent.
Finesse: 3. OK.
Charm: 2. Poor.
Soul: 3. OK.
Muscle: 2. Poor.
Vigilance: 2. Poor.
Skills:
Occult (Wits): Van Adescant knows a lot about undead, lycnathropes, dark magic, etc. He can probably rustle up rituals or so given time; whether it is wise to do so is another matter.
Turn Undead (Soul): using a holy symbol or pair of candlesticks, etc, he can temporarily ward off dark magic, undead. He can also perform ninor infusions of positive energy - healing cuts and scrapes, minor blessings, etc.
Crossbow: (Finesse). Useful for stakes.
Investigation: (Vigilance/ Wits). Can spot clues in any area if he searches it, and leap to conclusions ignoring red herrings.
Interrogation: (Charm): He knows ways of asking questions without the people he's talking to realising what he's asking for.
Staff / Spear Fighting: (Finesse): Also, flaming torches.
Perk:
Brood: Van Adescant can spend time brooding in cemeteries or similar dark places (over the death of his parents at the hands of vampires while he was ten). If he's just spent time brooding, he gets bonuses to subsequent Charm rolls for things like striding impressively through doors, whipping up mobs, and impressing teenagers or anthropomorphic personifications of dreams, and such like.
Magic Item: Van Adescant has a curious contraption made of wire and two pieces of glass. If he puts it over his eyes (resting on his ears and nose) his Vigilance, for the purposes of looking at items close by, rises to Excellent.
Other possessions:
Stakes and hammer, holy water, holy symbol, garlic and wolfsbane, crossbow, silver arrows, ordinary arrows, spear, pocket breviary.
That is near to perfect Dafyd.
So your point buy only adds up to 17, you can have another rank of potential in something. Investigation would be off the Vigilance potential. Your fighting skills are highly specific, but that seems appropriate to the character. Your special item is fine as a concept but a little too powerful. I suggest you put your eighteenth point into Vigilance, and then your contraption will give you good vigilance for close work.
I do think we will have to have a different perk though.I think it will be difficult to manage gameplay wise.
Also thematically, you might want to consider a cloak rather than coat. If you were to choose to have a direct tie to a religion, then you could perhaps generate a perk from that ?
Posted by Hart (# 4991) on
:
Thanks for the feedback, DT. A magical periscope would be perfect. The way I see Hestor, he has no intrinsic magical power (so he can't do charms, wandwork, etc.), but he's smart enough to take advantage of magical things created by others. I propose that the periscope be shape-shifting. So, as well as peering around normal corners, it can squeeze through the key-hole of a door or treasure chest, etc.
Here's a rethink on skills. I've noticed I'm finding it quite hard to think of wits-based skills, as most "clever" things are things that the player would do directly rather than just say the character is doing.
I like the poison idea, but I wonder if I can split it in two. First, there's Hestor's expertize in Poisons. This is a wits category. Before the adventure began, he used his brain to make up several small vials of standard poisons. When he tries to use one of these in a game situation, he is good at both having correctly predicted its need and having made it well. He also has the skill of making a poison in the field, which takes finesse. Say we need a poison that will knock a dragon out for half an hour, but it needs to taste exactly like her favorite honey or she won't drink it. He probably didn't think that through in advance, so he has to try and make it out of what he can find in the jungle they're encamped in, and this takes finesse.
I like the idea of blackmail as a specific skill.
I figure that years of lurking around the elite has given Hestor some expertize in standard security, and how to evade it. He wouldn't normally stoop to picking locks himself, but desperate times call for desperate measures. He also knows real treasure when he sees it, and can spot fakes a mile off.
Skills:
Lurking (Vigilance)
Poison expertize (Wits)
Poison making in the field (Finesse)
Blackmail (Charm)
Lock-picking (Finesse)
Treasure evaluating (Wits)
Posted by Hart (# 4991) on
:
Also, I like the idea of the GM making most of our rolls for us, simply in the interests of saving time. While I appreciate the desires to keep the story thread as number-free as possible, it would be helpful to somewhere learn what dice were rolled, what was needed and what happened. I think that's the only way I'd really learn the world model.
Also, I don't think I'm going to understand battles until I actually see one. Would you be able to write a basic one up playing both sides (going easy on the story-telling to save your time?).
Posted by Doublethink (# 1984) on
:
Here is the proposed opening post for the metagame thread: can alter if from feedback now, and also after the trial run.
quote:
SOF RPG
Roleplay gaming is a sort of communal story telling. You have a gamesmaster (GM) and a group of players. The GM has an overarching plot for the players, and acts any people they meet. The players each have a character with specific knowledge and abilities, and the group of players will be told they have some sort of mission. A set of rules provides a way of resolving chance, conflict and interesting situations.
To cite Jeff Vogel, any game system that can't be understood by someone's significant other on their first night playing the game after they've had two beers is too complicated. With that in mind this is the Ship’s very own system, and we hope it meets that test ! It was generated out of a circus discussion thread once upon a time ...
***
Generating Your Character
There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You have a rank of Useless, Weak, OK, Good or Excellent in each Potential. To establish your character, you have 18 points to buy your Potential ranks, they cost 1, 2, 3, 4 and 5 respectively.
These Potentials are Wits, Finesse, Charm, Soul, Muscles & Vigilance. To give you an idea of what they are good for, here are some suggested synonyms:
-
- Wits - Intelligence, Strategic Insight, Learning Capacity
- Finesse - Dexterity, Agility, Precision Handiwork
- Charm - Charisma, Social Capacity, Speak
- Soul - Magical ability, Spiritual Strength, Wisdom
- Muscles - Physique, Constitution, Strength, Melee Combat
- Vigilance - Perception Ability, Sensing Capacity, Reaction
You then select 6 skills, these can be anything it is possible to learn. Each skill will be based on one of your Potentials - for example, if you have bluff based on charm and your charm is good - then your bluff will be good. If you attempt a skilled action when you do not have the skill, it will be ridiculously hard to succeed.
You may then agree a perk with the GM, this is a unique special talent your character has, it will usually add a bonus to a dice roll. What is acceptable as a perk, and how frequently you can use it is primarily a game balance issue.
Additonal skills and perks will be acquired through game play. This system has no levels, or experience points - and it is through perks, skills and special items or abilities that your endeavours will be rewarded.
You then choose 1 special item or transformation. In a magical setting, you may choose an enchanted object - in a non-magical setting this may be something unique, valuable or highly unusual. In a magical setting you can choose to have a Transformation instead. Transformations work by switching the ranks of 2 Potentials and roleplaying the effect.
Now you have the skeleton of your character, you need to flesh out the details. Where do they come from ? What are their motivations ? what race or social class are they ? What experiences have they had that lead them to be who they are today ? What Mundane equipment are they carrying ? Races are ornamental, because some feel that racial biases can be an issue that bleeds over too much into the real world. This means the characteristics of fantasy races are toned down, a troll may not like the sun, cover up a lot in daytime and grumble - but she is not going to turn to stone.
***
Contest & Combat Mechanics
When you want to do something narratively important, the GM tells you how hard it will be, based on your rank in the relevant Potential or Skill.
You then roll a 20 sided dice to see if you succeed, (if you do not own one you can find websites to do this). It will be either Ridiculously Easy (0 fails), Easy (5 and under fails) Needs Effort (10 and under fails), Hard (15 and under fails) or Ridiculously Hard (only rolling a 20 will do, regardless of bonuses.)
You will only need to roll one die for anything, and magic objects or weapons will just add a set bonus e.g. +1 to your roll.
If you succed on a Ridiculously Hard roll, the GM will give you a permanent additional skill, working it into the story. If you fail a Ridiculously Easy roll, you will suffer a temporary ill effect woven into the story by the GM.
In some cases, usually combat, an opponent will be trying to stop you succeeding. In this situation, if we start from an equal contest Needing Effort - each rank of difference between you and your opponent moves the difficulty up or down one. The GM will tell you the difficulty you have to roll for. Weapons add a bonus to your combat roll, this will be listed on your character sheet. If it is important to know who goes first, it will be based on who has the best Vigilance rank or the direction of the story.
Combat Damage
Ridiculously Easy Combat Success - wound & leave for dead (recipient is unconscious, can't be attacked again unless they are seen to recover - or you are assassinating outside a combat scenario)
Easy Combat Success - wound and disarm (recipient has no weapons bonus till next turn)
OK Combat Success - wound
Hard Combat Success - wound
Ridiculously Hard Combat Success - wound & stun opponent, they can't hit you again for a turn
(Ridiculously Easy fail, you wound yourself with an explanation from the GM)
Every wound taken by a character or opponent moves the difficulty up or down. So if combat starts off Needing Effort, and you take a wound, it will become hard. However, if you wound them it will become Easy.
***
Setting
This system can be used for any world, with any level of technology and both with and without functional magic.
This story is taking place in an earth like world, with magic and a late medieval / renaissance technological level.
***
Metagame
There will be a story thread, with an opening post by the GM, and this metagame thread. Anything you need to say out of character should be said here. When making reference to game mechanics on the story thread, please use starred qualitative descriptions - this is an *easy* fight, it will be *ridiculously hard* to climb that cliff, I would like to see if I can*find hidden* gems in this cave etc
You can make multiple posts per day, but only upto one post per day per character should require dice rolling. You can use the metagame thread to ask for help from other players or the GM if you are not sure about something.
Below is a model character sheet format.
***
Model Character Sheet
Player:
Character Name:
Brief Physical Description:
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 18 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- Wits
- Finesse
- Charm
- Soul
- Muscles
- Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Skill (Potential)
- Skill (Potential)
- Skill (Potential)
- Skill (Potential)
- Skill (Potential)
- Skill (Potential)
Perk:
Special item / Transformation:
Please list equipment you acquire, with any bonuses it may give.
Posted by Doublethink (# 1984) on
:
Hart iI think your poison split would better resolved through roleplay. But thinking about your earlier escape routes proposal, would you like Free running based off finesse ?
Posted by Jay-Emm (# 11411) on
:
Is it just the perk refinement and special item.
My flute plays so well, birds will sing along (if an appropriate tune), and villains may let me keep and play it if captured. After being used as a club it is less effective.
Perk, what I'd quite like is something like this:
could we have it that you roll a die no-one sees then it turns out that:
18+ something is very good about my choice and increasingly good about the others
11-17 something bad but with a increasing silver lining on my choice
4-10 placebo
1-3 something bad about the other choices which increasingly doesn't affect mine
So perhaps if we're wondering which of two paths is safer a 19 might mean the bandits have gone on holiday to the other path.
A 17 means there's an well guarded orc treasure train on the track.
A 1 reminds you there's a bandit camp on the other path whose bandits get everywhere.
But that's coming out a bit complex, if anyone has any clever ideas...let me know
Failing that winning an argument about actions is a step easier than expected.
Posted by Hart (# 4991) on
:
quote:
Originally posted by Doublethink:
Hart iI think your poison split would better resolved through roleplay. But thinking about your earlier escape routes proposal, would you like Free running based off finesse ?
Sounds good. So, that gives me:
Skills
Lurking (Vigilance)
Poisons (Wits)
Free running (Finesse)
Blackmail (Charm)
Lock-picking (Finesse)
Treasure evaluating (Wits)
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Doublethink:
quote:
Originally posted by Jay-Emm:
Ok modified
Character Name: Prince Testwe Rakta
Weak(2) Rank Wits
Good(4) Rank Finesse
Excellent(5)Rank Charm
Ok(3) Rank Soul
Useless(1) Rank Muscles
Ok(3) Rank Vigilance
Night-watchperson (vigilence) Testwe is a better watchperson than expected at night as he can't sleep in 'rough' conditions
Reputation (finesse) skilled at conversations with those deferential to royalty (or otherwise affected by 'pulling rank')
Conversationalist (charm) skilled at broaching conversations with the most unlikely people in the most unlikely situations who may say more than they mean
Regal-Hunting (soul) riding horses is obvious royal training and is slightly better with royal birds than expected (can't do the boring stuff, though)
Fencing (finesse) more skilled at fighting when dealing with people who fght according to 'rules'
Perk
Always their fault.
Not sure how to operate yet,
Please list equipment you acquire, with any bonuses it may give.
(if can start with stuff)
Princely fine rapier
Flute
Spinning thing
Other notes:
At the beginning he hasn't learnt the dangers of the real world and has unrealistic expectations.
Thus giving a chance to confirm that things work ok (and he loses when he should), but he will learn quickly (before it gets boring)
The parody backstory is to be taken as more metaphorical, to match a more serious fantasy.
Rather than the original attempt to exploit cliches to justify silly (exploratory) behaviour, while trying to satarise the cliches.
Will try to keep the interesting traits, but add aspects of the 'Face' prism.
OK, you don't need conversationalist - basic charm will do that for you. Night-watchman is clearly important to your character, but it isn't a skill. Take that as your perk instead of always their fault. It will give you +1 to vigilance rolls made at night.
You need a magic item - I suggest a bag of holding. (See description earlier in the thread). You might have a ridiculously large number of princely outfits in it but nothing of practical use to start with.
This leaves you with 3 skills to pick. Why not wait till some of the characters are finalised, I will then do a list of all the skills the party has available to it, and we can see if there is anything we definitely need. If not - to go with your character concept - you could have credit, flower arranging and courtly poetry.
This was where we upto I think, I had suggested you got Nightwatchman as a perk, and that you could pick three skills. I suggested a bag of holding as your magic item but you can have something else if you like ?
(I am afraid your suggested perk is too complicated for me to do.)
[ 03. May 2014, 17:18: Message edited by: Doublethink ]
Posted by Jay-Emm (# 11411) on
:
Thanks I'd missed that. That sounds fine.
(although actually I'll keep the flute, after all I have a retinue to carry stuff
)
[ 03. May 2014, 17:23: Message edited by: Jay-Emm ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Hart:
quote:
Originally posted by Doublethink:
Hart iI think your poison split would better resolved through roleplay. But thinking about your earlier escape routes proposal, would you like Free running based off finesse ?
Sounds good. So, that gives me:
Skills
Lurking (Vigilance)
Poisons (Wits)
Free running (Finesse)
Blackmail (Charm)
Lock-picking (Finesse)
Treasure evaluating (Wits)
Yup, that's you cooked, I will send your character sheet out in a short while.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Jay-Emm:
Thanks I'd missed that. That sounds fine.
(although actually I'll keep the flute, after all I have a retinue to carry stuff
)
It can go in your bag of holding ... I'll do up your character sheet.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Doublethink:
quote:
Originally posted by Jay-Emm:
Thanks I'd missed that. That sounds fine.
(although actually I'll keep the flute, after all I have a retinue to carry stuff
)
It can go in your bag of holding ... I'll do up your character sheet.
Oops sorry, confused, yes you can have a magic flute.
Posted by Doublethink (# 1984) on
:
Any refinements on the metagame post ?
Posted by Jay-Emm (# 11411) on
:
When we're done and can review would it be worth having a 2nd post with very condensed examples including skills&perks that we feel worked well from this setting.
I guess a fair number should be (nearly) transferable, and it might give me some inspiration and speed things up a bit.
Posted by Doublethink (# 1984) on
:
That's a good idea.
Posted by Doublethink (# 1984) on
:
8 down 3 to go !
Posted by Hart (# 4991) on
:
Just one question to do with progress / growth. Are our potentials locked in stone, or will these ever increase? I suppose you could give a special item which would have pretty much the same effect as a potential growth. Eg., Hestor can never develop his muscles, but he might find at some point a self-wielding ax.
Posted by Doublethink (# 1984) on
:
Yup, potentials will not change.
(ETA unless someone really, really, really wants to rebalance their character, in which case if they undertook a quest to seek a boon from a powerful mage or similar ....)
[ 03. May 2014, 18:29: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
:
Arabella is not so much existentially confused, as very sure of herself acting alone to please herself, but much less sure of her abilities as part of a team. She cautiously shakes Stone Miller's hand. She's not quite sure if Stone is his name, or if it signifies that he grinds with stones, or perhaps that he grinds stones themselves. She wonders if stonemeal has any particular nutritional qualities.
She has been thinking up a story for Fictitious A. What would happen, Arabella wonders, if FictA.'s back door door knob fell off? FictA would probably think she could fix it, but shortly discover that even if she (FictA) were Excellent at Wits and Finesse, the two of them together by no means add up to anything higher than Completely Pathetic Mechanical Aptitude. Faced with her own ineptness with Things Mechanical, FictA would exercise her Wits to look up "Locksmith" in the Yellow Pages (which, in FictA's Fictitious State Of Maine, comes immediately after "Lobsters" -- this is true!), and her Finesse to dial the phone.
Having gotten FictA to a break in the action, waiting for the Emergency Locksmith - Weekend House Calls - to call her (FictA) back, Arabella returns from her imaginings and decides to study the several personages in the immediate vicinity, as well as studying the Rules Of This Place which have been recently nailed to a door by an unseen hand.
Posted by IngoB (# 8700) on
:
OK, here's my update. I have tried to make the skills "executable", and have moved things about a bit. In particular, anting-anting is now a magic item (that anyhow makes perfect sense) and I hope I can get hilot as perk somehow (1 heal per week or something...). Note the name change as well, please.
Character Name
Bayani "Aguila" Dagohoy Jr.
Brief Physical Description
Bayani is just under 6 feet tall, with the wiry but powerful body of a dancer. His looks are vaguely Hispanic with light brown skin and an Asian touch around the eyes. The most remarkable feature of his face, however, is the substantial nose, which is prominent and curved - leading to his nickname "Aguila" ("eagle"). The black hair framing his triangular face is neatly trimmed, and he sports a fine goatee. A few white hairs in his beard and some wrinkles around his eyes suggest that he is at least in his mid thirties, but his smooth skin and limberness belie his age. He usually wears simple brown and green linen clothes that hug his body tightly, as well as soft leather shoes. On hot days it becomes notable that he always keeps his torso covered by clothes, but he does not seem to sweat. Bayani's moves are supple, flowing and graceful, but when stationary he becomes so perfectly still that people often overlook him in plain sight.
Potentials
Wits: 3 OK
Finesse: 5 Excellent
Charm: 1 Useless
Soul: 1 Useless
Muscles: 4 Good
Vigilance: 4 Good
Skills
Parkour (Finesse) - Bayani will fearlessly run and jump up and down steep walls and buildings, or propel himself through small gaps and slide along the edge of a cliff, all at great speed; and he has an uncanny ability to roll unharmed out of devastating falls.
Sinawali (Finesse) - Bayani can use two weapons with ease, weaving their strikes together into an irresistible attack pattern that is both graceful and deadly. This translates into excellent empty hand fighting with flurries of combinations.
Blades (Muscle) - Any object that can be used to strike and/or pierce, which can be held with one hand, instantly becomes a deadly weapon for Bayani. But he has particularly mastered bladed weapons from pen knives to one-handed swords.
Baliin (Muscle) - If Bayani can get a hold of and leverage on a limb, he can twist, turn or strike it so as to rip apart tendons, crunch joints or break bones. These attacks work even against heavily armoured opponents, since they do not try to penetrate the armour.
Bush tucker (Vigilance) - Whether it is digging out plant roots, collecting hidden berries, catching all sorts of small to medium size animals, squeezing water out of a cactus or even catching edible insects, Bayani is excellent at findig food and drink where others would die of thirst and hunger.
Kuwago (Vigilance) - By being still and concentrating, Bayani can heighten all his senses to preternatural levels. This is particularly useful for standing guard or waiting for game, and includes excellent night vision. However, in this state Bayani will be stunned by sudden bright lights, loud noises or anything else that overloads his heightened senses.
Perk
Hilot - The hands of Bayani can work an ancient healing through the arts of bone-setting, wound-tending and deep massage. The healing touch is particularly effective on typical combat or travel injuries, but weak against poison or general illnesses.
Magic Item
Anting-Anting - Bayani wears a silver pendant with a lapis lazuli stone around his neck. The pendant confers a powerful magic: at random moments he will have some extra luck. This can range from finding a penny in the street to a meteor strike killing his enemy - just how lucky he gets is also random.
Gear
Bayani travels lightly. He carries / wears:
- A leather knapsack, filled with basic camping utensils, a felt mat, a change of clothes and various shaving tools. The knapsack has release hooks at its shoulder straps that allow it to be dropped with a flick of the hand.
- A belt with two curved blades that look like a cross between a machete and a saber, carried in two sheaths left and right for a front draw, plus a down-facing dagger carried in a sheath in the middle of the back for a back draw.
- A thick brown leather jacket that ends at the waist (somewhat covering the weaponry, but without impeding the draw). The sleeves of the jacket have steel reinforcement hidden beneath the leather at the wrists.
- A snug cap of very stiff dark brown leather from which a leather sheet can be rolled down to cover the entire back of the neck.
- A few small knives. Don't ask where they are kept, or Bayani will show you. In a dark corner.
Posted by Doublethink (# 1984) on
:
Potentials are fine.
Skills: Parkour (Finesse) - Fine, Sinawali (Finesse) - Fine, Blades (Muscle) - Fine, Bush Tucker (Vigilance) - Fine. Kwuwago (Vigilance) you can have, but, I have some doubts how it will play.
I don't think Balin will work, because we have no real way of modelling unarmed combat over and above what everyone can do. Thematically, you can describe your method of unarmed combat in this way though.
So you are short one skill, what about a specific form of horsemanship or equivalent from your character's native land ? You can base this on the Muscles potential.
The anting-anting amulet is fine, I would operationalise that as the ability to re-roll once per week, but I will need you to choose to do that (I know that across 7 days with 11 players - potentially 77 actions - I will forget.)
Your perk is problematic though, essentially, no one is going to be going to walking wounded after combat ends. You would resolve the healing and that's that - so your perk would not give you much advantage over a standard healing skill. (This is because we are not running hitpoints for folk to track.)
Could you think of something else fitting for your character ? Don't worry too much about having a personal method of healing, we do have multiple healers in the party and you will probably be able to buy healing potions in game if their seems to be an issue with party survival.
(Maybe an eagle transform ?)
[ 03. May 2014, 21:06: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
To be clear, you would be able to fly, but not fight whilst transformed. Useful for stealth reconnaissance and penetrating secure areas though. You'd probably swap finesse with vigilance whilst in the air.
Posted by Doublethink (# 1984) on
:
At some point soon I am going to have to come up with a plot ...
Posted by IngoB (# 8700) on
:
OK, comments on the game description, since you asked for that. Take "cum grano sails", as mentioned I am more familiar with MUDs than with pen and paper RPGs.
quote:
Originally posted by Doublethink:
There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You have a rank of Useless, Weak, OK, Good or Excellent in each Potential. To establish your character, you have 18 points to buy your Potential ranks, they cost 1, 2, 3, 4 and 5 respectively.
Suggested rewrite:
"There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You can distribute a total of 18 points across these six potentials, investing from 1 to 5 points into each individual potential, whereby you can obtain the ranks of 1 - Useless, 2 - Weak, 3 - OK, 4 - Good or 5 - Excellent."
quote:
Originally posted by Doublethink:
You then select 6 skills, these can be anything it is possible to learn. ... You may then agree a perk with the GM, this is a unique special talent your character has, it will usually add a bonus to a dice roll.
Frankly, this distinction was painful to deal with. And it probably was the single most corrected error in this trial run across all players. I do not think that this works well as is, and if we want an intuitive system, then this will have to be improved somehow. This is just to kick off a discussion about that. I can add more detail on what I think is the problem.
quote:
Originally posted by Doublethink:
Races are ornamental, because some feel that racial biases can be an issue that bleeds over too much into the real world.
I would like to see this issue back on the table for future runs. We are really talking a different kind of "race" here, not a superficial one as in human skin colour etc. It's more like horses vs. donkeys vs. gnus. In a fantasy setting, I find ornamental races odd and even crippling. It is of massive importance to the stories that can develop that elves and dwarves are really different, not just a mild variation of humans. In fact, I would argue that "ornamental races" just are a mirror image of the real human races. Black or white is skin deep, and so are ornamental elves and dwarves. I really think this has not been properly thought through. And it is not just for a fantasy setting. Imagine a scifi setting. If we do "ornamental" stuff again, then we will be limited to a Star Trek kind of universe, where amazingly every alien is a biped humanoid. Boring.
quote:
Originally posted by Doublethink:
If you succed on a Ridiculously Hard roll, the GM will give you a permanent additional skill, working it into the story. If you fail a Ridiculously Easy roll, you will suffer a temporary ill effect woven into the story by the GM.
I do not like this. A 1 in 20 chance is actually pretty high. You are basically guaranteed to have several of these during a game, and to then automatically trigger a character modification seems random and annoying to me. I would prefer to have story-based character mods, where a player has to make (or has made) a decision which will lead to a mod. For example, you decided to enter the Temple of Shola, and the GM tells you: "Shola notices your presence. Roll 1-5 she is displeased with your presence and withers your left arm, roll 15-20 she sees you as a new adherent and you gain the skill of temporary invisibility, roll 6-14 and she flees your presence and nothing happens." Here the even is triggered by the player decision, the player could have stayed out of the temple. The odds could also be stated to the player in advance to drive his decision, e.g. "You enter a gambler's den. If you sit down to play, rolling 1-17 will mean you lose all you have, but rolling 18-20 means you will gain 200 ducats and the skill gambler. What do you do?" The player could then decide to simply move on, avoiding the risk.
quote:
Originally posted by Doublethink:
Combat Damage
Ridiculously Easy Combat Success - wound & leave for dead (recipient is unconscious, can't be attacked again unless they are seen to recover - or you are assassinating outside a combat scenario)
Easy Combat Success - wound and disarm (recipient has no weapons bonus till next turn)
OK Combat Success - wound
Hard Combat Success - wound
Ridiculously Hard Combat Success - wound & stun opponent, they can't hit you again for a turn
(Ridiculously Easy fail, you wound yourself with an explanation from the GM)
Every wound taken by a character or opponent moves the difficulty up or down. So if combat starts off Needing Effort, and you take a wound, it will become hard. However, if you wound them it will become Easy.
I do not understand this, why do we not have some kind of monotonic fall of damage here? I think this confuses a progression of combat difficulty with some kind of "lucky strike" bonus. If I attack a stone troll with a dandelion, at Ridiculously Hard difficulty, then succeeding (the dandelion pokes the troll in the eye) should not "stun" the opponent into losing a move. I should be rather elated that my next attack with the dandelion is only at Hard difficulty, that's plenty of positive outcome for me. I think instead we need some kind of "lucky strike" roll in addition, maybe by the GM, that determines an incredibly lucky turn of events. If GM rolls twenty, "lucky strike" happens and my dandelion ends in the stone trolls windpipe and he chokes to death. Something like that...
Also, what's this "leaves for dead" nonsense? In serious combat, people end up dead, most of the time. The outcome here would be weapon specific: if we fight empty-handed, the end is likely just a knockout, if we use a sticks, it is about 50:50 between death and left for dead, and if it is blades it's more like 90:10 dead. We are not running this for children, are we?
quote:
Originally posted by Doublethink:
You can make multiple posts per day, but only upto one post per day per character should require dice rolling.
I don't see the point of this rule. The speed of proceedings is anyway determined by the GM reacting to any player submission. Perhaps this should rather be the rule: that one cannot make a new "substantial (dice roll) move" until the GM has dealt with the previous one?
Posted by Doublethink (# 1984) on
:
Well, I think these are the things we are trying to thrash out in this discussion thread.
I take your point about the first para rewrite - will do that when I post for the trial run.
The other issues are more fundamental, some of my thoughts:
I think obtaining a skill through succeeding at something hard is not random, it is learning through experience - a benefit of a critical success. Most of your Temple of Shola scenario is covered by being told how hard the task will be - that automatically gives you your probabilities. Whether you are told in advance of the likely impacts of your successes and failures is essentially a story rather than mechanical decision - and is likely to depend on the style of the person GMing. Your Shola scenario is entirely possible in the system as currently operationalised, all it requires is the GM to reveal this knowledge to you in some way - perhaps it is a well known initiation test or whatever - and to include it in the plot.
The combat system is designed not kill the player characters unless they want to leave the game. They are defeated rather than slaughtered. Given the speed of an online game, and the amount of time and energy invested in the characters, I don't think most players would be content for their character to be mince as a result of a bad dice roll.
We could drop perks altogether and just have two magic / special items. It would be simpler.
Personally, I don't have strong feelings about the race issue - but I do feel we should be as inclusive as possible in terms of the games system. I think it a problem, if it makes people uncomfortable.
As to the ornamentalness, this seems to me an opportunity to roleplay how the race informs your character's experience. There are virtually no playable non-bipedal races in most major rpg desk-top systems. Usually a race will give you one or two extra skills, or constrain you to including them in your overall skillset, + some kind of race specific perk.
Giving stun in combat for a ridiculously hard success, is essentially a critical hit bonus ( lucky strike) - a useless character fighting an excellent character will never have the remotest chance of winning - even after dealing a critical hit - without this. Thematically, the logic is the superior character is so surprised by the unexpectedness of the successful attack that they miss a beat.
An RPG that isn't plotted as dungeon crawl is not primarily a combat game. Fighters are necessary and used, but combat will be intermittent. I have played in 24hr D&D games that were entirely political - though that is very unusual and I wouldn't expect it to happen in this set-up.
Essentially, I see the job of a system - and a GM running it - as to provide an enjoyable experience for all the players with a satisfying story arc. The players should get the opportunity to influence and shape the story and their characters, to use the traits and abilities they have crafted, and I would hope to have the same number of people finish the game as start it. Exceptions would be if you were running a Horror scenario - I don't know if any of you have played Cthulu ? - where players enter into it expecting that their characters will die or go mad fairly regularly and always have their next character concept ready to go; or perhaps a high lethality combat simulation.
The point of limiting the action rolls is to avoid getting swamped, however, the suggestion you make could work and I would be happy to try it, if others agree.
What do others think ?
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Doublethink:
Kwuwago (Vigilance) you can have, but, I have some doubts how it will play.
I find it really difficult to come up with a character-appropriate vigilance skill, rather than a perk. In particular since I was aiming for a non-combat or at least "all purpose" one. Would it be possible to associate some kind of stealth / sneak skill with "Vigilance"? Think ninja or hunter. Obviously one can argue this as a "Finesse" thing, but with this kind of character so is basically everything... It would be a perception skill in the sense that you need good sensory ability to see the right approach path that one can take from cover to cover, against the wind, etc.
quote:
Originally posted by Doublethink:
I don't think Balin will work, because we have no real way of modelling unarmed combat over and above what everyone can do. Thematically, you can describe your method of unarmed combat in this way though.
The idea here was actually to reduce my penalties against heavily armoured enemies, or natural equivalents (say a troll with super tough skin). I have a light fighter guy, and if he faces a knight, then he is basically toast: regular strikes at least will simply not penetrate the armour. A successful application of the skill would then basically just reduce combat difficulty for me: a (black) knight with only one arm left is easier to deal with. Not a good idea?
quote:
Originally posted by Doublethink:
So you are short one skill, what about a specific form of horsemanship or equivalent from your character's native land ? You can base this on the Muscles potential.
Not sure that works, we run here into the complete lack of base skills again. If I have a horse skill, and nobody else has, then only I can ride. That would a rare thing though, since usually I would want to stay with the group rather than race ahead. In a funny way, I would condemn everybody to be pedestrian. If nobody has a horse skill, then the GM can just overlook that and let all of us ride if the story requires that. But if I do, then the GM cannot fudge and all but me have to walk.
But in general the idea is good. If you don't like the above re-explanation of Baliin, then I may update to a swim skill. (Although my plan was to have 3 combat and 3 non-combat skills.)
quote:
Originally posted by Doublethink:
The anting-anting amulet is fine, I would operationalise that as the ability to re-roll once per week, but I will need you to choose to do that (I know that across 7 days with 11 players - potentially 77 actions - I will forget.)
OK, sounds cool. And I will remember.
quote:
Originally posted by Doublethink:
(Maybe an eagle transform ?)
Really nice idea, but I'm trying to keep my character basically "non-magic", and flying around like an eagle doesn't fit that. But that gives me an idea...
How about this for a perk:
Mr Natural - Bayani is naturally resistant to black magic or other negative spiritual effects, and will make anything / anyone evil and supernatural fail even in his immediate surroundings. However, he is receptive to white magic and positive spiritual effects.
So basically easier defence against magic attacks, magic traps, and easier attacks on ghosts, the undead etc. And perhaps occasionally some annoyance or hilarity as he inadvertently cancels some spell by the group's black magic users.
Posted by Doublethink (# 1984) on
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Stealth based off Vigilance would be fine, makes perfect sense logically and for your character.
I see what you are saying about Balin, but combat is just not modelled at that level detail. At most someone in heavy armour will give a couple of minuses to your attack roll - armour won't change the contest difficulty - and if you make your roll you will wound. The assumption is you have found a gap.
If you read through the thread you will find everyone's draft characters. We have a fair few riders and a caravan, so being a rider shouldn't be a problem. However, we have no swimmers - and I am sure it would be useful at some point.
quote:
Mr Natural - Bayani is naturally resistant to black magic or other negative spiritual effects, and will make anything / anyone evil and supernatural fail even in his immediate surroundings. However, he is receptive to white magic and positive spiritual effects.
So basically easier defence against magic attacks, magic traps, and easier attacks on ghosts, the undead etc. And perhaps occasionally some annoyance or hilarity as he inadvertently cancels some spell by the group's black magic users.
Yeah that perk could work, x1 per week on the first offensive casting encountered that week.
Posted by Doublethink (# 1984) on
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I realise that is a lot more limited than your original description - but otherwise with that plus your combat skilz your character would be over powered.
Posted by Autenrieth Road (# 10509) on
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After reading the proposed metagame OP, I hope no action at all comes Arabella's way. Expect me to stand around cluelessly until some kindly player or GM says "Arabella, you need to say <this> and then you need to do <that>, and place your asterisks around <these> words."
Is there a win condition for the game, or is the goal only to create an enjoyable narrative? I worry that those who are in it for the all-out win will be frustrated by those of us with no experience, little clue, and more interest in the unfolding story than solving whatever puzzles are required for completing the quest.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Autenrieth Road:
Expect me to stand around cluelessly until some kindly player or GM says "Arabella, you need to say <this> and then you need to do <that>, and place your asterisks around <these> words."
Don't worry, we will
(On the metagame thread.)
'Winning' is the party completing the quest really. You are not individually going to tank that. If the entire party end up brawling in a tavern they may never get there of course ....
I once GMed a party where a guy always generated a character would always turn homicidal if you violated some obscure self-imposed roleplay trope - he thought you had insulted his brother or whatever - the result being half the party always ended up killing each other. On one occasion I couldn't get them out of the town before the entire party had managed to massacred itself.
So hey, what's the worst that can happen ?
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
I think obtaining a skill through succeeding at something hard is not random, it is learning through experience - a benefit of a critical success.
While I see the justification, I'm not a fan of permanent character benefits or penalties riding on lucky or unlucky die rolls. To some extent succeeding on a really difficult roll is its own benefit. The main problem to my mind is characters who start out equal diverging according to one or the other getting more lucky rolls.
quote:
The combat system is designed not kill the player characters unless they want to leave the game.
I agree. (For what it's worth, I believe it's more common for people to take disabling wounds that either kill them later or from which they partially recover with medical care, than it is for people to be killed instantly on the battlefield. That said, I can't give you any facts for that.)
quote:
We could drop perks altogether and just have two magic / special items. It would be simpler.
I quite like the idea of perks. That said, I'm also thrown by the idea that skills give the ability to attempt things you wouldn't otherwise and perks give bonuses. Most RPGs tend to be the other way around for most skills.
quote:
Personally, I don't have strong feelings about the race issue - but I do feel we should be as inclusive as possible in terms of the games system.
I think when it comes to humanoid fantasy races the purely cosmetic rule is best (although it's obviously a good justification for unusual perks). After all someone's character concept might be a clumsy weightlifting elf.
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An RPG that isn't plotted as dungeon crawl is not primarily a combat game. Fighters are necessary and used, but combat will be intermittent.
I think the aim of the traditional dungeon crawl was to avoid combat as far as possible too - it was just that the rules never sufficiently explained that.
Essentially, I see the job of a system - and a GM running it - as to provide an enjoyable experience for all the players with a satisfying story arc. The players should get the opportunity to influence and shape the story and their characters, to use the traits and abilities they have crafted, and I would hope to have the same number of people finish the game as start it. Exceptions would be if you were running a Horror scenario - I don't know if any of you have played Cthulu ? - where players enter into it expecting that their characters will die or go mad fairly regularly and always have their next character concept ready to go; or perhaps a high lethality combat simulation.
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The point of limiting the action rolls is to avoid getting swamped, however, the suggestion you make could work and I would be happy to try it, if others agree.
I think that with eleven players, who would all be pursuing slightly different tasks, the priority must be preserving the GM's sanity. Rules to stop the GM being swamped are a good thing. Also, I don't think those with extra time on their hands should get more spotlight.
Posted by Doublethink (# 1984) on
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Just to be clear, detriments on an unlucky rolls are temporary not permenant.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Dafyd:
That said, I'm also thrown by the idea that skills give the ability to attempt things you wouldn't otherwise and perks give bonuses. Most RPGs tend to be the other way around for most skills.
It was to avoid having to deal with a large amount of different bonuses, particularly for the players to have less to keep track of.
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
Your Shola scenario is entirely possible in the system as currently operationalised, all it requires is the GM to reveal this knowledge to you in some way - perhaps it is a well known initiation test or whatever - and to include it in the plot.
That's correct, but it is not the problem I'm pointing out. The problem is simply that if I roll either a 1 or a 20, so on average every 10th roll(!), then you as GM are forced to substantially change my character's qualities. If we have 11 players, then this means that on average in every engagement someone will be either up- or downgraded. Doesn't that overload regular play with significance?
quote:
Originally posted by Doublethink:
The combat system is designed not kill the player characters unless they want to leave the game. They are defeated rather than slaughtered. Given the speed of an online game, and the amount of time and energy invested in the characters, I don't think most players would be content for their character to be mince as a result of a bad dice roll.
Sorry, I'm still coming at this from a MUD perspective. If you die, you typically get reborn. Usually there is some penalty involved, e.g., a reduction in character progression. Also, you usually have to walk back to your corpse to recover your stuff, unless your friends help. I guess all this doesn't work so well here.
Anyway, I was thinking about NPCs. Can I chop some goblin's head off, or can I merely (but fairly) leave him for dead as well?
Perhaps a way forward would be to have some funky "resurrect" magic in the game, which our healers / magic users can employ in case one of the group had his head removed? Within limits, of course.
quote:
Originally posted by Doublethink:
We could drop perks altogether and just have two magic / special items. It would be simpler.
That's not the problem. The problem is that what people intuitively suggest as skill is often a perk. They try to specify an action range for their character, rather than an action. And fair enough, if one has only six slots available, then it is natural to not want to sacrifice them for some specific action. I would actually suggest to go the opposite way. Have six perk-like "action ranges" that will allow a variety of actions according to the GM's judgement, and perhaps one specific "special action".
You are actually sort of doing that already, with the "light weapons" skill. That's not a skill at all, it is a broad range of skills, really. But one simply cannot occupy the slots with the various actions possible with the various weapons.
quote:
Originally posted by Doublethink:
Personally, I don't have strong feelings about the race issue - but I do feel we should be as inclusive as possible in terms of the games system. I think it a problem, if it makes people uncomfortable.
How can one be into fantasy and not be comfortable with Tolkien-style races? It's almost a definition of the genre...
quote:
Originally posted by Doublethink:
Giving stun in combat for a ridiculously hard success, is essentially a critical hit bonus ( lucky strike) - a useless character fighting an excellent character will never have the remotest chance of winning - even after dealing a critical hit - without this.
I agree. And that's how it should be. One doesn't attack trolls with a dandelion, it will not end well. And it is not a "critical hit". It is an "amazing hit". Amazing in the sense that there was any impact at all, not in the sense that the impact was amazingly strong.
As it is, the chance for me to win absurdly difficult fights are not so bad, actually. The stun means I get two shots at Hard level. And if I make one of them, then I'm already at even.
quote:
Originally posted by Doublethink:
The point of limiting the action rolls is to avoid getting swamped, however, the suggestion you make could work and I would be happy to try it, if others agree.
I think it's anyway an interesting idea to have the GM roll on each player roll, and if the GM gets a 20 something unexpected happens - good or bad. In fighting, this could be a "lucky strike".
Posted by Doublethink (# 1984) on
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Detriment on a 1 roll is temporary not permanent.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Doublethink:
Detriment on a 1 roll is temporary not permanent.
Every 20th roll , give or take, in this system - is about every three weeks to a month. In a desktop games, or muds, you would be rolling *alot* more often - then yes, I think you'd have a world warping problem.
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
Stealth based off Vigilance would be fine, makes perfect sense logically and for your character.
OK, cool, so please exchange Kuwago for
Hunting (Vigilance) - When on the hunt for big game, be it animal or human(oid), Bayani will slip from shade to cover, approach against the wind, move swiftly without a sound and quite generally make sure that the first thing the victim notices of Bayani's presence is a flash of steel.
quote:
Originally posted by Doublethink:
If you read through the thread you will find everyone's draft characters. We have a fair few riders and a caravan, so being a rider shouldn't be a problem. However, we have no swimmers - and I am sure it would be useful at some point.
Yeah, sorry... I still don't see how the heck riding will work in a group context, unless the riders separate. But anyway, I will replace Baliin by swimming then:
Swimming (Muscle) - Having grown up on an island, Bayani is a consummate swimmer and diver, and a natural at dealing with any kind of human-powered moving about on the sea (surfing, paddling in a canoe, ...)
quote:
Originally posted by Doublethink:
Yeah that perk could work, x1 per week on the first offensive casting encountered that week.
OK, works for me. But then "casting" also in an automated sense please (i.e., can break first magic trap instead of escape first cast).
I think we are done then with my character? Phew.
Posted by Doublethink (# 1984) on
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Leave for dead allows for healing during the fight, or resolution afterwards.
You go check those three goblins you left for dead - they are in fact dead. Or you check and they are unconscious, you make a decision to leave them or cut their throats.
Posted by Eliab (# 9153) on
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quote:
Originally posted by IngoB:
quote:
Originally posted by Doublethink:
The combat system is designed not kill the player characters unless they want to leave the game. They are defeated rather than slaughtered. Given the speed of an online game, and the amount of time and energy invested in the characters, I don't think most players would be content for their character to be mince as a result of a bad dice roll.
Sorry, I'm still coming at this from a MUD perspective. If you die, you typically get reborn. Usually there is some penalty involved, e.g., a reduction in character progression. Also, you usually have to walk back to your corpse to recover your stuff, unless your friends help. I guess all this doesn't work so well here.
Anyway, I was thinking about NPCs. Can I chop some goblin's head off, or can I merely (but fairly) leave him for dead as well?
Perhaps a way forward would be to have some funky "resurrect" magic in the game, which our healers / magic users can employ in case one of the group had his head removed? Within limits, of course.
I think 'down and dying' as one fairly common result of losing a fight with serious weapons is the right balance. The characters here have access to reasonably potent healing, and being saved from mortal wounds is plausible. Most D&D groups I have played with have used the rule that 0 hit points is unconscious, but stable, -1 or less is unconscious and bleeding out at 1 hit point per round, and -10 is dead. Actual character death under that sort of system is relatively rare, but being on negative hit points means something, and gives the healers meaningful decisions to make because there is often a cost or risk to spending time in a crisis picking up someone who might be dead next round.
I do think that getting into a fight needs to carry some risk. The characters are the heroes of the story, sure, but they'll only feel heroic is they are actually in some danger, and they'll only be in danger if it is possible that they might die permanently.
(FWIW, I'd like to see some sort of resurrection magic possible, but only because I know that my character will be utterly and implacably opposed to this as the ultimate blasphemy, and I think it could lead to some good interparty conflict role-play).
Posted by IngoB (# 8700) on
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quote:
Originally posted by Eliab:
Most D&D groups I have played with have used the rule that 0 hit points is unconscious, but stable, -1 or less is unconscious and bleeding out at 1 hit point per round, and -10 is dead. Actual character death under that sort of system is relatively rare, but being on negative hit points means something, and gives the healers meaningful decisions to make because there is often a cost or risk to spending time in a crisis picking up someone who might be dead next round.
Cool mechanics, at least if the damage done per strike is not many dozens of HP. Otherwise there will be lots of "one-shotted to death" scenarios. Anyway, we don't have HP here. What we could do though is to require healing within say two rounds if "left for dead", or you are indeed dead. Then healers might be likewise torn between keeping the remaining combatants alive in an ongoing battle and caring for those already fallen.
Posted by Doublethink (# 1984) on
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You should have your finalised character sheet now IngoB.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by IngoB:
quote:
Originally posted by Eliab:
Most D&D groups I have played with have used the rule that 0 hit points is unconscious, but stable, -1 or less is unconscious and bleeding out at 1 hit point per round, and -10 is dead. Actual character death under that sort of system is relatively rare, but being on negative hit points means something, and gives the healers meaningful decisions to make because there is often a cost or risk to spending time in a crisis picking up someone who might be dead next round.
Cool mechanics, at least if the damage done per strike is not many dozens of HP. Otherwise there will be lots of "one-shotted to death" scenarios. Anyway, we don't have HP here. What we could do though is to require healing within say two rounds if "left for dead", or you are indeed dead. Then healers might be likewise torn between keeping the remaining combatants alive in an ongoing battle and caring for those already fallen.
Two issues, one is split party syndrome - asynchronous action decisions means it is likely there will be fragments of the party present. Unwise to get into combat alone, but placing too many constraints on healers maybe an issue as they probably won't all be there at the same time.
Secondly, some players find the rules proposed thus far significantly complex - adding in saving throws etc is going to be challenging for the less experienced and less maths comfy players.
Posted by JFH (# 14794) on
:
quote:
Originally posted by IngoB:
quote:
Originally posted by Doublethink:
We could drop perks altogether and just have two magic / special items. It would be simpler.
That's not the problem. The problem is that what people intuitively suggest as skill is often a perk. They try to specify an action range for their character, rather than an action. And fair enough, if one has only six slots available, then it is natural to not want to sacrifice them for some specific action. I would actually suggest to go the opposite way. Have six perk-like "action ranges" that will allow a variety of actions according to the GM's judgement, and perhaps one specific "special action".
I disagree. Most of the problem IMO comes from posters trying to overspecify skills to get something very specific and way cool. Read it through, 90 % or so of the skills needing rework are ones that had an explanation afterwards to specify their coolness/what they did - I include my own. I think you're interpreting the word "skill" in one sense (special move) and forgetting that not all others agree (i.e. interpreting it as a skill set coming from experience in something, like "lockpick", "seamanship", "bluff").
No, you're not the only one not getting it at first, but you seem to base your idea of skills and perks as well as game mechanics and the ensuing argumentation on a game differing from the one the rest of us have been setting up, in 3 important regards:
1) the basic rules of combat. Once you can construct a skill or perk that works with those rules already in place, then you can complain that the perks/skills are not clear as to what they do. Until that point, it seems more to be frustration following from the next two steps.
2) internal logic/lack of arbitrariness. There seems to be a difference in how much you and others just accept the degree to which we can think "the GM will sort this out as it comes along". The point is that I think, given that this is a test run, that the degree to which orcs with chopped-off heads can be explained to be "mutations with brain matter in their rear ends" if the GM needs to, should be kept pretty high. Especially since this is a game with many beginners. Especially if you're a beginner yourself since you don't know how many different parameters might enter into it if you start looking for trouble and outsmart them all.
3) authenticity. Nobody else has been naming their every singelydingely skill with special, outlandish names and fussed about them not being close enough to the real thing. Most others got that the combat system doesn't take into account armour, type of attack, where wounds read the combat rules before arguing that his character's abilities have to make sense to their real world associations.
[Edited at the request of JFH. Imaginary Friend, Circus Host.]
[ 04. May 2014, 07:51: Message edited by: Imaginary Friend ]
Posted by IngoB (# 8700) on
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JFH, there is a lot of "you vs. us" vibe in your post. I don't like that one bit... I will withdraw from further discussion of the game mechanics, and since my own character is completed, I will just wait for the start. Just one point though, the "outlandish names" were just me having fun with creating a Filipino warrior, i.e., I was roleplaying there and those were Filipino labels.
Posted by JFH (# 14794) on
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I'm sorry, Ingo, I might have gone a bit trigger-happy there and I know for a fact that I phrased it badly because I asked Imaginary Friend to edit out a line that could potentially have turned things a bit sour. I'm sorry about that, and for creating an "us vs you" feel to that post. I would agree that we could use, after the trial run, a rethink of the way skills are defined or specified, because it has been difficult for several posters. I don't think we'll ever have a game where the GM don't fix players up so as to work better together, however, and I don't think we'll all fully agree on anything as being perfect.
I do think I was right in specifying those areas of disagreement, because my impression is that they are basic, often implicit points (except for the battle rules which have been stated above in the thread), that lead to different assumptions of how things should be done. I was wrong in painting you a villain for what I perceive (using my RL 2 vigilance and .5 wits) to be holding different assumptions on this and working with those assumptions in the discussion about your character.
As for the names of the skills, I'm sorry for using that as an example, it was not quite fair. I do think that it's pretty fair to say though that most if not all of the Skills that have been expressed with an ensuing explanation of what they do (by anyone including myself), have required reworking by the GM, and I think that speaks for something.
Furthermore, my impression was that the combat rules were quite clearly expressed before leading to frustration with the way some people focussed on abilities that didn't seem to work well with those. I realize now that 1) the system may not have been that clear to everyone, and 2) to my character and my view of the game, battle is of lesser importance. I have now taken another step down the Lord's blessed road of realisation that not everyone is the same as me. I apologise.
[ 04. May 2014, 11:13: Message edited by: JFH ]
Posted by IngoB (# 8700) on
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Let's all just have some fun first with this, shall we? Further geeking out over the RPG mechanics can wait for the post mortem. There's no need for an apology, just for a return to good cheer. I for one am sipping a lambanóg at the local watering hole and waiting for the party to get started.
Posted by JFH (# 14794) on
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If water ain't the base of that drink, I'm in. You buy the rounds, of course.
Posted by IngoB (# 8700) on
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quote:
Originally posted by JFH:
If water ain't the base of that drink, I'm in. You buy the rounds, of course.
It might bring some tears to your eyes... (It's the typical Filipino "moonshine", coconut arrack with 40%-80% alcohol.)
Posted by JFH (# 14794) on
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Now if that ain't the spirits!
Stone Miller feels a little stupider and possibly a little less handsome than his usual grand self, but, by Mrs Miller's knickers (pawned next-village in exchange for three glasses and rum to fill'em), three times as strong as ever before!
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
So your point buy only adds up to 17, you can have another rank of potential in something. Investigation would be off the Vigilance potential. Your fighting skills are highly specific, but that seems appropriate to the character.[QB]
I'm happy to broaden the melee combat skill if that's balanced. Can the crossbow skill include trick shots? He's trained himself to hit specific parts of a target (namely the heart). (Along a similar line of not being too specific, can the Interrogation skill also cover techniques such as 'good cop, bad cop'?)
quote:
[QB] Your special item is fine as a concept but a little too powerful. I suggest you put your eighteenth point into Vigilance, and then your contraption will give you good vigilance for close work.
I rather like the idea that Daniel has poor eyesight without the contraption, but OK.
quote:
I do think we will have to have a different perk though.I think it will be difficult to manage gameplay wise.
+1 bonus to Soul to resist supernatural fear, mind control, etc? Alternatively, +1 to sense supernatural activity?
quote:
Also thematically, you might want to consider a cloak rather than coat.
I think if it's set in something like a late medieval period, then buttoned coats existed, although it would then be usual to wear a cloak over the top as weather protection.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Dafyd:
quote:
Originally posted by Doublethink:
So your point buy only adds up to 17, you can have another rank of potential in something. Investigation would be off the Vigilance potential. Your fighting skills are highly specific, but that seems appropriate to the character.[QB]
I'm happy to broaden the melee combat skill if that's balanced. Can the crossbow skill include trick shots? He's trained himself to hit specific parts of a target (namely the heart). (Along a similar line of not being too specific, can the Interrogation skill also cover techniques such as 'good cop, bad cop'?)
quote:
[QB] Your special item is fine as a concept but a little too powerful. I suggest you put your eighteenth point into Vigilance, and then your contraption will give you good vigilance for close work.
I rather like the idea that Daniel has poor eyesight without the contraption, but OK.
quote:
I do think we will have to have a different perk though.I think it will be difficult to manage gameplay wise.
+1 bonus to Soul to resist supernatural fear, mind control, etc? Alternatively, +1 to sense supernatural activity?
quote:
Also thematically, you might want to consider a cloak rather than coat.
I think if it's set in something like a late medieval period, then buttoned coats existed, although it would then be usual to wear a cloak over the top as weather protection.
Tell you what, have an excellent finesse rank. When you describe successful combat you can stab through the heart - but it is not specifically modelled in the combat system. Keep the contraption - and it will give you *good* vigilance on close work.
Perk: Uncorrupted, you are immune to the first none physical attempt any undead source makes to harm you x1 per week.
Can you confirm you're OK with that ? Then I'll pm you a completed sheet.
Posted by Doublethink (# 1984) on
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Sorry meant to say that would include sense undead.
(You smell them, so have to be close enough - you would definitely know if they were in the next room, not if they were in the next village.)
Posted by Doublethink (# 1984) on
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Oops that should be good finesse, I am pming you the sheet, let me know if their are any problems.
Posted by Doublethink (# 1984) on
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Ariston, your pm box is full.
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
Oops that should be good finesse, I am pming you the sheet, let me know if their are any problems.
All good. Thank you.
Posted by Banner Lady (# 10505) on
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quote:
Originally posted by JFH:
Now if that ain't the spirits!
Stone Miller feels a little stupider and possibly a little less handsome than his usual grand self, but, by Mrs Miller's knickers (pawned next-village in exchange for three glasses and rum to fill'em), three times as strong as ever before!
Crazy Clawdine wanders by and whispers loudly in their direction "Pssst, boys; if you want a real drink, come by my place...you need to try Clawdines Poteen. Best blessed spiritual experience you'm never had yet...."
Posted by JFH (# 14794) on
:
quote:
Originally posted by Banner Lady:
quote:
Originally posted by JFH:
Now if that ain't the spirits!
Stone Miller feels a little stupider and possibly a little less handsome than his usual grand self, but, by Mrs Miller's knickers (pawned next-village in exchange for three glasses and rum to fill'em), three times as strong as ever before!
Crazy Clawdine wanders by and whispers loudly in their direction "Pssst, boys; if you want a real drink, come by my place...you need to try Clawdines Poteen. Best blessed spiritual experience you'm never had yet...."
Now ain't you one beautiful old lady... Whatcha name, shweetheart?
Posted by Doublethink (# 1984) on
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Ariston, before you post your character to the meta-game thread, I need you to alter it so Climb is based off Finesse (otherwise you will have three skills running off muscles). Sorry, that was my fault.
Posted by Dafyd (# 5549) on
:
quote:
Originally posted by Doublethink:
Ariston, before you post your character to the meta-game thread, I need you to alter it so Climb is based off Finesse (otherwise you will have three skills running off muscles). Sorry, that was my fault.
I don't see why that's a problem? It's usual in RPG design these days for climbing to be based off Strength.
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Dafyd:
quote:
Originally posted by Doublethink:
Ariston, before you post your character to the meta-game thread, I need you to alter it so Climb is based off Finesse (otherwise you will have three skills running off muscles). Sorry, that was my fault.
I don't see why that's a problem? It's usual in RPG design these days for climbing to be based off Strength.
3 skills off same attribute.
A clattering of hooves was heard outside.
"Ah, we can stay at this place. I can't stand to stay at the castle another night. He has no respect."
Innkeeper I need a room for me, a room for my men, and your finest wine.
Surely they [some other guests] can go in the stables or something. I need the room and my men need to be with me.
Posted by Doublethink (# 1984) on
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For future reference, if people wanted inspiration for possible skills, it might be worth looking at this . Though it would be important to realise it is for inspiration only, others are possible, and how these things work in the SOF system (whatever that ends up being) will be different from implementation in GURPs.
(Now that I come to think about it, I suppose one of the reason I was surprised so many players struggled with the skill / perk thing, was I had assumed people would google for ideas.)
Posted by Doublethink (# 1984) on
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Ideas for perk-like things here, here and here . Again, these are to stimulate the imagination, rather than being necessarily transferable unmodified into this system.
[ 05. May 2014, 08:40: Message edited by: Doublethink ]
Posted by JFH (# 14794) on
:
quote:
Originally posted by Doublethink:
(Now that I come to think about it, I suppose one of the reason I was surprised so many players struggled with the skill / perk thing, was I had assumed people would google for ideas.)
Google? But I thought this was set in a mediaeval/renaissance tech setting!
Posted by Doublethink (# 1984) on
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Blats JFH over the head ridiculously easily with the magic slate with pictures on.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Doublethink:
Blats JFH over the head ridiculously easily with the magic slate with pictures on.
Help! Help! I'm being oppressed! See the violence inherent in the GM system!?
(In other news, GURPS was originally supposed to be the base for Fallout, which I used for understanding the skill/perks difference.)
Posted by Doublethink (# 1984) on
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GMing an rpg requires creating tools to keep track of stuff (in commercial systems the manuals would have done this for you). So to give anyone GMing in the future a rough idea of the sort of things you might need, here is the list of the things I have assembled/am assembling to help me:
- Copies of all the full character sheets
- A summary sheet of all the characters for quick reference
- A summary sheet of pre-generated minor npcs of various pt values
- An internet-sourced list of major plot types
- An internet sourced / generated world map
- An rpg interiors drawing app
- To model countryside I am going to use Carcasonne tiles (less faff than drawing, I can keep it on a tray and photograph it with the ipad when I need to re-start), and I can use the wooden pieces to track the players on the tiles and in interiors
- Bullet point plot list
- Summary sheet of named major NPCs
[ 05. May 2014, 10:16: Message edited by: Doublethink ]
Posted by Banner Lady (# 10505) on
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"And that is certainly worth us raising a cup....or two.....
Clawdine's the name. Liquor's me game. Bottoms up, me loverlies!"
[ 05. May 2014, 12:23: Message edited by: Banner Lady ]
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
(Now that I come to think about it, I suppose one of the reason I was surprised so many players struggled with the skill / perk thing, was I had assumed people would google for ideas.)
I think there's a difference between a system in which there are skills that can be used untrained and a system in which skills are specifically things that can't be used untrained. Lots of systems have diplomacy, or jump, or hide skills. But one doesn't really want to pick one of those in this game because those are the sorts of things that any PC ought to be able to have a go at.
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
here is the list of the things I have assembled/am assembling to help me:
Can I just express my appreciation of the work going into this. Chairing a game of mafia is by comparison a doddle.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Dafyd:
quote:
Originally posted by Doublethink:
(Now that I come to think about it, I suppose one of the reason I was surprised so many players struggled with the skill / perk thing, was I had assumed people would google for ideas.)
I think there's a difference between a system in which there are skills that can be used untrained and a system in which skills are specifically things that can't be used untrained. Lots of systems have diplomacy, or jump, or hide skills. But one doesn't really want to pick one of those in this game because those are the sorts of things that any PC ought to be able to have a go at.
I see what you mean, I suppose I would ask you to assume that you can do what the majority of people can do in ordinary life and ordinary circumstances. I can clamber up a mountain, or over a sofa, but if I am going to climb a building or a rockface I would have to have trained to do so. Likewise with social skills and combat skills. As in happens, in real life I have training in sword fighting (bronze award foil, yay for least helpful martial art ever) and karate (crap in a fight but I can Kyai with the best of then) but both of these things took months and years to learn.
If you took jump for example, it would mean you could long jump or confidently jump between skyscrapers or something similar. More useful in a batman type setting I would think.
For the purposes of this setting, I am assuming you all read and speak a common language.
Re the prep, I have played desk top rpgs on and off for just over 20 yrs now - so I am quite enjoying myself
Posted by Doublethink (# 1984) on
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FYI. This is my working of the character ties that bring the disparate group of people in the party together. Please bear this in mind when we start the trial run. I can't have all eleven of you co-incidentally meet in sequence !
Party ties
Testwe is taking the grand tour to see the world, his father may also be hoping this journey will accomplish some other things.
Teswe is escorted by a small retinue.
Retinue (official)
Jetse & Bayani are the armed escort, they have reluctant respect for each other's abilities if nothing else. Hestor has been included on this trip to smooth out any wrinkles in the prince's path, and of course is always on the look out for new opportunities for himself. He agreed the inclusion of Guriana in the party on the grounds that it is always wise to have a along a person with magical abilities as you never know what you might meet - or what they might do if you say no. Jerthro succeeded in talking himself onto the mission because of his enthusiasm, and because Hestor had thought he would do as general go-for for the higher status members of the retinue. Hestor has found Jerthro less compliant with this last aim than he would have liked.
Retinue (unofficial)
Clawdine seems to have attached herself to Teswe on route, in an inn Hestor remembers, no one saw their first meeting but every so often the prince pays her an elaborate compliment and then looks disappointed. Clawdine followed on after the party left the tavern, in her caravan, and the prince decreed the retinue should not drive her off - Hestor has resigned himself to this; consoled by the fact she has proved herself useful as a dowser when they have to camp.
Stone Miller was picked up at a different tavern by Clawdine, and rides in her caravan when he needs, the official retinue are unimpressed but it is surprisingly difficult to argue the point with the two of them. Brandon, engaged as a local guide by Jetse, hangs out in Clawdine's caravan, or sleeps on the animal pulling it.
The party meet up with Arabella and Daniel during the first day of the journey we are being told about, in rather fraught circumstances.
[ 05. May 2014, 13:39: Message edited by: Doublethink ]
Posted by Curious Kitten (# 11953) on
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I wonder if backgrounds as they are presented in 13th Age would be better than skills.
With backgrounds you say to the GM "In my previous career I was a scout for the empire therefore this stealth task is easy for me." The GM has to decide if they agree with you. A background is typically a previous career or upbringing but could be an item, a person - like a Princely retinue - or a steed.
You get 8 points as standard and can put 5 max into each which with this rule set could be that if the GM agrees your background relates then 1 point is Hard, 2 points is Difficult, 3 points is OK, 3 points is Easy and 5 points is Ridiculously easy.
Posted by Doublethink (# 1984) on
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Interesting, reference link, I am not familiar with the system - does that happen at the time of character generation or during play ?
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Doublethink:
Interesting, reference link, I am not familiar with the system - does that happen at the time of character generation or during play ?
Better reference .
So if I understand it correctly, GM says you need to get thru that door, and the player says aha ! i am an excellent thief, so I can do this !!
Not quite sure how we mesh the potentials with the back ground, but I am sure we could work something out.
Posted by Curious Kitten (# 11953) on
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Essentially yes. You chose the background at character generation and then have somethings that are obvious as a result and some that you have to convince the GM that it makes narrative sense for you to be able to do.
This is the publisher talking about backgrounds verses skills
Posted by Doublethink (# 1984) on
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I like it, not sure how to mod it. 13th age is designed by people who think :
quote:
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Ability Bonus +2 Strength or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (heavy armor) 16 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and heavy armor) 17 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (8 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3 (see level progression chart)
Feats 1 per Level
Read more: http://www.enworld.org/forum/showwiki.php?title=13th-Age-Paladin#ixzz30rM9kykm
Is a simplification. (Which it is compared to some systems.). So we can't transfer straight over. I am sure it would it would work somehow though.
The 'one unique thing' is a nice concept too.
[ 05. May 2014, 16:36: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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Post trial run, could we just keep everything the same, dump the skills in favour of up to 3 backgrounds. Then in story you can say why you can do something, and the gm tells you which potential to roll ?
Could have one unique thing, one perk, one background related feat.
For example, with IngoB's character, he would have maybe gymnast, blade master and failed traditional magic apprentice backgrounds. Two handed weapon feat related to blademaster, and his Mr Natural perk (which fits with both having a magic item and failing as magic user).
Then some unique characteristic.
Posted by IngoB (# 8700) on
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I said that I'd stay out of game mechanics discussions till after the first run, but I certainly would in favour of some background system to introduce flexible and GM-interpreted skill lists.
DT, are you asking for comments on your game tie in, or are you just letting us know? For example, I immediately have a few questions about being an armed escort, which perhaps can be summed up as "who is my actual employer and who is my de facto line manager among the king, Teswe and Hestor?" But maybe we are supposed to work this out from our "in character" interactions in game, rather than prior to the games? Or can we ask you for additional background info "out of character" during the game, as needed? I don't want to overload you with detail questions now, but I can easily imagine situations where I need to know in game which side my bread is buttered on... I just don't know what the usual etiquette would be to resolve questions like that.
Posted by Doublethink (# 1984) on
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That stuff re line management and fine detail would be worked out in game. But the king is a loooonnnnng way away, if that helps. Also the party dynamics will evolve through the roleplaying during the game.
The character tie in is a given though, I need a viable structure to get you all intelligibly in the same place at the same time, with at least compatible motivations and a reason to operate as a party. Plus need a hook for plotting.
Will be less directive after we get going though.
Posted by Curious Kitten (# 11953) on
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13th Age is very simplified when you compare it to Pathfinder or 3.5 DnD which are the games I normally play.
I wouldn't have suggested trying to adapt it to suit a ship game but thought that backgrounds might be a bit more intuitive than skills and One Unique Thing is a brilliant mechanic because it can't be combat related. It helps the GM know how the player wants the character to develop and make the world unique to the campaign.
Posted by Doublethink (# 1984) on
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You will be able to ask out of character questions on the meta-game thread during the game. This mirrors the way people literally specify when they are speaking in, and out of character, during a table-top game session.
An important consideration is to try to act your character with only the knowledge they have in game. So you might know that you are due to meet up with two more folk on the first day, but you should try not to let that influence your character's choices. I have to let you know, because I will have to give those two characters each a personal starting post, which you will see on the story thread.
Likewise, out of game you know everyone's profile, but I would expect your character to be extremely surprised and confused if a naked woman suddenly runs past you and jumps in the river - at least the first time you see it.
[ 05. May 2014, 17:55: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Curious Kitten:
13th Age is very simplified when you compare it to Pathfinder or 3.5 DnD which are the games I normally play.
I wouldn't have suggested trying to adapt it to suit a ship game but thought that backgrounds might be a bit more intuitive than skills and One Unique Thing is a brilliant mechanic because it can't be combat related. It helps the GM know how the player wants the character to develop and make the world unique to the campaign.
Crossposted my reply to IngoB in the middle.
Yeah, I agree, I really like it. We should definitely steal the idea.
@IngoB - I don't think that backgounds would give you a skill list as such ?
[ 05. May 2014, 18:00: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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I haven't played 3.5 ed D&D for ages, but I remember THAC0 ...
As I recall Shadowrunner was a bit of bastard too.
I seem to recall in MERPS you had to roll to hit, roll weapons bonuses and roll targeting, and roll again on a critical hit. But what really annoyed me was having to be nice to Saruman because you don't know he is a traitor yet.
Posted by Curious Kitten (# 11953) on
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quote:
Originally posted by Doublethink:
I seem to recall in MERPS you had to roll to hit, roll weapons bonuses and roll targeting, and roll again on a critical hit. But what really annoyed me was having to be nice to Saruman because you don't know he is a traitor yet.
Warhammer 4K roleplaying games and the original Fantasy Roleplaying game are seriously evil. A weird unintelligible ruleset and roll d100 under the target.
Posted by Doublethink (# 1984) on
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I remember D100s, two D10 s usually in our group, though someone did once bring a golf-ball like object along.
[ 05. May 2014, 18:44: Message edited by: Doublethink ]
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
@IngoB - I don't think that backgounds would give you a skill list as such ?
What I meant is that it would imply what otherwise would have to be written up as a list of skills. If I am a former sailor, then I will do well at sailing a boat, navigating by the stars, holding my liquor, ... but all these skills will now be negotiated "on the fly" between GM and player due to the background. At least that's how I understood this.
Posted by Doublethink (# 1984) on
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Yup, it will need a bit of working out re game balance but it will simplify
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Kelly Alves:
Character Try Out
quote:
Character Name: Brandon Covey
Brief Physical Description: 12 years old, 4 ft 8 in. tall, stocky and muscular, dark eyes and dark hair in a "bowl cut", Dressed in rawhide. with very big boots.
Potentials:
(Ranked Useless / Weak / OK / Good / Excellent, you have 20 points to buy ranks at 1, 2, 3, 4 & 5 points cost respectively)
- Good Wits
- Weak Finesse
- Weak Charm
- Excellent Soul
- OK Muscles
- OK Vigilance
(Rolls for these will be Ridiculously Easy (2-20) / Easy (5-20) / OK (10-20) / Hard (15-20) / Ridiculously Hard (20) on a D20 as advised by GM)
Skills
(Each skill is tied to a specific potential, to start with, no more than two skills can be associated with any single potential.)
- Discernment (wits)
- Animal Kinship (soul)
- Tracking (vigilance)
- Traditional Medicine(soul?)
- Stealth (wits)
- Light Weapon (muscles)
Starting perk :Quick learner, x2 to wits role up to x1 per week when you have noticed something new and interesting.
Please list equipment you acquire, with any bonuses it may give.
Camping gear.
Steel toes boots
Totem amulet (coyote) (if allowed as a magic item, +1 to wits, when consulted. Perhaps limit use per "day".)Transform (can transform to spirit animal using totem)
Short sword.
Folk medicine kit (first aid type stuff.)
Quote:
Note I have changed "resist charm" to "Discernment" (perhaps I have the wrong word-- able to recognize attempts at BS, basically. Not a "detect evil" skill, but a basic street skill. I wanted to tie something to "wits.")
Note also that, in light of the "transform" option, I have changed my spirit animal to "coyote" (I have just had more experience playing a coyote.)
{edited per GM request}
[ 06. May 2014, 05:41: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
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BTW, Doublethink, I don't know if anyone formally asked you to GM or if we just kind of corporately thrust you in that position, but you sure are stepping to the plate with might and power. ![[Overused]](graemlins/notworthy.gif)
[ 06. May 2014, 05:03: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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My pleasure.
That's all fine. Two things, you have done a 17 pt buy, what would you like to spennd your last point on.
Need to change lower body / kick to something else, we have no way to mdel unarmed combat - everyone can brawl basically.
Posted by Kelly Alves (# 2522) on
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I just told DT I am going to abuse my Admin powers to do the changes in the existing post, just to save space.
Posted by Doublethink (# 1984) on
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Oh, and you have no weapon - hunting knife ? +1 to combat rolls.
Posted by Kelly Alves (# 2522) on
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I have a short sword! Is that a thing? I was picturing a long hunting knife, ish.
[ 06. May 2014, 05:40: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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OK Everyone should now have finalised character sheets. I will open the metagame thread.
Please could everyone post their character sheet onto it for reference.
When they are all up, I will post the story thread with the starting scenes in the OP.
Posted by Doublethink (# 1984) on
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Please can we now close this thread for duration of the trial run, which I hope will be about 7 to 10 days.
[ 06. May 2014, 06:28: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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Bump!
Posted by Kelly Alves (# 2522) on
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(sorry Ariston-- I got all excited.)
Posted by Ariston (# 10894) on
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quote:
Originally posted by Kelly Alves:
(sorry Ariston-- I got all excited.)
Dangit Kelly! I was composing a big, dramatic cliffhanger/pause for station identification post too! How Could You?
Oh, okay, you clicked the button first.
Anyhoo…ideas.
Posted by Doublethink (# 1984) on
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Sorry about the anti-climax
. But that was always the risk on a trial run.
This may be a good point to confide that you were never really intended to end up in this situation.
You were going to be kidnapped by bandits then stashed in a cave, be found by arabella and daniel after vampires ate the bandits. Then go to a town where you would try to solve the mystery of who hired the bandits and who was really a vampire.
But then rpgs never go to plot.
But in case you were wondering if your choices effected events, they really, really did.
Posted by IngoB (# 8700) on
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Minor technical problem: Refresh. Unless I reload the page, I don't see what's going on.
Major technical problem: Flood control. Rapid communication is impossible even if we try.
Two possibilities:
1. Either move the combat system off-site, like into some chat place.
2. Or radically re-think combat so as to not require multi-rolls and coordination.
[ 09. May 2014, 21:30: Message edited by: IngoB ]
Posted by Doublethink (# 1984) on
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From a gm point of view a number of problems - of which the two biggest are - the size of the party is very hard to track owing to screen size and tabbing between screens.
And flood control is right pain for rapid action, or rapid questions.
Letting players have multiple posts per day exacerbates this somewhat.
Posted by Ariston (# 10894) on
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So, the problems we ran into:
—Flood control is a real problem. With seven characters, even if they're all paying attention, it's going to take 15 minutes minimum to get anything done…and that's assuming no jumping the gun and making the FC timer reset.
—Trying to keep things going in more-or-less real time is also a problem. It might work better if we had the cafe working, but, when I tried to get it running, it really didn't want to.
—Most importantly, perhaps, raids like this require everyone to be available at a certain time, which rules out everyone who's working/sleeping/doing other things then. This one is least likely to be avoidable, especially if we want to keep things in real-ish time, but there it is.
Perhaps having the cafe (or cafe analogue) back up and running might solve some of these difficulties, but I don't know how that would be done, really.
Posted by Autenrieth Road (# 10509) on
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[cross-posted with everyone since Kelly getting excited.]
Huh. That was interesting. Completely unexpected by this novice, but interesting.
I'm wondering why combat is different from normal role-play and dice rolling for skills use. Is it because lots of things have to happen in a small time period, and also because having the GM play enemy characters is a required part of it?
I'm wondering if a double-roll system could work, where you (the player) rolls for the difficulty of the obstacle you'll face, and roll for whether you'll succeed, and then role-play the results. You could also have a dice-roll for the type of the obstacle you'll face, or have moves by the enemy be a series of obstacles that you roll for, or something. This could be tweaked to make some kind of group effort, or group of enemies, or something.
Brainstorming about things I know nothing about, this is part of FictA's creative skill.
[ 09. May 2014, 21:32: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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I am thinking option 2 is the way to go - as the non-combat bit seems to work well largely.
Also, having to be in synch for combat means some players are going to get few times when both they and the gm are up
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Ariston:
quote:
Originally posted by Kelly Alves:
(sorry Ariston-- I got all excited.)
Dangit Kelly! I was composing a big, dramatic cliffhanger/pause for station identification post too! How Could You?
Feel free to edit in something jazzy for the readers!
Posted by Doublethink (# 1984) on
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Problem is, two much randomness makes it very difficult to have meaningful plot or campaign. Also, if characters define too much of the game world you end up with a sort of duelling gm problem.
Posted by IngoB (# 8700) on
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Well, I'm thinking along these lines:
We would want to use player creativity, and de-centralise the development of combat. We are doing fine as long as players feed off each other, with occasional adjustments by the GM as a kind of manager.
I will post an idea in a second.
Posted by Kelly Alves (# 2522) on
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DO we all have facebook chat? or Google + ? If actual accounts seem too risky, we can draw up accounts for our characters.
Posted by Doublethink (# 1984) on
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So if we dump real time combat mechanic - we could go for single roll resolution - but that will lose the team action angle.
Crossposted with Kelly and IngoB
[ 09. May 2014, 21:38: Message edited by: Doublethink ]
Posted by Curiosity killed ... (# 11770) on
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[aside]problem with the café is Java and the issues around that - I refuse to use it on my main laptop where I have personal stuff because of Java security issues[/aside]
Posted by Dafyd (# 5549) on
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I personally would like to see combat treated as equivalent to social interaction.
So if someone were to attempt to persuade the Duke to abolish serfdom and introduce representative democracy one would probably resolve it with one roll. (If you fail you get thrown in the dungeon and if successful the Duke likes your idea and appoints you his new court jester.) I think combat should perhaps be run along similar lines: one roll to sort it out. Failure isn't lethal, but results in either having to run away or in worst case scenarios getting captured. Obviously you'd need to adjust plots round the idea that combat is single roll and the fate of one character doesn't reflect the fate of the whole party (and therefore deemphasising the importance of combat overall).
Posted by Ariston (# 10894) on
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It could be that we have the GM making all the rolls, or give them a list of randomly generated rolls that they then pick from, either in order, or semi-randomly (that is, they could reorder the numbers for their own use). We could also have a "standard marching order," or a predetermined strategy—though, given the tendency of a good GM to throw in surprises, I'm not sure how well that would work.
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Doublethink:
Sorry about the anti-climax
. But that was always the risk on a trial run.
I'm often interested in how systems work, so now that I'm starting to get my feet under me for some of the ideas about RPG, I'm enjoying this immensely, stoppage in combat and all. Anyway, even if we can't do combat, Arabella has all sorts of plots up her sleeve, perfectly calculated to throw a GM into fits
.
quote:
Originally posted by Doublethink:
This may be a good point to confide that you were never really intended to end up in this situation.
You were going to be kidnapped by bandits then stashed in a cave, be found by arabella and daniel after vampires ate the bandits. Then go to a town where you would try to solve the mystery of who hired the bandits and who was really a vampire.
But then rpgs never go to plot.
But in case you were wondering if your choices effected events, they really, really did.
I would be interested to know, after we're all done, which choices affected events.
And here I'd been thinking that Dafyd must have had a secret PM from DT in advance to tell him that we were chasing vampires, because Daniel seemed to figure out our goal with the vampires and the shadows so quickly!
Posted by Doublethink (# 1984) on
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Another way of doing things would be to have a link to some off site blog, with a kind of choose your own adventure sequence for combat.
[ 09. May 2014, 21:45: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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Might be worth having a look at some of the resources highlighted here; http://rpg.stackexchange.com/questions/1407/what-rpg-systems-work-well-online
Posted by IngoB (# 8700) on
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So, my inchoate idea goes something like this. One player is selected as first actor (by story or dice roll).
The GM invents some kind of enemy for him. The player then makes *three* dice rolls.
1. First dice roll decides between outcomes: A. Be "taken out" by the enemy. B. Stay fighting the enemy. C. "Take out" the enemy. The GM sets the thresholds for these, e.g.: 1-3: A, 4-15: B, 16-20: C. (In fact, the GM posts an entire list of such thresholds, and points to one entry in it, see below).
2. Second dice roll will decide how many enemies the player will spawn, none (1-10), one (11-15) or two (16-20).
3. Third dice roll decides whether the enemies this player will spawn are to be easier (1-5), the same difficulty (6-15) or harder (16-20).
Now the player makes a post to the story thread. He can completely decide himself how to describe the outcome of the fight determined by the first roll.
According to his second roll, he can select one player to call to his aid and fight his own enemy as well (for roll: none), or to send one additional enemy to another player (for roll: one), or two additional enemies to two additional players (for roll: two). It is entirely up to the player whom he sends these enemies to.
According to his third roll, the player will have to imagine an enemy (or enemies) that is (are) easier, the same or harder than his own enemies. If he has rolled either easier or harder enemies, then the GM states the thresholds for these new enemies. To simplify this, the GM can post one list for enemy thresholds at the beginning, with multiple entries for available threats. Say we have this list:
Class 1. N/A: A, 1-5: B, 6-20: C
Class 2. 1-3: A, 4-15: B, 16-20: C
Class 3. 1-7: A, 8-17: B, 18-20: C
Class 4. 1-15: A, 4-20: B, N/A: C
Then the GM would in fact given the first player a Class 2 enemy, and the easier roll would have meant a move to a Class 1 enemy, the harder roll to a Class 3 enemy.
It is up to the player to think of appropriate enemies matching the difficulty class. He can write all this into the story post ("While fencing with the vampire, Bayani sees to his horror that two zombies are walking towards Jetse and Jethro.") and post on meta his roll and player choices, which allows everybody (in particular the GM) to keep track of who fights what.
In this way, it can happen that multiple enemies attack one player, or multiple players attack one enemy. If the former, then one simply repeats the first dice roll for every enemy one is facing.
One would probably have to work combat bonuses and specials etc. into all this. But the idea is to keep the players inventing the combat scenario for each other, guided by the dice rolls. And to do so prosaically on meta (a simple post of three dice rolls and player selection) and poetically in the story (describing these rolls as incoming enemies).
Posted by Doublethink (# 1984) on
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Would this be in realtime or asynchonous ?
Posted by Doublethink (# 1984) on
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So, trying to get my head round this:
GM: thing attacks, here are thresholds for your three part roll
Player: I roll - win, lose or spawn
Player: Spawned, easier - same - harder
Player: win, lose or spawn x3 - eek spawned again. Oi, you two help me out guys
Etc
[ 09. May 2014, 22:16: Message edited by: Doublethink ]
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
Would this be in realtime or asynchonous ?
Asynchronous. It may be the case that the GM has to step in, if some player does not resolve his combat within a reasonable time. But largely we would be able to cover for each other.
For example, say three people send enemies my way, but I'm actually busy in real life and not reacting. Then these enemies are simply not getting resolved, and since I'm not spawning any new enemies, I'm just stalling this part of the fight. Everybody else can carry on with the rest. After a while, the GM can step in, call me overwhelmed, and just send my enemies to someone else - if the story requires this.
Posted by Doublethink (# 1984) on
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Clever, I like the organicness of it. If we could de-number it a bit to synch with the rest of the system it would be good.
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
So, trying to get my head round this:
GM: thing attacks, here are thresholds for your three part roll
Player: I roll - win, lose or spawn
Player: Spawned, easier - same - harder
Player: win, lose or spawn x3 - eek spawned again. Oi, you two help me out guys
Etc
Here's an example:
On Meta:
I have a 12 (still fighting), 14 (spawn one), and a 4 (spawn easier). I chose Jethro as target.
I had a Class 2 enemy, Jethro will have Class 1.
On Play:
Bayani ducks and weaves under the continuos swooping attacks of the vampire. For now it is a stalemate, with neither being able to catch the rapidly moving other. Out of the corner of his eyes he sees a huge rat rushing towards Jethro. Bayani shouts "Watch it Jethro, there's vermin behind you."
With that I'm done. I can roll / post again whenever I like (though by usual etiquette one would not post twenty times in a row, but give others a chance to roll and role-play).
Posted by IngoB (# 8700) on
:
OK, I have a very early day tomorrow, and need to go to bed. I will also not be able to contribute till about 6 pm tomorrow.
Just to recap, the point of my idea is a kind of "tag, you are it" system between the players. Except that they can tag more than one player (thus getting everybody involved), and that the "it" changes (enemies can get harder or easier). Furthermore, the idea is to not have a fixed combat scenario, but to simply let the players invent that, with the GM simply starting them off, and dealing with non-reactive players, world-breaking player ideas or other "emergencies". What actually happens however emerges from the collective fantasy of players.
I agree that there are perhaps a bit too many "numbers" in this, but I think we need some way of doing probability ranges. D3 (even odds) throws are not so nice. I don't want an equal chance of getting none, one or two new enemies, for example. I want combat to end, and a 50:50 chance of not spawning a new enemy will help keeping combat relatively short.
[ 09. May 2014, 22:40: Message edited by: IngoB ]
Posted by Curiosity killed ... (# 11770) on
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[next aside]Curious kitten, whose Internet is down, says that her GM deals with situations like this by reducing the party to numbers he can deal with at the first sign of combat - ie 3/4/5. Could this combat be very punitive?[/next aside]
Posted by Kelly Alves (# 2522) on
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Caught up in stuff and can't post much, but wanted to marvel over IngoB's awesome schema and express general appreciation his contributions. I had no idea you were such a kick--ass role-player!
In other words, that system sounds exciting and dynamic and---yeah!!!
Posted by Eliab (# 9153) on
:
It would be today I get stuck in a 12 hour mediation. Damn.
(We settled the case. Or, to put it another way, I spent 5 hours of overtime talking myself out of a five figure fee.)
I'd suggest running combat in three part slices: Plan, Narrate, Crisis.
Plan: GM post set up - terrain, blind spots, visible enemies, all the stuff the PCs start off knowing, and gives a planning deadline.
All active PCs post their characters moves: "I'll go wide to the right, and try to pin down the enemy with arrows. If anyone charges me, I'll run back, dropping caltrops..."
Narrate: GM rolls dice (or calls for rolls) and posts/PMs results. "You get to a good, covered position and get off four shots as the rest of the party closes. You take down one kobold and wound two, both of whom flee...". Players turn the results into narrative posts on the thread.
Crisis: It might be that the plan works perfectly, and the fight's over. Or something could go wrong. As soon as that happens, the GM posts on the story thread describing the crisis: "The remaining kobolds break and run. Instantly, the rocky ledges above you swarm with more of them, some throwing ropes down to haul their companions to safety, others readying slings and javelins. An iron grille drops over the entrance. It's a trap..."
All PCs respond to this change of events with a new Plan.
Repeat until combat resolves.
The idea is to allow all PCs to participate in the combat with both ideas and narrative, without having to have everyone set aside exactly the same two-three hour slot to play out actions in order.
The game mechanics can be left to the GM. (But I suppose I would say that. I'm a game-mechanics liberal. As a player, I don't think that I need to know or care what the rules are. My task is to describe what my character would do. The GM's task is to say what happens. The game system is there to assist the GM, not constrain the players, IMO).
Posted by Hart (# 4991) on
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My idea was reasonably similar to Eliab's. Essentially: players give their strategy and the GM enacts that strategy for them (including rolling for them) as best she can until circumstances have rendered their instructions irrelevant (due to defeat or victory) or impossible to follow (as the situation has changed in unpredictable ways). Then, she asks for a new set of strategies. I would like there to be enough information about different options available that different strategic choices really are different.
Posted by Autenrieth Road (# 10509) on
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What is combat? And: do we have to have it? What function does it serve? Can we meet that function some other way?
Posted by Autenrieth Road (# 10509) on
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Kelly mentioned the Nativity Play. If we were really to emulate the most astounding part of the Nativity Play, all of us who were trying to figure out combat on the Meta thread would have been on the Story thread instead, vamping like crazy (oops, no pun intended). See: Gabriel, The Angel, Late Arrival Of.
Posted by Autenrieth Road (# 10509) on
:
From the meta thread, in response to me trying to work out what I thought I understood about die-rolls and weapons +1's:
quote:
Originally posted by Ariston:
I don't think a critical un-hit can ever be removed, even by buffs. It's a floor level of a 5 % chance of total failure, just as even a negative buff will never remove the possibility of strangling the vampire with the dandruff in a ridiculously hard challenge.
I don't understand a word of this. Or rather, I think I understand individual words (assuming that "buff" = "point value for a weapon", but I'm only guessing). But together they make no sense to me. A weapon is +1 to your roll, except when it isn't? Huh?
DT indicated that Ariston was correct, and that the complete combat rules are in the Meta OP. But weapons +1's aren't mentioned there, at least not that I can find. And what I do find there seems to be as consistent with my point of view (e.g. having a weapon means you can never fail a ***ridiculously easy*** task, because your roll+1 will always be at least 2) as it does Ariston's and DT's.
I'll accept that Ariston and DT are correct, but I don't see it explained anywhere. And if what is explained in the Meta OP explains this, then I have to say I don't understand a word of the Meta OP.
Posted by Autenrieth Road (# 10509) on
:
I have some ideas about rewriting the Meta OP that would make it more comprehensible and hence more inviting to people new to RPG.
Basically I think you need three initial posts.
The first is a short initial post, that lays out the general idea, with these essential ideas (you might polish it, but this is essentially all you need):
"In a Role Playing Game (RPG), the players collectively create a story about a set of characters on a quest. The quest is set by the Games Master (GM), and the players have to figure out the quest, and how to succeed at it, in the course of play.
"The players create the story by role playing characters, the characters are set up at the start of the game with certain strengths and weaknesses, you can acquire strengths and weaknesses as the game unfolds, and the outcome of certain actions is controlled by dice rolls.
"In addition to devising the quest, the GM sets the general setting and parameters for the story, role plays characters you meet, sometimes adds elements to the story (the more surprising, the better), and adjudicates and advises as needed."
Then a post that gives an example of the interactions that might happen:
Put the post that DT posted that got her acclaimed GM. This shows wonderfully well the flavor of the creativity going on.
The third post is the specific rules.
This post should start out by saying that new players can get advice and help in setting up their characters, and in how to proceed during the game, and the game might be learnt just as well by participating as by trying to read and absorb the rules. Then each section of detailed rules should start with a short explanation in layman's terms of what that section of rules is for and the general mechanism it uses.
I can rewrite our current Meta OP in this format as an example third post, if people would like. It might help you to see what I mean, and understand why this seemed so confusing and forbidding to me to start with. My background is such that you'd think numbers and logic would be no obstacle, but in this case they just seemed complicated and off putting at first.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Autenrieth Road:
From the meta thread, in response to me trying to work out what I thought I understood about die-rolls and weapons +1's:
quote:
Originally posted by Ariston:
I don't think a critical un-hit can ever be removed, even by buffs. It's a floor level of a 5 % chance of total failure, just as even a negative buff will never remove the possibility of strangling the vampire with the dandruff in a ridiculously hard challenge.
I don't understand a word of this. Or rather, I think I understand individual words (assuming that "buff" = "point value for a weapon", but I'm only guessing). But together they make no sense to me. A weapon is +1 to your roll, except when it isn't? Huh?
DT indicated that Ariston was correct, and that the complete combat rules are in the Meta OP. But weapons +1's aren't mentioned there, at least not that I can find. And what I do find there seems to be as consistent with my point of view (e.g. having a weapon means you can never fail a ***ridiculously easy*** task, because your roll+1 will always be at least 2) as it does Ariston's and DT's.
I'll accept that Ariston and DT are correct, but I don't see it explained anywhere. And if what is explained in the Meta OP explains this, then I have to say I don't understand a word of the Meta OP.
I'm sorry for communicating poorly. Buff means something (curse, blessing, magic) that impacts the strength or effect of else (weapon, armour et c), and can be positive or negative.
However, the point of the 1 and 20 result rolls is for there to be extreme points, where everything just goes right or everything just goes wrong. No matter how strong your weapons are, if you roll a 1 things will still always go horribly wrong and there's just no way to improve your strength out of that possibility. Likewise, even if you're extremely outmatched and then have a curse placed on you, there's still the possibility, as IngoB previously expressed in this thread, that the dandruff you use as a weapon somehow ends up choking the dragon - thus if you roll a 20 (a "critical hit"*), you're bound no matter what to have a success of some sort.
*Thus the saying, "It's all fun and games until someone loses an eye - then it's a critical hit."
Edited to throw in my deep agreement with Kelly's first post on this page about Ingo's participation. Great! ![[Smile]](smile.gif)
[ 10. May 2014, 05:18: Message edited by: JFH ]
Posted by Autenrieth Road (# 10509) on
:
Thanks for the explanation. I don't see how this is explained in the Meta OP.
OK, a buff can't pull you off of a 20 or a 1. Can a buff pull you onto a 20 or a 1?
Posted by JFH (# 14794) on
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I think the improvement lies rather in what you have to roll in order to pass, rather than adding onto your roll. Thus, it cannot give you the lasting benefits of a 20, but if you're in a ridiculously hard challenge, it changes the necessary roll to include both 19 and 20 instead of solely 20, if it's a +1 boost. The extreme effects of 1 and 20 remain as extreme, but if your dandruff is, say, polonium-coated, a very skilful attack (a roll 19) might still do the job without the luck of choking the dragon with it.
Key point is that criticals remain as uncommon as always, but non-criticals become more, or less, likely.
Posted by Doublethink (# 1984) on
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Sorry about the meta OP, it is always hard to work out what youare taking for granted when you know a genre well.
Posted by Autenrieth Road (# 10509) on
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[cross-posted: replying to Ariston]
What you've described is what I would call: yes, a buff can pull you onto 20 or 1.
But maybe adding the buff value to the dice roll is the wrong way to think about it.
If you have a buff of +1, and you roll a 14, does that then give you the same outcome as if you had rolled 15 and didn't have the buff?
(If I had had two beers and were someone casually connected to this who's just out for a night of fun, instead of being stone-cold sober and a mathematician by training and in an obsessive mood on this, I don't think I'd have a chance of understanding this, if it's any more complicated than "add this number to your dice roll.")
[ 10. May 2014, 06:46: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by Doublethink:
Sorry about the meta OP, it is always hard to work out what youare taking for granted when you know a genre well.
I agree -- I experience this in other areas, of my own expertise. It's a good thing you have some of us newbies involved, then, to help craft this into something that can work for people who don't already play RPGs.
I appreciate what you've done in starting the meta OP, and working to help us newbies, and allowing yourself to be drafted as GM. I'm loving this, and what I offer is only in the spirit of making it even better, and more inviting to others.
[ 10. May 2014, 06:52: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
:
From a GM point of view - running all the characters in combat would be a lot of work. And may still give you flood control issues.
What is likely to happen is, plan - 30 minutes of the gm writing a massive single post. Narrate, crisis - second massive post.
Setting up combat last night took about 1 hour on and off, then then the combat took about an hour till we aborted.
I would be against a system that takes any longer. I have quite a lot of time on my hands, and an ipad, so I have been spending about 30 min in the morning resolving things and a couple of hours intermittently at night in front of the tv sometimes longer.
The commitment at the moment is not unlike the amount of time it used to take to be a host.
For a short time whilst we are generating a system, this amount of time is OK - but for gming to be viable for various people in the future, or for a longer story / campaign, we need to keep the gm workload down.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Autenrieth Road:
[cross-posted: replying to Ariston]
What you've described is what I would call: yes, a buff can pull you onto 20 or 1.
But maybe adding the buff value to the dice roll is the wrong way to think about it.
If you have a buff of +1, and you roll a 14, does that then give you the same outcome as if you had rolled 15 and didn't have the buff?
(If I had had two beers and were someone casually connected to this who's just out for a night of fun, instead of being stone-cold sober and a mathematician by training and in an obsessive mood on this, I don't think I'd have a chance of understanding this, if it's any more complicated than "add this number to your dice roll.")
Yes, it is the same effect as rolling a 15.
But in most systems, for a critical hit you would need to roll a " natural" 20 (i.e. a 20 on the dice rather than say, a 19 with a +1 added to it.)
Posted by Autenrieth Road (# 10509) on
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OK, so that sounds like the buff can neither pull you onto nor off of 1 or 20.
Or are y'all just playing Red Dog Rover with me?
Posted by Doublethink (# 1984) on
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Yes thats right.
Posted by Autenrieth Road (# 10509) on
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Yes about the buff, or yes about Red Dog Rover?
Posted by Doublethink (# 1984) on
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About the buff (what is red dog rover ?)
[ 10. May 2014, 07:11: Message edited by: Doublethink ]
Posted by Eliab (# 9153) on
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Comments on IngoB's system:
Strengths: doesn't require coordination in timing or excessive GM moderation; will generate lots of narrative; the tag system will lead to interaction; simple to operate.
Weaknesses: doesn't (as written) allow for good/bad in-game tactics and choices; does reward meta-game tactics; can incentivise people to delay/not post; allows players to manipulate 'the universe' into taking PvP actions.
By which I mean: Bayani, Gunriana and Ik are fighting giant weasels. Ik has found and drunk a potion of Invulnerability, which the GM rules will give him three extra 'lives' in this combat. Bayani has an enchanted Bolas of Weasel Entanglement, which allows him to take out weasels on an even 'draw' roll. Gunriana has an IC reason for wanting Bayani to be knocked out for a while, because she needs Outlander's blood for a potion. What happens: Bayani sends all his 'spare' weasels to Ik - he knows Ik isn't likely to be taken down, so can hold lots of enemies in play. Ik concurs - he wants all the enemy swarming in vain around him, while Bayani kills them one by one. He keeps some of his spawned weasels, sending them to Bayani only when Bayani is free to take on an additional foe. Gunriana sends all hers to Bayani. As soon as Gunriana is unengaged, it makes sense for her to sit on her hands - either of the others is better at taking die rolls than her. In fact, that applies even when she has active foes: the fewer die rolls she makes the better because it is always better for the party to have the players with bonuses roll. So she'll roll as infrequently as possible, just enough to avoid being 'timed out'.
Problems with that: A player who would like to get involved has a strong meta-game disincentive to do so. A character who in reality would be a weak target, and giving out 'prey' vibes to alert weasels, in game gets an easy ride through the fight. Bayani's player has a dilemma: Gunriana's player is taking blatantly hostile actions against Bayani, but Gunriana as a character isn't doing anything but shouting helpful warnings before each fresh attack. If Bayani retaliates against Gunriana IC, that's bad role-play, because Bayani the character has no reason to take offence against her just because the weasels found him more tasty. If he doesn't, Gunriana's player can keep throwing a disproportionate number of enemies at him with impunity, which the player may find vexing.
The maths also need tweaking. On the figures above, class 2 creatures and above are fatally nasty, because they spawn as fast as they die: suppose equal 20 characters are fighting 12 class 2 weasels. We expect after 20 rolls (doesn't matter whose rolls) that 3 characters will be on the floor hoping for a healer, with all 12 weasels on their way to weasel-heaven. But on average 15 weasels more will spawn while we get there (5 times 1, plus 5 times 2). Likely, 11 of those new enemies are class 2 or worse. The players were 20 to 12xC2 at the start. They're now 17 to 11xC2/C3, discounting the 4xC1. And it gets worse from there - especially as the 4 class 3s weasel-heroes, are highly likely to spawn a very scary class 4 Avatar-of-Weaselry before they get taken out.
Tweaking it means putting a time-tick into the formula, so that the fight spawns rapidly at the start to involve all players, sustains itself for a while until everyone has had something to do, then phases out as the monsters (or PCs) gradually fall. It would be workable, but would need to be less simple in execution in order to work.
Posted by JFH (# 14794) on
:
Autenrieth, I think the fact that you continuously refer to me as Ariston might imply that the pitcher has been raised more than twice in your case, math pro or not.
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by Doublethink:
About the buff (what is red dog rover ?)
Hands up, everyone who knows how to play Red Dog Rover. Shall we start a thread to teach Doublethink how to play? DT, the best way to learn RDR is by playing an example game.
Posted by JFH (# 14794) on
:
To clarify with regards to the buffs, I think the best way to think of it is that a positive buff lowers the required figure from a roll, whereas a negative one raises it. Still it cannot go higher or lower than 1 or 20, which are locked numbers with constant negative or positive effects.
I think this might be a petals around the roses-case where smarter people taking longer to figure it out.
[ 10. May 2014, 07:41: Message edited by: JFH ]
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by JFH:
Autenrieth, I think the fact that you continuously refer to me as Ariston might imply that the pitcher has been raised more than twice in your case, math pro or not.
Aack! I plead a case of Complete And Massive Confusion.
I'm turning in my math degree for a refund. Besides being unable to read people's names, I can't make head nor tail of Eliab's sneaky strategy analysis, even though normally I love studying those kinds of contradictions in voting systems. (I completely trust that it's true, but it would take me approximately 9,062,478.395 times longer to even come close to thinking it up than the few wee hours that Eliab has had to work it out. Eliab, did you even sleep last night? Cause if you also slept, after your 12-hour mediation got you home late at night, then you worked this out somewhere between in a trice and in a twinkling.)
I spent all of Friday thinking it was Thursday.
Posted by JFH (# 14794) on
:
quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by JFH:
Autenrieth, I think the fact that you continuously refer to me as Ariston might imply that the pitcher has been raised more than twice in your case, math pro or not.
Aack! I plead a case of Complete And Massive Confusion.
I'm turning in my math degree for a refund. Besides being unable to read people's names, I can't make head nor tail of Eliab's sneaky strategy analysis, even though normally I love studying those kinds of contradictions in voting systems. (I completely trust that it's true, but it would take me approximately 9,062,478.395 times longer to even come close to thinking it up than the few wee hours that Eliab has had to work it out. Eliab, did you even sleep last night? Cause if you also slept, after your 12-hour mediation got you home late at night, then you worked this out somewhere between in a trice and in a twinkling.)
I spent all of Friday thinking it was Thursday.
It's nice to finally meet you in real life, Arabella.
ETA: Or, well, real and real, but you know, non-RPG life.
[ 10. May 2014, 07:43: Message edited by: JFH ]
Posted by Autenrieth Road (# 10509) on
:
Ditto. And I was just about to call you Eliab, so I'm still confused. Anyone else you'd like to be called tonight?
I read the Petals Around The Rose writeup you linked to, and I am giving up right now. I am never in a million trillion years going to solve it.
Posted by Doublethink (# 1984) on
:
I am trying to work out how to merge plan, narrate, crisis with win, lose, spawn whilst reducing the number load, synching with the current non-combat system, removing the meta pvp incentive and adding the possibility of tactical choice.
If I believe hard enough, I am sure the is can be done ...
Posted by JFH (# 14794) on
:
Autenrieth, you can call me whatever you want, but I'll call you chicken if you don't give it a try.
We should start that as a separate game thread here in Circus.
[ 10. May 2014, 07:53: Message edited by: JFH ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Autenrieth Road:
Ditto. And I was just about to call you Eliab, so I'm still confused. Anyone else you'd like to be called tonight?
I read the Petals Around The Rose writeup you linked to, and I am giving up right now. I am never in a million trillion years going to solve it.
I couldn't so I cheated and looked it up on wiki, this confirmed that a) I would never have solved it and b) I would have died of frustration.
Posted by Autenrieth Road (# 10509) on
:
DT, regarding the combat system:
quote:
Originally posted by Autenrieth Road:
What is combat? And: do we have to have it? What function does it serve? Can we meet that function some other way?
I still think these are good questions. You might be trying to pave cowpaths with what you're currently trying to work out.
[ 10. May 2014, 07:56: Message edited by: Autenrieth Road ]
Posted by JFH (# 14794) on
:
quote:
Originally posted by Doublethink:
quote:
Originally posted by Autenrieth Road:
Ditto. And I was just about to call you Eliab, so I'm still confused. Anyone else you'd like to be called tonight?
I read the Petals Around The Rose writeup you linked to, and I am giving up right now. I am never in a million trillion years going to solve it.
I couldn't so I cheated and looked it up on wiki, this confirmed that a) I would never have solved it and b) I would have died of frustration.
This definitely calls for a separate Circus thread.
Posted by Doublethink (# 1984) on
:
Soo, merged system - first thoughts:
- Players approach combat opportunity
- GM post special story context post, requests players plan
- Players plan, including tactical choices
- Plan stage ends or reaches deadline
- GM post meta context post
- Players enter win, lose, spawn combat stage to resolution or deadline, whichever occurs first
- GM post meta context post entering crisis stage
- Combat ends or second win / lose / spawn stage with deadline
- GM Story context post ending combat phase
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by JFH:
Autenrieth, you can call me whatever you want, but I'll call you chicken if you don't give it a try.
We should start that as a separate game thread here in Circus.
You are a fiend. A complete horrible and dreadful fiend.
How can I resist?
Have mercy: I can't start it right away; I'm up to my eyeballs in things I'm needing to figure out for the next two weeks. After that I can think about it.
Here, have one back: what comes next:
111111111111111, 1111, 120, 33, 30, 23, 21, 17, 16, 15, 14, 13, 12, 11, 10, ...
Posted by JFH (# 14794) on
:
quote:
Originally posted by Autenrieth Road:
DT, regarding the combat system:
quote:
Originally posted by Autenrieth Road:
What is combat? And: do we have to have it? What function does it serve? Can we meet that function some other way?
I still think these are good questions. You might be trying to pave cowpaths with what you're currently trying to work out.
1. Combat means fighting something that stubbornly resists our efforts, in order to take it out of our way, in order to steal what it owned and in order to have fun and express our stance in relation to other factions or beings.
2/3. It is epic, so it should be there. It also brings in some edge to the game, some risks and some final stances. And it's fun to not just outwit but overpower other beings, defeat them/problems by force and not by circumventing them.
4. Maybe. Usually, there would be options to find other ways around a problem. Hestor would be likely to lean towards more verbal solutions, Ik to feel like screwing talking and go for the fight. But it's fun! Also, it gives more space for the fighting kind of characters. Admittedly, possibly by cutting down on the talkers/support characters. Still, it's a great driver of events (like triggering curses, need of healing/repair, finding treasures etc.), so it would be hard to completely get by without it, I think.
Posted by Doublethink (# 1984) on
:
The tactical choices in the plan stage can effect the difficulty of the coming fight for each player, which would be set out in the meta context post thusly:
---
Fight begins:
Bayani; your combat is easy
Ik: your combat is hard
Jetse: your combat is OK
Guriania: you have planned to be a sitting duck, so your combat is ridiculously hard (hard rank thresholds and you can't send your spawn to anyone else, they attack you)
Your party is fighting shadow demons, ghasts and the occasional giant rat.
---
Difficulty rank of fight would give you your win, lose, spawn thresholds (would need to design this bit taking into account Eliab's comments). And what you would spawn, would be a fight with a given difficulty rank, rather than a monster class.
Posted by Doublethink (# 1984) on
:
Butchers IngoB's post to work out mechanics:
The player then makes *two* dice rolls.
1. First dice roll - Combat - decides between outcomes: Win: Enemy is "left for dead", Lose: Be "left for dead" by the enemy & it seeks new target, or Spawn: "Combat continues & more enemies join the fight". The GM has set the thresholds for these via fights via difficulty level in the meta combat-post e.g.:
- Ridiculously Easy, win = >1, lose = 1
- Easy, win = >5, lose = < 3, spawn = 3-5
- OK, win = >10, lose = < 5, spawn = 6-10
- Hard, win = >15, lose = < 5, spawn = 6-15
- Ridiculously Hard, same as hard, but spawn can not be sent to other players.
2. Easy fights spawn one creature, OK fights spawn two and hard fights spawn three.
3. The second dice roll decides whether the fights this player will spawn are to be easier (1-5), the same difficulty (6-15) or harder (16-20). (Natural twenty on this roll would remove one fight.)
Now the player makes a post to the story thread. He can completely decide himself how to describe the outcome of the fight determined by the first roll.
According to his spawn outcome, he can select one player to call to his aid and fight his own enemy/s as well, or to send one, two or three additional enemies to additional players. It is entirely up to the player whom he sends these enemies to.
Thresholds for any spawned fights would all be in the GMs meta-combat post.
It is up to the player to think of appropriate enemies matching the difficulty rank, that fit with the context posts given by the gm at the start of planning and combat. He can write all this into the story post ("While fencing with the vampire, Bayani sees to his horror that two zombies are walking towards Jetse and Jethro.") and post on meta his roll and player choices, which allows everybody (in particular the GM) to keep track of who fights what.
In this way, it can happen that multiple enemies attack one player, or multiple players attack one enemy. If the former, then one simply repeats the first dice roll for every enemy one is facing.
Combat bonuses would work as they currently do, buffing actual combat roll and specials might need to be tweaked a little. But the idea is to keep the players inventing the combat scenario for each other, guided by the dice rolls. And to do so prosaically on meta (a simple post of two dice rolls and player selection) and poetically in the story (describing these rolls as incoming enemies).
Posted by Doublethink (# 1984) on
:
It is possible that the win, lose spawn thresholds might never need to be changed, just the starting difficulties of the fights according to the scene setting. Which would make it a lot easier for players to get the hang of over time.
Posted by Doublethink (# 1984) on
:
Streamlined Explanation
Combat
Plan
When players come to a combat opportunity, the GM will post a special context post on the story thread, requesting the players plan what they are going to do. There will be a time limit for how long this can continue - perhaps 24hrs to ensure all players have a chance to contribute.
Narrate Battle
Once the planning stage has ended, the GM will post a meta-combat post on the meta thread. This post will specify the order players act in and the difficulty of their fight. The tactical choices in the plan stage can effect the difficulty of the coming fight the GM gives each player.
The meta-combat post will look something like this:
quote:
Fight begins:
- 1st: Bayani: your combat is ***easy***
- 2nd: Ik: your combat is ***hard***
- 3rd: Jetse: your combat is ***OK***
- 4th: Guriania: you have planned to be a sitting duck, so your combat is ***ridiculously hard***
Your party is fighting shadow demons, ghasts and the occasional giant rat.
You have until 21:00 hrs GMT to defeat them.
Each player then makes *two* dice rolls.
First dice roll - Combat - decides between outcomes:
- Win: Enemy is "left for dead"
- Lose: Be "left for dead" by the enemy & it seeks new target
- Spawn: "Combat continues & more enemies join the fight"
The GM has set the thresholds for these via fights via difficulty level in the meta combat-post:
- Ridiculously Easy, win = >1, lose = 1
- Easy, win = >5, lose = < 3, spawn = 3-5
- OK, win = >10, lose = < 5, spawn = 6-10
- Hard, win = >15, lose = < 5, spawn = 6-15
- Ridiculously Hard, threshholds are the same as hard, but spawned fights can not be sent to other players.
(Combat bonuses are added to this combat roll only.)
Easy fights spawn one creature fight, OK fights spawn two creature fights, and hard fights spawn three creature fights.
The second dice roll - Spawn level - decides whether the fights this player will spawn are to be:
- One rank easier (1-5)
- Same difficulty rank (6-15)
- One rank harder (16-19)
(A twenty on this roll, would reduce the number of fights spawned by one.)
Now the player makes a post to the story thread, and to the meta thread. They can completely decide themselves how to describe the outcome of the fight determined by the first roll.
According to the spawn outcome, the player can select one other player to call to their aid and fight their own enemy/s as well, or to send one, two or three additional enemies to additional players. It is entirely up to the player whom they send these enemies to. It is up to the player to think of appropriate enemies matching the difficulty rank, that fit with the context posts given by the GM at the start of planning and combat.
The player will need to make a story post, and a meta post. "While fencing with the vampire, Bayani sees to his horror that two zombies are walking towards Jetse and Jethro." The meta post will contain his two rolls and player choices, which allows everybody (in particular the GM) to keep track of who fights what.
In this way, it can happen that multiple enemies attack one player, or multiple players attack one enemy. If the former, then one simply repeats the first dice roll for every enemy one is facing.
Crisis / Resolution
Once either, all fights are completed, or the deadline is passed, the GM makes story and meta posts. These can either declare the combat over and clear up any remaining issues, or set-up a second narrate battle phase that operates exactly like the first one. Perhaps you have defeated the minions of evil and now have to face the demon himself.
[ 10. May 2014, 11:01: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Actually, spawn level should be reversed:
- One rank harder (1-5)
- Same difficulty rank (6-15)
- One rank easier (16-20)
Roll of 1 adds a fight, roll of 20 removes fight.
This keeps consistency with the rest of the system, that the less you roll - the worse your outcome.
[ 10. May 2014, 11:17: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
:
[tangent]
Space cadet report #1002: when I said Red Dog Rover, I should have said Montana Red Dog.
[/tangent]
Posted by Doublethink (# 1984) on
:
This ?
Posted by Dafyd (# 5549) on
:
quote:
Originally posted by Autenrieth Road:
What is combat? And: do we have to have it? What function does it serve? Can we meet that function some other way?
Combat is when one lot of people use physical force to interfere with another lot of people's plans and the other lot resist.
Combat lends itself to making lots of rolls and lots of decisions. Instead of just rolling to see whether you succeed or fail, you can roll to see whether you hurt the opponent or whether you miss. And that means the player gets to make decisions in between rolls in response to a changing situation. (Do you kill the orc you've just hurt, or do you break off and attack the orc that's winning against your friend?) Because it involves making lots of small decisions in response to a changing situation, it's generally quite fun. (This quite apart from any appeal to the part of the brain that likes mindless action films.) As a result, combat takes up a large space in a lot of tabletop roleplaying experience.
Unfortunately to my mind those reasons are exactly why combat is going to be hard to model in an RPG set up like this.
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by Doublethink:
This ?
The game as I know it doesn't seem to be reflected in any of the descriptions on the web. As I know the term, it's a game with some very specific characteristics that are best learned by playing it, and hard to reduce to writing.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Dafyd:
quote:
Originally posted by Autenrieth Road:
What is combat? And: do we have to have it? What function does it serve? Can we meet that function some other way?
Combat is when one lot of people use physical force to interfere with another lot of people's plans and the other lot resist.
Combat lends itself to making lots of rolls and lots of decisions. Instead of just rolling to see whether you succeed or fail, you can roll to see whether you hurt the opponent or whether you miss. And that means the player gets to make decisions in between rolls in response to a changing situation. (Do you kill the orc you've just hurt, or do you break off and attack the orc that's winning against your friend?) Because it involves making lots of small decisions in response to a changing situation, it's generally quite fun. (This quite apart from any appeal to the part of the brain that likes mindless action films.) As a result, combat takes up a large space in a lot of tabletop roleplaying experience.
Unfortunately to my mind those reasons are exactly why combat is going to be hard to model in an RPG set up like this.
Any comments on the merged combat system ?
Posted by Hart (# 4991) on
:
I set up a slightly simplified simulation of easy combat: one player against one enemy, that (when it spawns) always spawns one easy ally. I won 14 out of 20 times. This seems about right to me, if a little not quite easy enough. It would take me a little longer, but I could write a simple script to do a higher number of samples if people are interested. Or someone who remembers their stats better than me could probably just calculate it. It's a pretty simple Markov chain calculation*, I just don't remember how to do those.
--
*It's a 2-dimensional random walk, where one dimension is number of enemies and other is 'alive or dead.' We want the probability of taking a step from alive to dead before the other dimension hits zero.
Posted by Hart (# 4991) on
:
This simplified version might actually be a way to deal with synchronicity problems. It would give a multiple stage combat as follows:
1) The GM says, your party of three is being attacked by the following beasts. This is how hard combat would be for each of you against them. The players pick who will take who on (or the GM decides this on the beasts' behalf, if they have higher vigilance).
2) Everyone goes through their fight, keeping whatever they have spawned. At the end of this, there are two possibilities: either you have defeated your assignment (plus all that was spawned), or you are left for dead and have left certain beasts to be dealt with.
3) The surviving players decide how to divide those beasts among them, or the GM assigns them if the beasts have better vigilance. One issue is that a hard monster from Hestor's point of view might well be easy from Ik's. This is probably better dealt with by GM intuition than a complicated set of rules. You continue until either everyone is left for dead, or there are no beasts left to deal with.
There should also probably be a "run away" option, with various chances of success. This would leave anyone remaining to deal with the beasts you have left behind, but saves your hide (and possibly moves you to safety to cast a spell, return with better equipment, etc.).
Posted by Doublethink (# 1984) on
:
It seems to me you are just ditching the ability for the characters to direct spawn away from themselves, is that right ?
Your point 3) would be the crisis resolution stage. I do see why you would want take it in this direction - because the interactions for sending spawn and going to assist others could get clunky.
(I guess you could have a standing option to respond to the GM meta-combat post by running screaming in the opposite direction.)
[ 10. May 2014, 15:27: Message edited by: Doublethink ]
Posted by Hart (# 4991) on
:
Thinking this over some more, I think it gives real tactical decisions to players without being overly complicated, or requiring too much synchronicity. Say that are four monsters that would be easy for Ik but hard for Gunriana. How should you divide those up? It's a non-obvious but tractable problem. I'm also not sure we need the second role. How about monsters only ever spurn identical monsters? I'm not sure the second role adds much interest, and it could add a lot of complexity.
Also, the GM could be free to be creative in between stages. At each stage, maybe more harder monsters attack, maybe they don't. Maybe night is advancing, and the added darkness makes remaining fights harder. Etc.
Posted by Doublethink (# 1984) on
:
i like getting it down to one roll, and only spawning its own type does make sense.
Posted by Doublethink (# 1984) on
:
The problem I see is the divying up of monsters might need to be done in nearish to real time.
Posted by Hart (# 4991) on
:
quote:
Originally posted by Doublethink:
It seems to me you are just ditching the ability for the characters to direct spawn away from themselves, is that right ?
Your point 3) would be the crisis resolution stage. I do see why you would want take it in this direction - because the interactions for sending spawn and going to assist others could get clunky.
(I guess you could have a standing option to respond to the GM meta-combat post by running screaming in the opposite direction.)
Exactly, it reduces the amount of synchronicity required. You don't have to keep track of how many monsters others have generated at every blow, just when a player has definitely won or lost a stage. It doesn't completely take out the synchronicity of course. I'm not sure if you could and still leave players working together to do something which requires real decisions. So long as players agree, you could just trust one player to divvy up the monsters for everyone.
What's left of the ability to send away monsters you spurn is the run away option. Essentially, it takes away the hammer and leaves you with only the nuclear option: you either stay and deal with the mess you created or try to get the hell out of there (which you may or may not succeed in doing).
Also, I think I got unlucky in my first twenty trials of easy combat. I just tried again, and won 18 out of 20 times. On the two times I lost, I just left one monster each time. You have a 75% chance of winning on your first roll (if you start with just one monster), so the long term winning percentage must be over that. 34/40 doesn't seem unreasonable for what those odds actually are.
Posted by Hart (# 4991) on
:
I just tried twenty rounds of OK combat. I won 11 out of the 20 times. My guess is that that's a about right, as I had a 50% of winning with my first roll. If I don't win with my first roll, then I either lose with it straight off, or am left with three beasts to contend with, a very hard position to be in.
When I lost, I left behind on average 2.9 beasts. (On four of my nine losses, I just left behind one beast. There was one time I left behind 10).
By the way, all of these contests have terminated within 21 rolls.
Posted by Doublethink (# 1984) on
:
So are you only spawning one creature each time, or 1 at easy level two at ok level three at hard level.. Your survival percentage sounds about right.
Posted by Hart (# 4991) on
:
quote:
Originally posted by Doublethink:
1 at easy level two at ok level three at hard level..
This.
Thinking about it I can calculate the percentages roughly, as follows. Take easy combat. You have a 75% chance of winning on your first roll, but a 10% chance of losing. Hence, the longterm winning percentage is somewhere between 75% and 90%. But, if you spawn, you're left in a harder position than you started in. So, less than 75% of that grey 15% will be winning. So, we can actually bound the easy winning percentage between 75% and 84%. So, roughly 80%, say, which is that same as requiring >4 on a D20.
Posted by Hart (# 4991) on
:
I was about to simulate some hard combat, but then realized: if you spawn three new ones each time, that's basically an automatic loss once you've spawned, so the winning percentage will be only a micron about 25%. My strategic advice would be that if you're in a hard combat situation, and you spawn on your first roll, you should almost certainly try to run away, and not risk spawning a whole bunch more monsters for the rest of your party to deal with.
Posted by Doublethink (# 1984) on
:
Thanks for doing the sims Hart, I really appreciate it.
Re the 25%, hard combat is meant to be hard - is a 1 in 4 chance of getting splatted really too high ?
[ 10. May 2014, 17:01: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
We could try running a combat where you do send spawn to others, and one where you don't and see what the playthru is like.
Posted by Jay-Emm (# 11411) on
:
Looks good. If things get samey, can split spawning behaviour to get variations. But so far I've been pleasently wrong.
Posted by Dafyd (# 5549) on
:
quote:
Originally posted by Doublethink:
Any comments on the merged combat system ?
Not sure. Most of the complexity comes from the respawn mechanism.
Respawning seems to me more redolent of computer game play than of pen and paper game play. It feels like adding an extra layer of unpredictability for the sake of it. (And I'm not sure that it would always be plausible - there must be at least some situations in which you'd know exactly how many enemies there are).
Posted by Doublethink (# 1984) on
:
Really, it is a way of actioning pushback from the environment - on desktop, your monster would be casting spells, dodging about etc.
Though to be fair, respawn makes more sense in IngoB's version when you get to use it tactically.
Posted by Hart (# 4991) on
:
Right, I think spawning can be a very versatile mechanic, but it wouldn't always be narrated as such in the story thread. In the example we were trying to play: it would work pretty literally for the shades, I think, but after they were defeated the vampire would come out. There's only one of him, so someone would offer to try to take him. Three possibilities:
1) PC wins. Vampire dead. All do happy dance.
2) PC loses. They're out of action, another PC must attempt (or they all attempt to flee).
3) Spawning.
a) PC who made the attack takes on the spawn too. He might exclaim something to the rest of the group like, "this vampire is going to be harder to beat than I thought. I'm going to have to hit him at least two more times to knock him out." You could even provide a good narrative reason why. "I'm going to have to first knock the amulet out of his hand, and then stake him. He could kill me while I attempt either of these things."
b) PC who made the attack gives the spawn to someone else. Then, he might say something like, "Hey, friend, you try jumping him from behind while I go for his heart."
This each spawn isn't narrativized as a new monster, but another layer of defense or line of attack that must be completed to defeat the monster.
Posted by Doublethink (# 1984) on
:
Neat
Posted by Doublethink (# 1984) on
:
I think we'll need to agree a system by tomorrow night, or we will lose our momentum. So I would encourage people to post any more ideas over the next 24hrs.
Posted by Jay-Emm (# 11411) on
:
That sounds good.
I'd wondered about only left for dead recovering in that case and ending up with multi-dimesnsional fudges (independent toughness and fecundity).
But that suggestion means the same fundamental mechanic works for wasps, mobs and 'bosses' which probably naturally allows links to party skills to emerge.
(e.g. going for the heart is harder with a club)
[ 10. May 2014, 21:26: Message edited by: Jay-Emm ]
Posted by Doublethink (# 1984) on
:
I don't understand ?
Posted by Dafyd (# 5549) on
:
Certainly any workable system is better than an unworkable system.
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Doublethink:
I don't understand ?
Sorry should have commented on x-post.
I meant I like Harts idea. I think it's a simple modification, but may have nice effects (which I was trying to do the long way).
[ 10. May 2014, 22:01: Message edited by: Jay-Emm ]
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
Setting up combat last night took about 1 hour on and off, then then the combat took about an hour till we aborted.
I would be against a system that takes any longer. I have quite a lot of time on my hands, and an ipad, so I have been spending about 30 min in the morning resolving things and a couple of hours intermittently at night in front of the tv sometimes longer.
I think there's a distinction to be made between skirmishes as part of the story, and epic battles as the climax of it.
Fights like the battle against the shadow creatures are in the first category. The enemies are ones that the PCs should beat, and the scene will be a success if there's a bit of story-telling, and the risk of some sort of injury of set-back. I agree that they shouldn't be slow to resolve. A single-roll resolution, or series of rolls that don't need GM moderation is fine for this sort of encounter.
On the other hand, fighting a vampire should be a significant undertaking, and I think that's worth spending some time over. I don't mean that players and GM need to be at their screens for hours on end (that's unworkable) but that each 'decision step' can be given a chunk of time. In a mafia game, we usually spend a week or so per 'day', a process with essentially three decision steps (nominate, vote, night actions) with discussion and narrative for each. I don't think there's anything wrong with taking a day in real time for a decision step in a significant combat encounter. Any one player, or GM, might make just one post in that time, but the important thing is everyone can say something and that what they say could have an effect on the outcome.
I think it would be unsatisfying to use single roll resolution for end-of-level type fights. Even if the fight is graded 'hard' and needs a difficult roll, it would mean that the big finish we've psyched our characters up for might be over while some players are asleep, and gets settled by one person posting "I rolled a 19 - I stake the vampire and start searching the crypt". For big fights, it should matter much more what people decide to do than what they roll.
Posted by Eliab (# 9153) on
:
quote:
Originally posted by JFH:
I think this might be a petals around the roses-case where smarter people taking longer to figure it out.
I guessed the solution on looking at the first roll for about thirty seconds, and thought "that's an 'eight'" on seeing the second. Which it was, and which confirmed that I was right.
I suspect that people who look at the problem and think 'maths' won't get it*, and those who look at it and think 'symbols' will get the solution in seconds, because there's only one that fits. I think I was fortunate in that having been playing Gunriana, my mind was defaulting to 'symbols' at the time.
(*although asking what there could possibly be on a throw of an odd-numbered set of dice that is always zero or even is a mathematical type of question which won't get the solution, but will instantly eliminate a huge number of dead ends. For example, you won't even bother to count up all the pips on all the dice once you've asked that question, because its obviously not the solution, as the answer could be odd)
Posted by JFH (# 14794) on
:
quote:
Originally posted by Eliab:
quote:
Originally posted by JFH:
I think this might be a petals around the roses-case where smarter people taking longer to figure it out.
I guessed the solution on looking at the first roll for about thirty seconds, and thought "that's an 'eight'" on seeing the second. Which it was, and which confirmed that I was right.
I suspect that people who look at the problem and think 'maths' won't get it*, and those who look at it and think 'symbols' will get the solution in seconds, because there's only one that fits. I think I was fortunate in that having been playing Gunriana, my mind was defaulting to 'symbols' at the time.
(*although asking what there could possibly be on a throw of an odd-numbered set of dice that is always zero or even is a mathematical type of question which won't get the solution, but will instantly eliminate a huge number of dead ends. For example, you won't even bother to count up all the pips on all the dice once you've asked that question, because its obviously not the solution, as the answer could be odd)
I think it's a case of information, and as you say, the information that the numbers are always zero or even is useful in eliminating dead ends, but so is the information in the name of the game and that the name of the game is significant. As for what you look at or look for, I think that's personal, but in many problems that's the key, of course. Somehow this one comes more counter-intuitive to people like Bill Gates though, it seems.
Posted by Autenrieth Road (# 10509) on
:
[cross-post]
The answer could be adding up all the pips and performing some mathematical operation on it that always results in an even number.
What rules out adding up all the pips and doing math on the result is not the even answers, but the speed with which the answers are given.
Not that that helps me have the slightest clue what the solution is.
[ 11. May 2014, 00:44: Message edited by: Autenrieth Road ]
Posted by Dafyd (# 5549) on
:
I went away, thinking about the first two cases. I could remember that the first roll had a one, and a four, and two sixes, and the answer was two; and that the second had three fives, and that the answer was eight. Based partly on Eliab's hints I decided what I thought the answer should be aesthetically, but it didn't fit the facts as I remembered them.
So I was quite pleased to come back and discover that I'd misremembered the second roll.
Posted by Autenrieth Road (# 10509) on
:
Ok, I'm certainly not going to print out this exasperating game on a color printer, cut it up and tape it together so I can see just the rolls and the answers, and put it on my desk where I can stare at it throughout the day. Oh no, not me.
And I'm certainly not going to print out a second set and leave the cut-up strips of dice and answers un-taped-together so that at will I can rearrange them in different relations and see if that reveals anything. Nope, I would never do anything like that.
Arabella sighs. FictA is going to be completely preoccupied for the next decade, and no source of amusing stories at all.
Posted by Autenrieth Road (# 10509) on
:
That was cross-posted.
Dafyd: Aesthetically?! I'm doomed, that doesn't even begin to make sense to me as a clue. Eliab's "symbolically" I could imagine, but... aesthetically?
Doomed, doomed, doomed.
FictA stamps off to surreptitiously pick up her color printouts, hoping Dafyd and Eliab won't spot her and point and laugh.
Posted by JFH (# 14794) on
:
I hear a bet coming up on the number of days before AR cracks it. No, Eliab, you can't have infinity.
Posted by Autenrieth Road (# 10509) on
:
That must be because JFH already has infinity claimed.
Posted by Autenrieth Road (# 10509) on
:
I know how to solve our vampire problem.
Gunriana and Daniel, with Stone Miller as assistant, are our designated champions. They enter the crypt with a board, a cup and five dice. They start playing Petals Around The Rose. The vampire, curious, will come over to watch. The vampire will be completely sucked in (oops, no pun intended). Thinking s/he is a very clever vampire, having lived (or is it un-lived?) for so many centuries, the vampire will think s/he will solve it quickly.
Wait a few short minutes.
Vampire fails to have any idea. Gunriana, Daniel, and Stone Miller keep on throwing dice and nonchalantly tossing out answers. Vampire's head explodes. Vampire problem solved.
[ 11. May 2014, 01:41: Message edited by: Autenrieth Road ]
Posted by JFH (# 14794) on
:
If it's any consolation, I've drawn blanks on your problem as well, so far. I've got the figures remembered in my head. I don't think it's a simple mathematical problem, because the progression
"-huuge number" "-about 1000" "-about 90" -3 -7 -2 -4 -1 -1 -1 -1 -1 -1
does not really look like your average Fibonacci series - rather I think there's something to the massive number of ones, that the entire series holds 15 numbers as well as the first number, and graphical related to the many 1s, 2s and 3s in the first couple of numbers. But as I said, I'm drawing blanks.
But then again, I'm about half your age and living experience and haven't done any maths beyond high school, which was 8 years ago. And your problem isn't quite so attention-seeking as Petals around the Rose. How's the aesthetics coming along?
Also, nobody can have infinity. We can only have zero or even numbers.
Posted by Leorning Cniht (# 17564) on
:
quote:
Originally posted by Eliab:
I suspect that people who look at the problem and think 'maths' won't get it*,
Yup. I looked at the problem, thought maths, and was confused. Then I stepped back, looked again, saw the answer.
Posted by Autenrieth Road (# 10509) on
:
I got it.
If the six in roll #2 were a five, the answer would be 12.
Posted by JFH (# 14794) on
:
Indeed so, Young Potentate. Well done!
Could you now go on to explain the new combat system for me in a couple of short sentences or so, I'm not sure I get it entirely...
Posted by Autenrieth Road (# 10509) on
:
Have we decided on a new combat system yet?
Posted by Doublethink (# 1984) on
:
I agree with Eliab tthat single roll resolution for major encounters is unsatisfying, and that allowing significant plan time is also important. (But I think a real time week is too long.)
I would query the distinction between what you decide to do, and what you roll. We didn't decide to go with a diceless system, which was an option, and in a dice based system - to a certain extent - what you roll *is* what you do. And the fact that it contains the posiibility of failure is part of the game experience.
It is also not always the case that resolution of a story arc would occur via combat.
Posted by Doublethink (# 1984) on
:
Thinking about a more structured resolution for a specific enemy, it might be possible to adapt the idea behind D&D skill challenges.
Here is an extract from the angry dm blog:
quote:
In theory, a skill challenge works like this: First, the DM presents a situation. A player then describes the action their character attempts to resolve the situation. The DM assigns a skill to that action and asks for a roll. The DM then describes the outcome based on the roll. This repeats until the players have acheived a fixed number of successes or failures, at which point the story moves forward based on the result. In practice, skill challenges work more like this: the DM presents a situation. A player then scans down their skill list for the highest modifier they can find. The player tells the DM they “use” the skill. The DM dubiously questions exactly how a working knowledge of the fundemental laws of magic actually applies to the character being trapped under a beam in a burning building. The player sighs, thinks for a bit, and tries to use Acrobatics instead because it has the next highest modifier. This time, he describes the action of “acrobatically” trying to get out from under the beam. The DM accepts this because its the best he’s going to get. Exaggeration? A bit. Unkind? Certainly. But, that’s what happens when you look to a guy named The Angry DM for advice. And honestly, the thing that bothers me is not the blatant attempt to shoehorn a skill into a situation into which it doesn’t really fit. What bothers me is that moment of: “pause, look down the character sheet at the options, and try to game the system.” - See more at: http://angrydm.com/2010/05/put-away-your-skill-list/#sthash.Sv9NgHT1.dpuf
(Not a perfect system obviously. ). But this could be modelled into our set-up thusly:
Plan stage, win-lose-spawn stage, crisis: gm describes new threat, players still on their feet describe what they are going to do - gm makes new meta post defining the number of successes etc they need. Party try, GM resolves.
This would allow the players a more structured final combat.
Posted by Curiosity killed ... (# 11770) on
:
Curious kitten was talking about ways you can do this from Pathfinder and something else that she plays. I'll text her to see if she's awake and bored (which is likely) and see what she can suggest.
Posted by Doublethink (# 1984) on
:
Thanks ck
Posted by Doublethink (# 1984) on
:
The other thing we will clearly need is a swanky acronym.
Posted by Curiosity killed ... (# 11770) on
:
Does this make sense to you?
Having the DM/GM be more active in combat. So you have a set order to taking a turn probably take from alphabetical order of Ship names and your finesse skill and where in that order the monsters are. That would be posted on the meta thread along with how hard to hit the monsters are. The players take their actions doing damage or not without the DM needing to get involved except for critical fails and successes. When the monsters' turn arrives the DM directs them to attack or flee not needing to post anything on the meta-thread. If players need to plan they either do so in character or they hammer it out on the meta-thread.
Posted by Curious Kitten (# 11953) on
:
quote:
Originally posted by Curiosity killed ...:
Having the DM/GM be more active in combat. So you have a set order to taking a turn probably taken from alphabetical order of Ship names and your finesse skill and where in that order the monsters are. That would be posted on the meta thread along with how hard to hit the monsters are. The players take their actions doing damage or not without the DM needing to get involved except for critical fails and successes. When the monsters' turn arrives the DM directs them to attack or flee not needing to post anything on the meta-thread. If players need to plan they either do so in character or they hammer it out on the meta-thread.
I didn't post it because it seemed like an obvious progression from every RPG I've played and the requires the GM to act every combat round.
Posted by IngoB (# 8700) on
:
<"Philosophical" post first, new "idea" post coming up.>
First, I think we need not worry about "losing momentum". I think we should talk this through. It is a trial run, and if fades but we get a workable combat system - great. We do another trial run, if we have to, we didn't exactly lack volunteers for this one. And my impression is that the current set of people will pretty much get back into this trial run within a post or two anyhow.
Second, I think we need to work with two basic constraints:
- Reload and flood control - Typical "real time" reactivity is basically impossible. I had four tabs open (story, meta, online dice, meta on character sheets) and was reloading / acting on them. This was not fun. To keep this going, everybody else in the fight has to do the same and stay reactive, possibly for hours. This is not likely. Finally, even I was running into flood control because I was working both story and meta. For the GM to deal with all that is going on is not possible. I think we can basically throw out anything that requires quick reactivity.
- Asynchrony and dead time - We gather a reasonable size troop this time, because many players were excited to try this. Our current attempt was as good as it will get. And that wasn't very good at all, with only part of players available and the number of active players reducing in combat ("Can you play my character for me?"). The truth is that our expectation for any next player move should be "some time during the next day or two". This pretty much kills dead any regular centrally managed combat sequence, in my opinion. Unless we want to play it out over months...
Third, our non-combat interaction were going along swell, in my opinion, in spite of the same constraints. Why? Here's what I think we have done right there:
- Emergent story - Perhaps this wasn't intended, but de facto I think the players have taken a few GM 'seeds' for a story and just have invented their own story out of it. There was no conventional "now you come to this room looking like this, what do you do?" for the most part. I think this points to a GM role where the GM pretty much jumps in whenever things start to slow and people seem to run out of ideas what to do next. Then post just a short new 'seed' and see what the heck they make out of that.
- Ego and tag posts - By necessity, the players were largely posting about themselves. Even dialogues are mostly ego-centered, simply because nobody knows when and how the other responds. So one has to sort of pre-say all one wishes to do and say, and then hope that the other will fill in the blanks on his or her side. Eventually. On the other hand, one can "pull in" the other precisely by making them the addressee of one's actions or words. This is a bit like the "you are it" game of tag, except that one can possibly multi-tag several people. I am "it", so I talk about me for a while (ego), but then I address other people in the hope to elicit a reaction (tag), attempting to make them "it".
So I think we should stop thinking about combat in terms of the usual "grind" of RPGs (or MUDs, MUDs are very grindy). We even should stop thinking of it as combat in the sense of "testing my character abilities against enemies the GM throws at me in the hope to make gains on experience points, gold, ..." We should think of combat as a special mode of narrative. Because we can do narrative with our constraints here, as we have seen. Whereas I don't think any "combat grind" will work, or it will be ridiculously tedious and long-winded. Based on what works on the narrative, we want
- Emergent combat - Based on the occasional 'seeds' from the GM to steer them, mostly it should be players inventing the combat. It should not be a centrally managed story with a pre-determined set outcome. It should be a collective invention, with the GM stepping in if things slow down (or to resolve contradictions). The GM can of course influence the overall course with the 'seeds' (for example, the description of the crypt with the coffin was such a seed, and sets a theme), but should not have to micromanage the story (the players should be inventing what happens next).
- Ego and tag posts - Again we never know when to expect a reaction from anyone. We can only be sure about our own contribution, in this case to the combat. But we can decide to involve others. So decentralised combat moves should have the "ego and tag" form: say what I do, and say who else in my opinion should do something. Whether the second part happens is up to them.
The special mode of emergent narrative we will call "combat" is different our usual narrative in two ways:
- Enemies - We are beating up baddies. We are not cooking, or making music, or anything like that. It has a specific theme, and the theme is that some beings are trying to harm us, and we are trying to harm them.
- Adversity - In the regular narrative, I can only fail "socially" or perhaps "accidentally". Other people do not like what I do, or the environment makes me trip. Here however it is all about either coming out on top, or going under (or running away). There should be a feeling of direct confrontation and serious risk, a push-back from the environment that is not diffuse (as say a desert is "challenging") but targeted (as a sword strike aimed at my head is "challenging").
Posted by Doublethink (# 1984) on
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I agree with all of that, and emergent story is definitely the point of rpg.
Gm needs a plot, to provide those seeds, and to have things ready to respond to players invention. It is possible to manage a story arc like this - because the key issue in the story arc is what information is revealed when.
Posted by IngoB (# 8700) on
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OK, so here's a new idea, and it is very simple.
Players control baddies. The GM brings in some new enemy by assigning it to a specific player. This comes along with a short "spec sheet" on meta to give the player an idea what he can do with that enemy.
The player now plays two characters: himself, and the enemy he is controlling. He acts out both similarly, by making posts on the story thread to describe their actions, and by making posts on meta to "throw dice" on success or work out interaction mechanics.
Attacks are generally being resolved without the GM. If for example I control an Orc as enemy, and I decide to attack Jetse, then both I and Jetse should post a d20 throw on meta and we should be able to work out from this by ourselves who "wins". This part needs a bit of working out. We probably have to make some kind of "difficulty ranking" there, so that I as an Orc need to throw higher against Jetse than say against Brandon. The difficulty ranking of my Orc should be part of the spec sheet it gets from the GM.
Typical sequence:
Story - GM: A vampire dressed all in a black with a long purple robe get out of the coffin. His fangs glistened in the torch light.
Meta - GM: Ariston, you are playing the vampire. His stats are ... As special you get to teleport over short distances, so you can attack players at will as long as close.
Story - Ariston: The vampire waves his hands about in a strange pattern and suddenly disappears in a puff of smoke. At the same time smoke appears before Ik and suddenly the vampire stands there. He takes a swipe with his long claws to Ik's face.
Meta - Ariston: Attacking Ik with my vampire. We have same difficulty level, but Ik has +1 bonus to combat roll, I do not. So I have to roll one higher than him. I roll a 14.
Meta - Marvin: Ik rolls a 16 and wins.
Story - Marvin: Ik ducks under the swipe and stabs his club at the vampire's belly.
Meta - Marvin: Rolled an 8 on the stab. Ariston?
...
etc.
If a player fails to respond (is offline), one can let that part of the battle rest (if not important), or the GM / another player can finish it with dice rolls for the missing player.
If this is going to be a big fight, then the GM can give the ability to spawn in (specified or not) enemies to a player, making them a secondary GM for this. For example, a GM could say on meta:
"Ariston, you are playing a chief vampire, stats..., specials... You have to the ability to call in five minions. They need to be at least one difficulty level less than your chief, and cannot have any specials. Assign them when you wish, to whatever player you wish. Good luck."
It is then up to Ariston when to call upon his minions, and to specify (both in story and on meta) just what they even are. Ariston also needs to negotiate which other five players will control his five minions.
While in general it is possible for one player to control multiple enemies, in general it is likely advisable to keep it to one enemy per player.
In consequence of this system, battle control is smart (your enemies are other players!), and decentralised (the GM only steps in to deal with "issues arising"), but leaves the GM in control over shaping the story (he brings in the enemies in accordance with his story plans).
Posted by Doublethink (# 1984) on
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I don't think that solves our asynchronicity vs flood control problem. If the two players are not there in real time, and the pair fighting can trade blows, it will more than a week to resolve combat.
Posted by Doublethink (# 1984) on
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What we could do for an individual enemy, is specify on its spawn numbers specific actions.
So you are fighting a vampire:
Ridiculously Easy, win = >1, lose = 1
Easy, win = >5, lose = < 3, spawn = 3-5
OK, win = >10, lose = < 5, spawn = 6-10
Hard, win = >15, lose = < 5, spawn = 6-15
On a spawn roll, the vampire spawns the following actions:
- 3-6, knocks the weapon from your hand, you must attempt your next attack without it
- 6-8, swirls his cloak about him giving extra protection -2 to your next attack roll
- 8-12, hypnotises you, any perks you are using don't work and -3 to your attack roll
- 12-15, licks your blood from his hand infusing him with vigour and increasing the difficulty of the fight by a rank
[ 11. May 2014, 10:35: Message edited by: Doublethink ]
Posted by JFH (# 14794) on
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Question: Should there actually be a cap on the number of players? It may be that it's logistically impossible to do fast action with ten or more players. With the current number, twelve, even if a single poster only posts once every 15 minutes (as if that's ever gonna happen), it adds up to almost one post a minute, for the GM to interact with and refresh the website for et c. Perhaps the rules should actually be written for a maximum of 6-8 players, and then you could have parallel games with different GMs for different games going on instead, if people are that into it. You could even place the different stories in the same universe (The Foolworld) and have interaction going on between them, with the same capital (Simonium) and spots where action usually occurs (wastelands of Deddorses, port of Newhæven, trade post of Als Aints) and where people might switch between stories if appropriate. This would of course not be easy on those most suffering of the flooding, the Hosts...
Still, I think that whether the number of players should be that high is a question that needs to be asked. Most board games put a cap at 6-8 players, and partly that's because of this, logistical and time issues.
Also, smaller parties might address something that I've been somewhat concerned about all through (others may disagree), the level of interaction between the players and building of a team where people need to find a way to work together somehow. I might be exaggerating this, but it's one of the things I liked about this type of game as opposed to Mafia. At the same time, I might be totally overvaluing that for RL reasons and just out of differing tastes than most. I suppose that's something that could still be discussed, to what degree characters should strive to ultimately (albeit there can be disagreements on the way) build a team to overcome the problems put up by the GM, or how far individualistic role play should negate efforts by others to such regards.
Posted by Doublethink (# 1984) on
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Yes, it should definitely be capped - but too small and the timezone thing will make it rather wierd - I'd say 6-8 is about right. But, I think even with a party that size we still need asynchronous combat.
[ 11. May 2014, 10:47: Message edited by: Doublethink ]
Posted by JFH (# 14794) on
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Very good points!
Posted by Autenrieth Road (# 10509) on
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IngoB, very insightful.
JFH, I've been wondering the opposite, whether it's possible to do without a cap in player numbers.
Posted by Dafyd (# 5549) on
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I thoroughly agree with IngoB's first post on the theory.
If I were running something I'd be inclined to do something like:
There's an ogre standing in front of the cave.
Player: I attack it.
GM: Hard challenge. (player rolls die). That fails - you're beaten back with sore ribs. The ogre shouts insults after you. (Or the ogre comes chasing after you; make a roll to hide / run away. etc)
Player: I dig a pit trap just out of sight of the ogre, stand just in view of the ogre, and taunt him.
GM: Medium challenge. (player rolls die). Ok - the ogre comes charging down the path after you and falls in the pit. He can't get out. Go into the cave.
It needs some modification for what happens if you've got a monster designed to be the target for multiple players at once. I'd suppose that you give a monster a number of combats it takes to beat it. Or make combat with the monster more than impossibly difficult, and then allow players to make rolls to help out the champion (each success shifts the champion's difficulty down one).
Posted by Autenrieth Road (# 10509) on
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To explain more about my/Arabella's thought about teamwork expressed on the Story thread here:
I was thinking that although individually each of us probably has a set of skills that could be woven together into a successful multi-faceted one-player vampire attack (or whatever the enemy-du-jour is, but let's take vampires for now), in fact we are limited to one dice roll per day in exercising our powers.
(I didn't know there was this other "combat" mode where we get to roll many times in quick succession, but I'm going to ignore that for now and continue explaining my idea.)
So what I was thinking was that we would have to attack the vampire as a team, with each of us using our once-in-24-hours dice roll to contribute a skill in the unfolding attack, and thinking not only about what I as an individual am going to do, but also about how it can fit in and help what others have skills to do. And hopefully others would be thinking the same thing.
Hart/Hestor's making the poison and then it getting offered around and becoming an advantage on people's weapons is a nice example of this.
I take Dafyd/Daniel's point that the last time we waited for a coherent plan to form, we waited all night, so he was going to take decisive action and anyone who wanted to join now is the time, he's not waiting longer.
So it may not necessarily be a plan that emerges out of extended debate. But maybe there's a way of thinking here that's useful, or maybe there's an idea for what the GM could add to this kind of story arc to help it meet whatever it is that people are looking for in combat narrowly drawn, or more generally Big Important Parts Of The Quest, that could be useful?
[edited to fix apostrophe's]
[ 11. May 2014, 15:45: Message edited by: Autenrieth Road ]
Posted by IngoB (# 8700) on
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First, on the number of players: I have posted an idea for this earlier, and I think it remains a valid and fun solution - communal players. One in game character gets controlled by more than one Shipmate. For example, with our current numbers we would have been ideally placed for a team of six, with two Shipmates controlling one in game character. This will add a very interesting layer of gameplay between the controllers, and much improve speed and reactivity.
This means that we can cap the number of characters in game without capping the number of Shipmates taking part. We simply have more Shipmates per character, in shared control.
Second, I feel the best part about my recent idea has not been appreciated. Namely, that players have direct control over the attacking enemies. I think that is really exciting. It offers a second level of roleplay, where we can use our imagination to create horrible enemies (or for that matter, not so horrible ones, perhaps cowardly ones! it's up to us). And it means we can have tactical enemy team play just as we have tactical team play on the side of the regular characters. Indeed, human-controlled enemies can be creative, maybe they want to do something interesting with their baddie. (Goblin archer attempts to shoot at the chandelier, to bring it down on the party. Request roll on skilled shot...)
Third, to deal with "response lag", how about we make "rounds" made up of a number of dice rolls? Let's say seven dice rolls. So one attack round would not be a single action. Rather it would be up to seven actions strung together by the combat mechanics. A player would post on meta seven dice rolls. These would be translated by the GM (typical scheme), or in collaboration with the enemy player (my recent idea), into a set of seven sequential outcomes.
Let me use a hitpoint system for illustration, just because I understand that intuitively. You can use any other combat mechanic that has specific rules to evaluate dice throws against each other.
character player A posts 7 throws: 7, 12, 3, 18, 10, 10, 12
baddie B gets 7 throws: 14, 6, 7, 19, 11, 9, 7
Player A has 30 HP, player B had 20 HP (weaker), and we will use the difference of throws to reduce HP.
throw 1: 7 vs. 14, B wins, A -7 HP. Now A 23 HP, B 20 HP.
throw 2: 12 vs. 6, A wins, B -6 HP. Now A 23 HP, B 14 HP.
throw 3: 3 vs. 7, B wins, A -4 HP. Now A 19 HP, B 14 HP.
throw 4: 18 vs. 19, B wins, A -1 HP. Now A 18 HP, B 14 HP.
throw 5: 10 vs. 11, B wins, A -1 HP. Now A 17 HP, B 14 HP.
throw 6: 10 vs. 9, A wins, B -1 HP. Now A 17 HP, B 13 HP.
throw 7: 12 vs. 7, A wins, B -5 HP. Now A 17 HP, B 8 HP.
At this point the round is over. All this now can go into one story post. We can match the high throws with dramatic moves, the low ones with less dramatic moves. And we can match large deduction of hitpoints with major injuries. So something like this (I put the throws in brackets here, normally one wouldn't do that).
(1) Bayani attempts an overhead slash, but the goblin ducks under it and delivers a strike combo with his dagger to Bayani's ribcage; blood starts to stain Bayani's clothes. (2) Staggering back, Bayani manages to slash at the goblin's arm, opening a big flesh wound. The goblin grunts in pain. (3) The goblin advances with a strike, and Bayani gets nicked at the ear. (4: note high throws, low outcome) The goblin fakes to the right and the does an acrobatic flip to the left while striking at Bayani's face. Bayani barely manages to escape by doing an almost full split to duck out of the move. (5) Still in the defensive, Bayani barely manages to block the next swing of the goblin. (6) A strong kick to the midsection sends the goblin flying back. (7) Bayani advances with a stab that catches the goblin's shoulder.
That would be one round. If we had a second round like this, then the goblin would probably "die" and Bayani would win, though much weakened. Obviously, if somebody drops to 0 HP or below in this scheme, then the remaining dice throws will not be used.
[ 11. May 2014, 16:08: Message edited by: IngoB ]
Posted by Doublethink (# 1984) on
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Autenrieth Road, what you are describing is what I would call a skill challenge and we can certainly incorporate that - with or without an additional combat system.
[ 11. May 2014, 20:13: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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Does every character have to engage in combat at some point?
Posted by Doublethink (# 1984) on
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quote:
Originally posted by IngoB:
First, on the number of players: I have posted an idea for this earlier, and I think it remains a valid and fun solution - communal players.
I am up for this, I think it could be fun. But I suspect most players have too much sense of personal ownership of their characters to want to share them.
quote:
Second, I feel the best part about my recent idea has not been appreciated. Namely, that players have direct control over the attacking enemies. I think that is really exciting. It offers a second level of roleplay, where we can use our imagination to create horrible enemies (or for that matter, not so horrible ones, perhaps cowardly ones! it's up to us). And it means we can have tactical enemy team play just as we have tactical team play on the side of the regular characters.
I can see the advantages of human controlled enemies, and additional roleplay opportunities. However, the pvp distortion potential would be seriously increased - the problem Eliab was concerned about earlier on the thread. How much of a problem this would be in fact, would depend largely on the player group and its internal dynamics.
quote:
Third, to deal with "response lag", how about we make "rounds" made up of a number of dice rolls? Let's say seven dice rolls. So one attack round would not be a single action. Rather it would be up to seven actions strung together by the combat mechanics.
*** snip ***
throw 1: 7 vs. 14, B wins, A -7 HP. Now A 23 HP, B 20 HP.
throw 2: 12 vs. 6, A wins, B -6 HP. Now A 23 HP, B 14 HP.
throw 3: 3 vs. 7, B wins, A -4 HP. Now A 19 HP, B 14 HP.
throw 4: 18 vs. 19, B wins, A -1 HP. Now A 18 HP, B 14 HP.
throw 5: 10 vs. 11, B wins, A -1 HP. Now A 17 HP, B 14 HP.
throw 6: 10 vs. 9, A wins, B -1 HP. Now A 17 HP, B 13 HP.
throw 7: 12 vs. 7, A wins, B -5 HP. Now A 17 HP, B 8 HP.
*** snip to story post example ***
(1) Bayani attempts an overhead slash, but the goblin ducks under it and delivers a strike combo with his dagger to Bayani's ribcage; blood starts to stain Bayani's clothes. (2) Staggering back, Bayani manages to slash at the goblin's arm, opening a big flesh wound. The goblin grunts in pain. (3) The goblin advances with a strike, and Bayani gets nicked at the ear. (4: note high throws, low outcome) The goblin fakes to the right and the does an acrobatic flip to the left while striking at Bayani's face. Bayani barely manages to escape by doing an almost full split to duck out of the move. (5) Still in the defensive, Bayani barely manages to block the next swing of the goblin. (6) A strong kick to the midsection sends the goblin flying back. (7) Bayani advances with a stab that catches the goblin's shoulder.
I think this runs into one of two problems, either you don't do the roll set - in which case it is not successfully asynchronous enough. OR. You do the roll sets, which loses much of the point of a human controlled enemy.
It is also likely to add a level of complexity to the player side of the interaction that might be a bit much for players new to rpg or less confident with numbers.
The advantage of your win, lose, spawn system was each entire individual combat could be resolved pretty much on the single occasion the specific player comes online for their combat opportunity. And of course, the player effectively roleplays and writes their enemy. It also has a really elegant emergent complexity.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Autenrieth Road:
Does every character have to engage in combat at some point?
No, not if you think it is out of character - nor is it necessarily the case that the party will do this often. Probably realtime weeks between such encounters, but it needs to be a sufficiently effective and narratively satisfyingly experience when it does happen.
RPGs almost always have some fighter based characters, and they need opportunities to strut their stuff like the rest of the party.
Posted by Doublethink (# 1984) on
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Lost a post earlier on my mobile: I wanted to say that I like the ego-tag description of a helpful posting style for this type of game, and we should find a way of including it in both story and meta OPs.
Posted by Autenrieth Road (# 10509) on
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I'm interested to try out whatever combat system is devised, to learn by doing. I don't know if I can provide narratively satisfying. In contrast to others' sophisticated combat examples and plans, this may be as much of a fight scene as I can muster:
Arabella stabs at the goblin. She misses.
The goblin wields his sword at Arabella. He misses.
Arabella stabs at the goblin. She hits him. The goblin is now **weak**.
The goblin wields his sword at Arabella. He hits her. Arabella is now **weak**.
Arabella stabs at the goblin. She hits him. The goblin is now **very weak**.
The goblin wields his sword at Arabella. He misses.
Arabella stabs at the goblin. She hits him. The goblin is now **ridiculously weak**.
The goblin wields his sword at Arabella. Despite being **ridiculously weak**, he hits her. Arabella is now **very weak.**
Rather than risk further damage, Arabella **climbs** onto a high ledge where the goblin can't reach her. [That's about as fancy as I can get for "Arabella **runs away**."]
Consider me the Phillip Glass of combat scenes.
Arabella finds herself in a twisty little maze of combat exchanges with a goblin, **all alike**.
[ 11. May 2014, 21:26: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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This is why the spawning system is better - give me a sec and I will do an example post.
(Well more like 5 min, need to make drink first.)
Posted by Autenrieth Road (# 10509) on
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[cross-post.]
Huh. That was interesting. I meant to write it to illustrate how crap I am at this. Instead I seem to have discovered something:
I was writing that with the idea of a series of rolls, all done by me, that determine in each turn if the actor (Arabella and the goblin, alternately) succeeds. That is, I'm controlling both Arabella and the goblin, they take turns, I make all the rolls, the results (success or failure) are determined by a table correlating strength/skill/whatever with the size of the roll required to succeed. At any time Arabella can break it off by running away, but I'm not allowed to freely narrate that the goblin runs away (otherwise I could always win by making the goblin run away).
And I could imagine jazzing up the narrative with a fairly mechanical set of literary steps. (Pick a direction to step, a body part to aim for, style of blow (e.g. stab or strike), and a high or low approach.). Those would all be free narrative, not controlled by dice. They're there just to jazz up the straightforward sequence of hits or misses given by my dice rolls.
Is this the kind of thing people have been proposing in the proposed combat schemes? I'll have to go back and reread, trying to imagine how the procedures work at the most mechanical level, stripped of the narrative dressing. Maybe I'm not as crap at this as I thought I was.
[ 11. May 2014, 21:43: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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Another wrinkle that could add character interaction to the very spare scheme that Arabella and the goblin were fighting under, is that I don't have to roll and narrate the whole thing at once. Maybe I just roll and narrate it halfway through, and then let it sit for a bit to see if someone else wants to join in...
After their second exchange of blows (or attempts), Arabella and the goblin are circling each other warily....
[AR takes a break to do some **w*rk**]
[IngoB comes online]
Bayani sees the inexpert hacks of Arabella, and the way the goblin is slowly backing her into a corner, and --
Bayani, who is **very strong**, <engages in a series of martial arts feints that IngoB knows> and swings at the goblin with his bolos. Bayani hits the goblin <in a precise anatomical point that IngoB knows>. The goblin is now **extremely weak**.
[AR has had to go to bed, but Kelly is now online]
Before Bayani has a chance to prepare his next lightning fast move, Brandon runs up and kicks the **ridiculously weak** goblin with his **steel-toed boots**. <Kelly rolls a 20>. The goblin **dies**.
I don't know if this is any good or not -- I'm not proposing that it should be the combat scheme, I'm just getting into the swing of trying to imagine various ways of having interactive narrative with dice-controlled turns of luck, in a storyline of **fighting with baddies**.
I think thinking about this myself will help me to think about the other more experienced combat schemes others have proposed.
[ 11. May 2014, 22:13: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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I suppose a weakness of that is if people want to control the whole of their battle with the goblin, the same way they want to control the whole of their character (as I judge from the reaction to the communal character control proposal), then people might not want to have other characters jumping into the middle of their own battle.
~~~~
Incidentally, for the game as a whole (not restricted to combat), if communal control allows more people to play, I'm happy to participate in a communally controlled character. I'm OK with the idea e.g. with Mafia where you have to sign up by a certain time, because of the way the game works. I'm less happy with the idea that only the first N people, for smallish values of N, can sign up for an SOF RPG at a time. I obviously don't have any experience with RPGs to know if my inclusive preferences are at all workable, but that's where it's coming from: I'd rather have people be able to join in as long as they meet a specific deadline, and not have to be one of the first N to sign up.
Posted by Doublethink (# 1984) on
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For ease of reference discussing proposed combat systems:
- Mark 0 is the combat system we aborted
- Mark 1 is IngoB's original win/lose/spawn/tag system
- Mark 2 is Eliab's plan/narrate/crisis system
- Mark 3 is Harts win/lose/spawn no tag adaptation of Mark 1
- Mark 4 is DT's combi of Mark 2 + Mark 3
- Mark 5 is AR's skill challenge system
- Mark 6 is IngoB's partial workthru with player controlled monsters
FWIW, I think Mark 2 and Mark 5 can be combined with most possible systems, the skill challenge element being present in the plan and/or crisis sections.
*********
Thresholds
Combat roll
Ridiculously Easy, win = >1, lose = 1
Easy, win = >5, lose = < 3, spawn = 3-5
OK, win = >10, lose = < 5, spawn = 6-10
Hard, win = >15, lose = < 5, spawn = 6-15
Ridiculously Hard, same as hard, but spawn can not be sent to other players.
Spawn quantity roll, none 1-10, one 11-15 and two 16-20
Spawn level roll, easier 1-5, same 6-15, harder 16-20
****+++++
Below is an exemplar of what I think a simple version of Mark 1 combatwould look like, using the above thresholds:
GM story post - players a, b and c enter a room fullo giant rats
GM meta post - player a first, all starting are ok difficulty level.
quote:
Player A meta:
I roll combat 3 - lose, my enemy goes to player b
Player A story:
The giant rat leaps at Alf, shaking him viscously by the throat and ***leaving him for dead*** before heading for Bill
quote:
Player B meta:
Rat 1
I roll combat 9 - still fighting
I roll spawn quantity 19 - spawn two fights
I roll spawn level 19 - both fights are hard, I keep one and send one to Charlie
Rat 2
I roll combat 8 - still fighting
I roll spawn quantity 5 - none
(Spawned Rat 3)
I roll combat 5 - I lose
All 3 rats to Charlie
Player B story
Bill, already fighting one rat dives sideways to avoid its snapping jaws, he sees Alf down and bloody, the victorious rat now scuttling towards Bill, distracted he does not see a third one of the vermin approaching until too late - agony then blackness ...
quote:
Player C Meta
Rat 0
I roll combat 18 - win
Rat 1
I roll combat 20 - ridiculous win (pls note GM)
Rat 2
I roll combat 4 - lose
Player C Story
Charlie fights valiantly, he strikes off the head of the first rat to reach him with a single blow, skewers the second - but overwhelmed is hidden beneath a pile of squirming vermin.
GM Meta
Oops, all players are left for dead and I make that at least four surviving giant rats ...
[ 11. May 2014, 22:30: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Below is an exemplar using Mark 3 with the same rolls.
GM story post - players a, b and c enter a room fullo giant rats
GM meta post - player a first, all starting fights are ok difficulty level.
quote:
Player A meta:
I roll combat 3 - lose, my enemy goes to player b
Player A story:
The giant rat leaps at Alf, shaking him viscously by the throat and ***leaving him for dead***
quote:
Player B meta:
Rat 1
I roll combat 9 - still fighting
I therefore spawn x2 OK fights
Rat 2 (previously Alf's)
I roll combat 19 - win
Spawned Rat 3
I roll combat 19 - win
Spawned Rat 4
I roll combat 8 - still fighting
I therefore spawn x2 OK fights
Spawned Rat 5
I roll combat 5 - lose
Spawn Rat 6 - lose
Rats 1, 4, 5 & 6 go to Charlie.
Player B story
Bill fights valiantly killing two of the creatures but is overwhelmed by the swarm of vermin. Bill is *** left for dead*** as the malevolent animals head for Charlie..
quote:
Player C Meta
Rat 1
I roll combat 5 - lose
Rat Alf's 4 remaining rats + my rat have survived.
Player C Story
Charlie fights on desparately, but is overwhelmed by the pack.
GM Meta
Oops, all players are left for dead and I make that at least five surviving giant rats ...
[ 11. May 2014, 22:53: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Of course, we could lower the amount of spawning fights, by changing the thresholds for when spawning happens.
Posted by Jay-Emm (# 11411) on
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It doesn't look too bad. You'd expect it to be hard but I've just had a try and there's a definite tendency to go to the bad (I make -by simulation-winning odds a 40% chance in 3 on 3 compared to 60% 1 on 1, I think that's a consequence of a long fight being favorable to the baddies as they can gain lives). Can partly fix just by knowing this..
Posted by IngoB (# 8700) on
:
<long post, skip to the bullet point list at the end to avoid boring detail>
First, in any true combat systems the player team can be taken out entirely by a series of unlucky rolls. The reason is very simple: in any combat the enemy has a chance to win! The worst case scenario is hence always complete defeat. What we need to look at is rather the likelihood of that happening. And in fact ideally the answer should not be "exceedingly unlikely". Rather, ideally the answer should be "it depends entirely on the enemy". If you are facing Herbert, the Angry Slug, then only a series of incredibly unlucky throws should make you lose. If you are facing a Balrog with an army of orcs and goblins, then head on conflict will probably see you dead. So what we are really looking for is scalability of the likelihood of defeat, so that players are forced to make meaningful strategic and tactical choices. Combat where the best answer always is "everybody charge and hang in there to the bitter end" is not good combat.
Second, a basic truth of warfare is that superior numbers tend to guarantee success. We see that in DT's defeat scenario above. Once the rats have larger numbers, the fight is basically over, since they are of similar fighting capability. This is correct. If you fight three people of similar skill and power to your own, you are toast - unless you are very lucky. I note that we started our with one rat vs. three players. If the rat didn't get lucky with a one shot kill against the first player, and if the players didn't make tactical mistakes (more below), chances would have been that the rat would have been beaten on by three players, and would have gone down in short order. That's the same principle. One reason DT's defeat scenario works is simply because of the small numbers, there's no chance of bringing in backup.
Third, there is a mistaken assumption in how the defeat scenario was played out. Or alternatively, the players made tactical mistakes - and yes, tactical mistakes can lead to defeat. The assignment of an enemy means that the player attacked needs to do one set of three dice rolls. I that sense he is in the combat spotlight. It does not mean that he has to immediately roll down till the end of the fight, thus de facto facing down the enemy all by his lonesome. It does also not mean that other free (not engaged in fighting themselves) players cannot join in. Finally, it does not mean that the player cannot try to disengage if things are going badly. In addition, there's was an assumption here of "immediate transfer of enemy to next free player". This is incorrect. No enemy transfers, other than on the explicit order of a player or the GM. This makes sense, enemies need time to find and get to a new target, they do not instantly teleport to a new opponent. Also, enemies can be hesitant about re-engaging, for example because they got beat up pretty badly even though winning.
Now, obviously in the DT's defeat scenario things are going horrible because the first player gets on-shotted. And then the second player spawns the maximum number of new enemies with increased difficulty. So it's basically a series of really crappy throws. Frankly, with this small a team, and with the first player already out, the best move would have been a retreat. I did not write anything about that in my original suggestion (I had that idea and wrote it up within minutes after our aborted combat trial). Let's say we assume a player can escape combat if his roll is either "keep fighting" or "win", but otherwise gets caught and goes down in trying to flee.
Coming back to the defeat scenario, let's assume that the GM transfers the rat that took down player A to player B (a reasonable move), so that things can go on as DT had it. So player B, seeing player A down, and rolling 9, 19, 19 - thus spawning two new, harder enemies, making them now being outnumbered 3 vs. 2 and outgunned - should have said in meta: I'm trying to retreat now. Let's assume he still takes one one of the new enemies, and sends one over to player C. Then player B's next two throws mean that he escapes the easy rat (8) but gets caught by the hard rat (5), and still goes down. However, unless the GM transfers the two rats on player B over with a posts on meta and story immediately, player C does not face three rats. He faces one rat! Namely the one player B sent to him. He one-shots that rat (18). So now we have one player, two rats (one easy and one hard), but no combat. The player now has a choice - play hero and attack one of the rats (note: he doesn't have to attack both, though the GM can decide to send the second one on him), or run away. He doesn't need a throw for running away, since he is not in combat. That's a roleplay move. If he plays hero, we see him take down another rat with another great throw (20). At this point the GM could for example appreciate the effort by sending the remaining rat fleeing. But if he doesn't, and if the player plays hero again, then he falls to the rat with a bad throw (4). So, yes, complete defeat again - but plenty of opportunity to avoid that in spite of the horrible throws.
To sum up, the following features should definitely be taken into account in evaluating the "spawn" system:
- Getting an enemy assigned does only require one combat roll (3 times d20) of a player. The player can do more combat rolls to "fight it out" further, but doesn't have to. It's a choice. However, the player remains locked in combat with that enemy until he defeats the enemy or manages to flee, so the player cannot simply roleplay something else.
- Free players can engage the enemies other players are fighting with. Thus teaming up on an enemy is allowed and encouraged.
- Enemies do not get "automatically assigned" (by whom?). Either the GM, or the player spawning them, has to explicitly send them to a player. If enemies finish a player, they remain "idle" until re-assigned by the GM to attack some player, or until some player attacks them. Players can engage individual "idle" enemies, they do not have to attack all of them together.
- Players can try to escape combat, by throwing in the "keep fighting" or "win" range. If they have multiple enemies, they have to, and can, escape them individually. Enemies that the player has escaped go "idle" until re-assigned by the GM. Note that this means that in fighting two enemies I can try to escape enemy 1, but attack enemy 2. I do not have to retreat from all my enemies, but can try to reduce the number of enemies I'm fighting. Failing to escape means going down.
I think with these additional explanations, we have a more viable system. And one that clearly leaves larger scope for the GM to shape the battle, since the GM can decide what "idle" enemies are doing. (Though the players can engage "idle" enemies without waiting for the GM if they want to.)
[ 12. May 2014, 09:40: Message edited by: IngoB ]
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by IngoB:
[QB] ...I note that we started our with one rat vs. three players.
I think we actually started with 3 rats ('one each').
I'm not sure the tactics given made a large difference as given.
We can if you like model the situation (if done to the death) as one super PC having 'lives', to the same effect as no roll ever depends on the wider situation.
I do think this is a weakness of the model.
However I suspect the GM can make things righter by:
a) remembering to allow for enemy reinforcements when describing the initial setup.
b) skill challenges/crisis/free hits, that may include healing/escape and other effects as the gm feels based on narration. Perhaps could have the keywords *simpler* and *complicated* meaning look at the other thread.
For completeness
c) Separate attack, defence and spawning.
I don't think we can do this properly as it would rely on a turn based mechanic. At the moment there's no reason not to fight in classic baddy "take it in turns style". With this there'd be a difference. Do you agree the GM could fake this in a fair and understandable way by (b)?
While replying to IngoB I may as well point out that I'm male, sorry if I gave the wrong impression.
Posted by Eliab (# 9153) on
:
I agree with a lot of the comments above, especially about what the combat system should deliver (a chance to win or lose any fight, with that probability depending on circumstances so as to encourage sound decision-making).
What seems to send combat risk sky-high here is the 'spawn' mechanism. Once it gets going, a minor skirmish can snowball into overwhelming numbers of enemies. Sometimes that will make sense - if we are creeping through a lair of hundreds of giant rats, fighting one could bring down the whole swarm on our heads. I don't think it is always appropriate - if we way-lay a nobleman's coach on a deserted highway, once his driver and footman are taken out, it's a long way to send for more servants.
I'm going to suggest that the GM sets up visible enemies, and rules for assigning them in the initial post. "There are six zombies - you can attack them individually, but if you do, roll d20 and on a 6 or less, you MUST assign one unengaged zombie to a player if there is one, and on a roll of 1, a previously unremarked corpse or zombie that you thought was killed stands up and rejoins the fight. Zombies who defeat their player become unengaged. There's also a ghoul, who is attacking X immediately, and if the ghoul's opponent flees or falls, that player must re-assign the ghoul straightaway. Oh, and a wraith is flitting around attacking everyone - the first player to act must assign it to a PC, and it gets re-assigned after any combat roll involving it, unless defeated. The vampire is watching with amusement. You can attack him if you want - and he'll need several 'defeats' before being taken down, so narrate any 'win' up to at least the first three as wounds or evasions. He won't otherwise join in until I say so. If he's attacked and takes out the attacker, he'll stand around gloating. And draining blood, of course, so you might want to stop him if that happens, which you do by attacking him again. Go to it!"
This is, I think, pretty much consistent with IngoB's ideas, save that unpredictable (and potentially boundless) spawning of enemies does not happen unless specifically included as a feature appropriate to a particular fight.
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Jay-Emm:
I think we actually started with 3 rats ('one each').
No, in DT's defeat scenario two additional "harder" rats were spawned in due to rolls of player B. (Incidentally, they story posts should have reflected the increased difficulty of the new enemies. Possibly by making them something else than rats.)
quote:
Originally posted by Jay-Emm:
I'm not sure the tactics given made a large difference as given.
As illustrated in my post, better tactics could have fairly easily avoided complete defeat with the same rolls.
quote:
Originally posted by Eliab:
I'm going to suggest that the GM sets up visible enemies, and rules for assigning them in the initial post.
I disagree with giving such an elaborate specification. I don't want to read that much, and I doubt very much that people would stick to it. I also maintain that it is a plus of the spawn system that it allows player creativity in inventing the kind of enemies spawning, and what they do. That said, the GM could set a simple overall cap, both concerning total numbers of enemies ("no more than 10 new enemies") and concerning difficulty level ("nothing higher than class 3"), for any specific battle. That way bad luck with the throws would not spawn an overpowered army of enemies.
quote:
Originally posted by Eliab:
This is, I think, pretty much consistent with IngoB's ideas, save that unpredictable (and potentially boundless) spawning of enemies does not happen unless specifically included as a feature appropriate to a particular fight.
Well, I like the unpredictable element and the lack of GM specification in that system. And I think the worries about an explosion of enemies are basically unwarranted. The likelihood of a strong multiplication of enemies is low (it would require many very high spawn rolls in a row), and as mentioned above by DT can still be tuned lower if that really is an issue. Furthermore, reasonable tactics of the players would limit any such explosion by disengagement of the players ("idle" enemies do not lead to spawn rolls). I showed this above for DT's example. Even with those bad rolls, player C at least could have walked away from the fight twice. And the total number of enemies was actually down to one with heroic but reasonable play ending in defeat.
I think the updated system would work fine. If one is scared, one could introduce caps, but I'm betting experience would soon tell that one doesn't need to. In my opinion, the main remaining weakness here is the ability of enemies to "one-shot" players. This means a small team can be taken apart with a few unlucky rolls, as in DT's example. To avoid the word "hitpoints", assume that there was a feature called "resilience". If I have a resilience of 2, then that means an enemy actually requires 3 shots to take me out (2 shots to get my resilience to zero, then one more to take me out). In which case in DT's scenario player A would be alive after his first throw, just suffering a lowering of resilience. Even if he would have spawned two new enemies, it would have been a 3 vs. 3 fight still.
Resilience would also be a way to differentiate an obvious "tank" like Jetse from a softer target like Brandon. Jetse might have five resilience, Brandon only two. Or some such...
Posted by Gwai (# 11076) on
:
Of course people won't always use reasonable tactics. I think any system we're going to use on the ship should be flexible enough that it doesn't generally kill a party that acts like a bunch of newbies. Because we may well be a bunch of newbies. Not that we should make all our fights boring to avoid scaring newbies, of course. But if potential DMs are up for it, I'd rather see more DM power and specification because that does allow more flexibility, I think. Mind, I think your system is beautiful, IngoB. I just think it might prove more deadly than you think.
Posted by Justinian (# 5357) on
:
This is looking better than I feared (I've been designing RPGs for fun and playing them online recently). I remember my first attempts at game design... The one thing I'd say from experience - try to roll for as few things as possible because that will stall an online game. Active opposition is the main thing - or when the GM tells you to roll. 11 people is going to be a lot of work for the GM - good luck, Doublethink! (For random numbers, Invisible Castle is my go-to).
Anyway, there are three RPGs I'd recommend stealing ideas from for - all relatively simple, and all have come out since December 2009.
The first is Fate Core. Rules light, fairly simple to play, and some excellent factors (like aspects, and the four types of action). It's one of the few games I know where competent means competent - and has all characters having freeform descriptors with mechanical effects that aren't overwhelming. (The rules will fit on one side of A4 if you try, but Evil Hat likes breaking things down).
The second is Apocalypse World. Now that game's not exactly Ship-friendly (Vincent Baker is a game design genius who doesn't let things like either conventional wisdom or good taste stop him) so the "plays like D&D when you were 12 and ignored half the rules" hack Dungeon World would probably be a better link. One of the things it does that really helps in online games is that you only roll when you come to a serious conflict - and the results of the roll are much richer than most systems. (In AW proper the GM never rolls, in DW they roll monster damage).
The third one is Fiasco which isn't free although the playsets/settings are (and more). A purist wouldn't call an RPG - it's about the story rather than the immersion. Which means that you and two or three friends can create something like a Cohen Brothers movie in about the time it take to watch one - and it's reliably fun. It also works well online because it's short and online RPGs take forever. Tabletop did a playthrough which should show what it's about. And most games of Fiasco go about that badly (for the PCs) or well (for the players).
And because I can, my own games - three very different hacks using the basic Apocalypse World engine, then pulling everything out and replacing it, leading to very different experiences. The Hunger Games focussing on the arena, the stress, and finding trust and warmth in the middle of horror. Harry Potter (I was sober when I wrote it - I don't expect players to be when playing it). Marvel's Silver Age (yes it is that specific a genre of comics, allowing me to reinforce the mood much more effectively).
Posted by Doublethink (# 1984) on
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Those are interesting systems, but I don't think they really address the asynchronous action issue.
The core idea on win/lose/spawn - that a single player can generate their entire combat, and its narration, is something I really don't want to lose.
I think some of the problems in the original examples can be addressed simply by adjusting the difficulty of the fight, and adjusting the rolls on which spawning occurs. It is also easy to define, that after every combat roll you can attempt to run away - and that alway requires a roll of more than 10. The tagging in combat may just be too complex to operationalise though.
But that said, it is the core idea we need to keep - if we can think of another way of doing it that would be OK.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
Resilience would also be a way to differentiate an obvious "tank" like Jetse from a softer target like Brandon. Jetse might have five resilience, Brandon only two. Or some such...
Currently, we'd operationalise that as the differences in the difficulty of the fight levels - but I take your point about one shot kills.
Posted by Doublethink (# 1984) on
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I am going to research solitaire boardgames on boardgame geek, see if there is anything we can nick.
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
Yes, it should definitely be capped - but too small and the timezone thing will make it rather wierd - I'd say 6-8 is about right. But, I think even with a party that size we still need asynchronous combat.
Last comment before I shut up (that's not a promise):
If we cap a fight at 6 to 8 active players, how about letting all other PCs 'support' the fight? 'Support' is anything that can be role-played: throwing sand in the eyes of an attacker, shooting arrows from a flanking position, healing minor wounds, praying fervently for divine blessing, standing shoulder-to-shoulder with a bloody great shield... and should be narrated on the story thread. Having 'support' is flat +1 bonus to rolls.
If the supported character is taken out, or runs away, his or her supporter can step into the fight.
The idea is to encourage more posts on the story thread, with all players being able to take part in the narrative direction of the fight, without requiring any additional adjudication or die-rolls on the meta-thread.
Posted by Doublethink (# 1984) on
:
Right, what do we like from here ?
Posted by Kelly Alves (# 2522) on
:
Well for one thing it would be a good way to have action happen in the narration without having to pull it to the meta thread... Overall it seems like a nice, simple to understand system.
For the record, I want to say I highly favor communal players-- with the understanding that pre-designated people are involved in each character's "commune" and that any extra action needed to move that character along is handled by the GM. We'd also have to work out a graceful system for passing the torch-- if someone just logs on and starts playing a PC when someone is already present, things could get chaotic. So-- we'd check the meta thread first to see who's on, then call out our presence/ desire to take over?
[ 12. May 2014, 20:20: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
:
Eliab, support is a good idea, but I think we would have to operationalise it in the plan stage.
So we'd have:
- Plan stage inc:
- - skill challenge
- - support choices
- - tactical choices
- Narrate stage inc:
- - some kind of auto combat
- - runaway option
- Crisis / Resolution
- - GM clear-up
- - possible boss baddie
It would be possible for players to participate in some, all or none of the plan stage & participate or not in the combat narration + crisis.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Kelly Alves:
Well for one thing it would be a good way to have action happen in the narration without having to pull it to the meta thread... Overall it seems like a nice, simple to understand system.
For the record, I want to say I highly favor communal players-- with the understanding that pre-designated people are involved in each character's "commune" and that any extra action needed to move that character along is handled by the GM. We'd also have to work out a graceful system for passing the torch-- if someone just logs on and starts playing a PC when someone is already present, things could get chaotic. So-- we'd check the meta thread first to see who's on, then call out our presence/ desire to take over?
Do you mean the 6 versions of yes & no ? Its intriguing isn't it.
(I wouldn't suggest we have the combat effectively hosted elsewhere, as it only needs for the page to get pulled to bugger the replayability of our system.)
[ 12. May 2014, 20:44: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
:
Indeed it is-- I am inclined to like it.
Posted by Doublethink (# 1984) on
:
So the six options given by the emulator were:
- Yes, and... The "and" indicates some kind of bonus.
- Yes. The answer is just yes.
- Yes, but... The "but" indicates some kind of penalty.
- No, but... The "but" indicates that it's not a total loss.
- No. The answer is just no.
- No, and... The "and" indicates it is even worse.
This would be an interesting thing to bring into the skill challenge set - "Can I climb above the vampire ?" "Yes, but ... "
Posted by Doublethink (# 1984) on
:
OK - anymore ideas ?
Failing further comments I will write a summary mechanic from what's already been suggested and then we will re-run the shadow combat.
Posted by Hart (# 4991) on
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At this stage, I think we need you as GM to just make some choices and run the thing. That way, we'll have much more of an experience to talk about (even if it isn't 100% successful), rather than just tossing around ideas based on our initial flop.
Posted by Doublethink (# 1984) on
:
While I was resource hunting, I came across this. FWIW I would think SOF RPG should be aiming for roughly L2-S1-V2.
Also, alot of rpg forums include:
quote:
Unless you have the consent of the other player, do not control their characters or have your character perceive sensitive information in-character that only the players (not the characters) are aware of.
Write in third person past tense, except during dialogue, in order to keep the forum uniform and easy to read.
Seems like things that would be worth putting in the meta OP.
[ 13. May 2014, 20:33: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
:
Past tense? Curious choice. I like the immediacy of present tense, and think (now I'll have to go check) that most people have been writing in present tense in our Story.
Posted by Doublethink (# 1984) on
:
I think you are right, or is it present imperfect ?
Posted by Doublethink (# 1984) on
:
Here is the combat system we will try:
SOF RPG Combat Mechanic: Version 2
Combat
Plan
When players come to a combat opportunity, the GM will post a special context post on the story thread, requesting the players plan what they are going to do. There will be a time limit for how long this can continue - perhaps 24hrs to ensure all players have a chance to contribute. Players may use their daily non-combat skill roll over this time, to prepare weapons, analyse information etc if they wish to do so.
Narrate Battle
Once the planning stage has ended, the GM will post a meta-combat post on the meta thread. This post will specify the enemies the players will fight, the difficulty of their fight and any special considerations that apply. The choices in the plan stage can effect the difficulty of the coming fight the GM gives each player, if narratively appropriate.
There are two kinds of enemy: minion & nemesis
The meta-combat post for combat with minions will look something like this:
quote:
Fight begins:
- Bayani: your combat is ***easy***
- Ik: your combat is ***hard***
- Jetse: your combat is ***OK***
Your party is fighting three kinds of minion: shadow demons, ghasts and the occasional giant rat. They have weak Vigilance, if your Vigilance is better than theirs you get +3 to your first combat roll in this encounter.
You have until 21:00 hrs GMT to defeat them.
Each player then makes *two* dice rolls.
First dice roll - Combat - decides between outcomes:
- Win: Enemy is "left for dead"
- Lose: Be "left for dead" by the enemy & it seeks safety
- Spawn: "Combat continues & more enemies join the fight"
The GM has set the thresholds for these via fights via difficulty level in the meta combat-post:
- Ridiculously Easy, win = >1, lose = 1
- Easy, win = >5, lose = < 3, spawn = 3-5
- OK, win = >10, lose = < 5, spawn = 6-10
- Hard, win = >15, lose = < 5, spawn = 6-15
- Ridiculously Hard, win = > 20, lose = <10, spawn = 11-19
(Combat bonuses are added to this combat roll only.)
Easy & OK minion fights spawn one creature fight, and hard minion fights spawn two creature fights. After each pair of Combat+Spawn rolls, you may choose to attempt to run away - to succeed you must roll 7 or more.
The second dice roll - Spawn level - decides whether the fights this player will spawn are to be:
- One rank harder (1-5)
- Same difficulty rank (6-15)
- One rank easier (16-20)
A spawn level roll of 20 removes a fight.
The meta-combat post for combat with a nemsis will look something like this:
quote:
Fight begins:
- Bayani: your combat is ***easy***
- Ik: your combat is ***hard***
- Jetse: your combat is ***OK***
Your party is fighting the nemesis Boftzag, the mountain troll:
Boftzag has weak Vigilance, if your Vigilance is better than his you get +2 to your first combat roll in this encounter. Boftzag is tough, he will recover 5 times from being left for dead. If you fight Boftzag and he spawns an action, rather than generating additonal fights, you roll your second die and the spawn level roll resolves as follows:
- Boftzag is enraged by your attack, fight becomes one rank harder for you (1-5)
- Boftzag throws you off balance, no perk effects or bonuses apply on your next combat roll & -1 to your combat roll (6-10)
- Boftzag stuns you, you have no opportunity to run away before the next combat roll (11-15)
- Boftzag taunts you, -1 to your combat roll (16-20)
If you roll a 20 on this spawn roll, your fight becomes one rank easier.
You have until 21:00 hrs GMT to defeat him.
Having resolved either minion or nemesis combat, the player makes a post to the story thread, and to the meta thread. They can completely decide themselves how to describe the outcome of the fight determined by their various rolls. All party members may be attacking a nemesis, so it is important to read prior posts on the meta and story threads to maintain narrative consistency.
Crisis / Resolution
Once either, all fights are completed, or the deadline is passed, the GM makes story and meta posts. These can either declare the combat over and clear up any remaining issues, or set-up a second narrate battle phase that operates exactly like the first one. Perhaps you have defeated the minions of evil and now have to face the demon himself.
--
Any glaring errors, please point them out now - e,g overlapping roll numbers. I am hoping to reopen meta tomorrow to retry the crypt encounter.
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
Any glaring errors, please point them out now - e,g overlapping roll numbers. I am hoping to reopen meta tomorrow to retry the crypt encounter.
Not a glaring error, but an important observation:
‘Hard’ fights are in practical terms unwinnable once they spawn.
The expected outcomes after ten fight rolls would be six foes and four PCs down, with ten more fights spawned, seven or eight of which are at ‘hard’ difficulty or worse.
That is to say, even if we had an infinite amount of healing for the PCs, so we could keep making rolls indefinitely, ‘hard’ fights replicate faster than they resolve. It would never be in the players’ mathematical interests to take any fight roll at ‘hard’.
The problem as I see it is not that an individual ‘hard’ fight is likely to be lost (that’s why it’s hard, after all), it’s that once it starts to spawn, it’s unstoppable. I appreciate that a hard fight for one PC may be OK or even easy for another, but the points I’d make on that are:
1) Combat weak PCs are probably not doing the party any favours by tying down tough opponents – they are more likely to generate fights than take pressure off the party’s tanks.
2) A fight which every PC must take as ‘hard’ is a mathematical loser. At that point, fleeing is the only option. The PCs can’t line up to chance a succession of rolls in the hope that someone gets lucky and fells the giant, because it is much more likely that we’ll end up with three hard fights, making the chance of an overall win miniscule.
Posted by Doublethink (# 1984) on
:
In this version, it is not intended that the party have to deal with any spawned hard fights that have taken a player down. Those NPCs seek safety rather than other members of the party. Also hard fights can spawn easy and OK fights - on the spawn level roll.
Posted by Dafyd (# 5549) on
:
quote:
Originally posted by Eliab:
1) Combat weak PCs are probably not doing the party any favours by tying down tough opponents – they are more likely to generate fights than take pressure off the party’s tanks.
This I agree is a problem. Perhaps this is a case for an aid another action. Are there rules for making things easier by ganging up? Otherwise, rule that an enemy can't spawn if there's another PC in the fight who would find the fight easier? (Although in that second case, would it be possible for it to be better tactics to put one first rank and one second rank fighter in rather than two first rank fighters. Which would be wrong.)
quote:
2) A fight which every PC must take as ‘hard’ is a mathematical loser. At that point, fleeing is the only option. The PCs can’t line up to chance a succession of rolls in the hope that someone gets lucky and fells the giant, because it is much more likely that we’ll end up with three hard fights, making the chance of an overall win miniscule.
Not so much of a problem if we have an opportunity to run away and regroup. If we know a fight is going to be hard, that's a good opportunity to break off and try lateral thinking.
('Let's see if we can lure Dracula into a room with thick curtains?')
Posted by Hart (# 4991) on
:
I think the following would be the way to approach a hard fight on this model:
1) Make a single attempt. You might get lucky and roll what you need. If you spawn; run.
2) Make the fight less hard by accruing enough special bonuses that change the probabilities substantial.
Option (2), it seems to me, is what will lead to good role-playing. You don't defeat the boss by just getting lucky, you do it by being creative about what advantages you can accrue for yourself. The GM should be suitably generous (not overly so) in allowing these, especially when they are conceived in well-plotted ways.
It also seems consistent with reality. Generally, David doesn't get lucky and fell Goliath. If you're out-gunned, you have to try to out-wit.
Posted by Jay-Emm (# 11411) on
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(hopefully the right thread this time
)
quote:
The second dice roll - Spawn level - decides whether the fights this player will spawn are to be:
One rank harder (1-5)
Same difficulty rank (6-15)
One rank easier (16-20)
A spawn level roll of 20 removes a fight.
Not sure if there's a contradiction here as to what happens on 20.
Also one way to avoid the exponential growth would be if only the original creature/attack spawns (or indeed if the GM chooses between the three situations as befits the story).
But suggest we try first. Then afterwards we can refine what is prescribed as normal.
Posted by Doublethink (# 1984) on
:
I intend both those things to happen on a roll of 20 - it may mean that no fight is spawned after all.
Posted by Doublethink (# 1984) on
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Please could a kindly host open the meta thread.
Posted by Kelly Alves (# 2522) on
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Done-- did you want the story thread open yet?
Posted by Doublethink (# 1984) on
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Not yet thanks.
Posted by Eliab (# 9153) on
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Question: Do the characters have any option besides 1) fighting, and 2) staying outside?
IC, if Gunriana's there she has to fight, at least in the first round, because that was the fate she chose on the story thread, but OOC, taking 'hard' fights is tactically sub-optimal if another character could take on the same beast at OK or better.
If a character wants to run/hide at the back/give aid to another without getting involved, can they? Or do they need to survive their individual combat first?
Posted by Doublethink (# 1984) on
:
Currently, you can't aid another character. Where exactly you are if not fighting is determined in the plan stage.
You may only have a limited amount of info about fights whilst planning.
[ 14. May 2014, 21:03: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
Combat trial is almost complete.
Posted by Kelly Alves (# 2522) on
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Your PM box is full, DT. And the answer is "sure!"
Posted by Doublethink (# 1984) on
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I think I should have made the nemesis a bit tougher, but the combat principles were sound.
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
I think I should have made the nemesis a bit tougher, but the combat principles were sound.
I think rather, as Marvin says, requiring wins by a certain number of characters to beat the nemesis, rather than making the nemesis tougher. Making the nemesis tougher just means that only the party's best fighters stand a chance of contributing meaningfully.
Posted by Leorning Cniht (# 17564) on
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I wonder whether you can achieve the same effect by weakening a character after each victory, to simulate fatigue. So in the recent combat, Bayani's fight would start off as easy, but might be OK on the second round and so on. Unless you win with a 20, in which case you won on the first strike rather than after a fight, and so you didn't get tired.
Posted by JFH (# 14794) on
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I think Leorning Cniht's suggestion sounds really interesting, possibly combined with a somewhat more durable foe.
Posted by Hart (# 4991) on
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I also like LC's suggestion -- it incentivizes using multiple PCs to attack without requiring it.
Posted by Kelly Alves (# 2522) on
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It seems like it would add realism...
Posted by Doublethink (# 1984) on
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Yup, I think that would be a good fix for the nemesis.
Posted by Doublethink (# 1984) on
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Once the story thread is re-opened I'll add the combat story posts and an outcome post.
Then the question becomes what to do next, this was supposed to be a short trial - and we have additional proposed changes waiting in the wings.
IRRC: possibly moving to a backgrounds rather than skills list system, and possibly adding in a 'one unique thing'. Plus we have some additional people wanting to play, and existing players have skills partly based on the assumptions of the old combat system.
I think with the nemesis fix, the combat system will be good enough. The only other thing we might consider is whether at any time you might runaway in combat (including the beginning of the crisis phase) you could make a player aid roll - i.e. Try to heal a left for dead player, or turn undead for someone else etc. But that if you do this you can not also try to run away, you either aid or run. It needs to be framed quite carefully because of being asynchronous.
We need to decide if some one who runs away during the main battle can return during the crisis phase. My feeling is not, I think we want choices to have consequences.
Posted by Doublethink (# 1984) on
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Oh and we need to think about communal character play.
Posted by IngoB (# 8700) on
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The problem with fatigue is twofold. First, we need to keep track of it. Our battle system is getting quite complicated. Second, we would need to have a system of recovery. Otherwise, once the top fighters are tired out, the group fight is basically over with everybody rolling against high odds. To be honest, I think we are simply recreating a hitpoint system by stealth there. First the nemesis can come back from a "left for dead" hit, now we are putting limits on the players that make it easier for them to get killed.
I'd also like to add that I asked in meta whether I should pause after my combat roll, or push it to the end. DT told me to roll it out, and I happened to kill Vark without much ado. If we do the same with a new 'fatigue' system, then our combat will be just a series of sequential beat downs of players, who all end up either fleeing or left to dead, until one player hopefully beats down the monster. I think this is pretty bad combat, to be honest. Boring to do, boring to describe. The same is true for the idea that enemies left over from others are not just 'idle' (do nothing until either a player attacks them or the GM redirects them), but essentially leave the battlefield. And the worst idea of all is to explicitly stop other players from entering a fight somebody else is engage in. We had a perfect example in this trial: Brandon, a twelve year old child, gets menaced by multiple shadows. Around him assembled a large group of adults with considerable fighting power. What happens? Of course, the child gets to fight it to the bitter end, and can be happy to have managed to flee from the scene. Take a second and think about this. There is in fact no way Bayani would have been fighting the vampire, were it not for our "isolation" rules. He would have cursed, and jumped in to save Brandon. It is entirely against his character to let some kid getting brutalised, even if it would be tactically smart to ignore that and focus on the main threat.
I can see the desire to isolate the fights in order to deal with the asynchrony and possible drop-outs, and indeed to limit their duration. But I still think this is deeply wrong. Battles should be all about collaborative tactics and group effort, and indeed about a sweet mix of roleplay and combat mechanics as we try to save each other's asses.
I think what actually worked this time was not the combat system, but simply that we decided to do it all in meta, and have the results posted to the story only once everything was in good order. I think we can do pretty much any system we want, really, as long as we keep to that and do not mind that combat takes time. It is only when we allow players to post directly to the story as well as meta, without waiting, and if we insist on moving things along rapidly to a conclusion, that we get into difficulty. If we have some kind of rounds system on meta, where then GM collects new entries up to a point, smoothes over problem, and then does a collective post for the round to the story, then we can probably do whatever we want.
[ 16. May 2014, 07:35: Message edited by: IngoB ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
I'd also like to add that I asked in meta whether I should pause after my combat roll, or push it to the end. DT told me to roll it out, and I happened to kill Vark without much ado.
To be fair, I think we misunderstood each other. I meant, roll out one fight, then see what the other players are doing. You rolled out all possible fights for you with the nemesis, I think this was because I used the word 'combat' rather than 'fight' in my response to you.
Am at work, so will wait till later to respond in more detail to your other points. Though I would highlight that combat excludes the non-fighting characters and therefore we don't want to spend very extended periods doing it. Also, there will be a strictly limited extent to which we can use a simple system to model combat. If we try to make it too realistic, it will be too complicated.
The combat sequence is to stimulate narrative and roleplay, it is not an end in itself.
[ 16. May 2014, 09:54: Message edited by: Doublethink ]
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Doublethink:
To be fair, I think we misunderstood each other. I meant, roll out one fight, then see what the other players are doing. You rolled out all possible fights for you with the nemesis, I think this was because I used the word 'combat' rather than 'fight' in my response to you.
OK, but what you said was rather easy to misunderstand then. You told me "There is no combat order, you should attempt to complete an individual combat. I.e. Start a fight that ends in win lose or run away." Waiting after one round would have meant incomplete combat ending (for the time being) at "keep fighting" level. The only way to make a fight complete with "win, lose or run away" is in fact to roll it down to its end. That's exactly what I did...
quote:
Originally posted by Doublethink:
Though I would highlight that combat excludes the non-fighting characters and therefore we don't want to spend very extended periods doing it.
No, it doesn't. If we are separating the players into groups, one of which is fighting, then there is no particular reason why the non-fighting group cannot carry on role-playing non-combat things in parallel. In our case, the people outside of the crypt could just have gone on posting whatever. Indeed, they could have been sent on a non-combat quest. If combat would drag on too long, then there perhaps would be a problem with keeping the other groups busy enough. But I don't see that as a key problem.
Furthermore, nobody who is stuck even with the combat group has to disengage from combat. If I were to play a healer or magician, for example, then I would be hell busy in combat - even though I would not be attempting frontline melee. And even if we have "completely useless" characters in combat, they do not have to stay out. If we imagine Prince Testwe minus rapier or his flute, for example, then he can play a key role in combat precisely by getting into trouble. If he wanders around on the battle field, then the body guards have to break off their attack and fall back to protect him. This leads to all sorts of tactical fun...
quote:
Originally posted by Doublethink:
Also, there will be a strictly limited extent to which we can use a simple system to model combat. If we try to make it too realistic, it will be too complicated.
Agreed. But the "complications" I'm interested in are not so much endless rules about dice throwing. I'm interested in getting combat out of this rather different mode to the rest of the RPG, and turning it into a specific mode of the same. I do want all the messiness of people interacting, I think that's just what makes it fun.
quote:
Originally posted by Doublethink:
The combat sequence is to stimulate narrative and roleplay, it is not an end in itself.
Indeed. And in my opinion we did not do much better concerning that. What we did solve this time, in my opinion, is the timing problem. And we solved that by moving the individual posts to meta, and having you post "combat round updates" to the story thread. That seems to work. The combat system doesn't. Or at least what we (including prominently me, apparently due to a misunderstanding) are doing with it doesn't.
Posted by Hart (# 4991) on
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To be honest, I thought the combat worked rather well. It's true that this system doesn't encourage much PC2PC interaction, but a system that tolerates asynchronicity really can't much. There are two tweaks I can think of that might allow more.
The first one is a basic "fatigue" system for fighting the boss. I don't think this need be too complicated. After you've made one attack, you have two choices: either wait for another PC to try an attack, or try again right away. To allow but disincentivize the latter, you'll do that at one difficulty level harder. Once another PC has tried, you go again at your regular difficulty level. (This relieves us of the need for a complicated rejuvenation system). As with everything, the GM could design a specific enemy that handles this differently.
I also think the GM should be able at will to determine that the final baddy makes its first attack at a specific player. (Or not, this would be part of the GM's story telling function).
My second thought is about helping out a weaker player. I think this should be possible, if agreed in the planning stage. Maybe Bayani says something to Brandon during planning like, "Hey kid, if you get in trouble in there, just *whistle* and I'll come help if I can."
It would then be up to Kelly as Brandon's player to decide if she's going to whistle during her fight. If so, she gets to roll using Bayani's settings rather than hers. It also risks damage to Bayani. Ingo might come online to find he's been left for dead due to Kelly's unlucky rolls, but that's something he consented to by letting Brandon whistle for him.
My worry about this suggestion is that it could make weaker fighters too powerful. But, the initiative has to come from the more powerful to allow this. They may well instead counsel the weaker to stay somewhere safe and get to work on brewing healing potions, etc.
Posted by Doublethink (# 1984) on
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From a GM point of view, splitting the party is a bit of a nightmare, especially if the party is large. With even small story lines taking days / weeks the possiblity of confusion and narrative incoherence is really high. So I don't like this as a solution to what characters who are not participating in combat, do during combat.
I take the point that there is a narrative role for them, Hestor's contribution to this combat was vital, for example. But in real time it still means they get to do little during combat, for a relatively long time.
I also see what you mean about hitpoints by stealth - however - one of the issues I am trying to avoid is tracking incremental changes to a character over long periods of real time. Saying your fight is one rank harder, or one rank easier, doesn't require you to change your character sheet or add different sets of things together or whatever. It just means you make your skill check at a different threshold. Likewise, a nemesis regenerating doesn't require hitpoints to be tracked blow by blow - it effectively just operates as if there were 3/5/? copies of that monster.
Modeling group combat in parallel is hard - currently, we have plan, narrate, crisis - we could have an extra plan phase before crisis. But plan is probably a realtime day, narrate is definitely a day, and in most circumstances crisis is likely to be a day. I am reluctant to go above 3 days for a combat encounter. Combat can be fun, but there are limits to how fun. The amended fatigue rule could help things with nemesis combat, or we could simply ask people to give other players a chance to engage before trying again.
We could have a system in which your fight consists of - combat roll, spawn roll, breath/aid roll/runway roll, repeat if you have remaining enemies. I think rolling another character's stats is world bendingly powerful and not really a goer. Aid roll would be healing probably - but that gets wiered if you raise someone who is left for dead to help in the fight pre-deadline, but then nothing happens because the player has now gone to work or bed or whatever.
Posted by Jay-Emm (# 11411) on
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As you say, if they've given permission, we know how they will act (and if he wants fine control he can say he will help 'in his own way').
I quite like the idea if a keyword to give a hook and limited permission to fill in the gaps, so long as it's not compulsory (and not abused).
Also while ar can't decide what is on the coffin. Theres nothing to stop Arabella believing something (and it may be the case that shes right, even if the gm had forgot) is there?
[x post]
[ 16. May 2014, 16:52: Message edited by: Jay-Emm ]
Posted by Yorick (# 12169) on
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As a non-participator, I must say that the combat scene was very good fun to read. Keep it up, I'm enjoying this.
Posted by Leorning Cniht (# 17564) on
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quote:
Originally posted by IngoB:
The problem with fatigue is twofold. First, we need to keep track of it. Our battle system is getting quite complicated. Second, we would need to have a system of recovery.
My intent was that the fatigue thing would only be relevant for a single fight with a multiple-death nemesis, so there's no recovery to track.
But you can still play the nemesis fight asynchronously - say Bayani has the first strike in an easy combat, and then the second in an OK combat. You might now decide it prudent to take a break from posting and let Ik or Jetse have a go on easy.
It's a bit clunky, but it does at least get you an advantage from having multiple people attack the bad guy.
quote:
Otherwise, once the top fighters are tired out, the group fight is basically over with everybody rolling against high odds.
Well, the optimal tactic with the current combat system is for the biggest tank to do all the fighting, and everyone else to run away and hide behind his coat-tails.
Creating a scheme where you sensibly take account of the numbers but have asynchronous combat across multiple timezones is challenging. In "realty", unless you're in a convenient narrow corridor or something, when fighting multiple weakish opponents, you want to field your average combatants as well as your best fighters, and when fighting a single powerful opponent, you're going to mob it with everyone vaguely competent rather than have some hero fight a one on one duel with it.
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Leorning Cniht:
But you can still play the nemesis fight asynchronously - say Bayani has the first strike in an easy combat, and then the second in an OK combat. You might now decide it prudent to take a break from posting and let Ik or Jetse have a go on easy.
So basically the recovery mechanism is that I regain my old rating if I wait for someone else attacking? Or do I drop down one rating point (to a minimum of my initial rating) per intervening attack post?
quote:
Originally posted by Leorning Cniht:
Well, the optimal tactic with the current combat system is for the biggest tank to do all the fighting, and everyone else to run away and hide behind his coat-tails.
Well, one problem here is that we do not have a proper "support cast". If I play a tank on a MUD, I would want both a druid and a cleric continuously casting protection and healing spells on me. I would want to have a wizard hammering the foe with spells, and a ranger peppering him with projectiles. I would want a thief to sneak around him for a backstab. And I would want my fellow fighters to tag-team with me to soak up the punishment in turns. It is in fact not a problem that melee type of characters play tank. That's what they are good for. Other types of characters are good for other things. The main problem here is that we have some characters who have little to contribute to combat. That should not be the case, or at least it should be a conscious choice. The Prince in our current group is actually a good case of that. It makes sense that he can't do much, and in combat he can play an important role by guiding what the combat characters can do. People both have to sort of obey him and save his ass. He could really mix things up in a combat scenario. But for the others the lesson to be learned here is, in my opinion, that most people should design some combat-relevant ability into their character. Because combat happens, and then one doesn't want to be excluded. This does not have to be actual fight skills. On MUDs, I often chose to play Druid-type of characters, who are mostly good for keeping others alive while they are fighting, not fighting themselves. A good healer / protector is vital to any serious combat.
quote:
Originally posted by Leorning Cniht:
Creating a scheme where you sensibly take account of the numbers but have asynchronous combat across multiple timezones is challenging. In "realty", unless you're in a convenient narrow corridor or something, when fighting multiple weakish opponents, you want to field your average combatants as well as your best fighters, and when fighting a single powerful opponent, you're going to mob it with everyone vaguely competent rather than have some hero fight a one on one duel with it.
For the record, I did not particularly like doing the Vark duel. I thought, reasonably in my opinion, that I was following GM instructions in rolling down the fight to the bitter end. And I explicitly asked if I should discard that kill roll precisely because it left nothing for others to do. The GM answer was "No, write it up." So I did. This really has little to do with my ideal of combat.
I think the idea of people at all sorts of competency level swinging at a tough and armed enemy is both unrealistic and doesn't work in our current system. It is way easier to take out the weak / incompetent (or those lacking armour) with a weapon than without. And in our system - since there are no hitpoints - there is very little value to melee attacking against high odds. It's not like you will take the enemy down a little bit at least even with a weak hit. Rather, it is highly likely that you will spawn additional enemies and be left for dead in short order. All weak players are doing is throwing for a "lucky shot" that miraculously takes out the enemy. And yes, you could say that twenty weak players rolling against high odds represent twenty weak players beating on the enemy, so that the lucky shot represents the cumulative effect of that beating. But that's not how this will get written up. Rather we will see weak player upon weak player trying and getting wrecked, until one of them miraculously lands a super-shot. That's ... odd.
Posted by Doublethink (# 1984) on
:
Breakdown
So if I have this roughly right:
Agreed Basic Principles
- We are content to have a GMd game.
- We are content to have a dice decision system.
- We are content to have a d20 based mechanic.
- We are content to have fully asynchronous play.
- We are content to have a dual-thread story/meta system.
- We are content to have a dual-time story/GM system.
- We are content with the six potentials.
- We are content with the five ability ranks.
- We are content with the five contest ranks.
- We are content with the idea of perks
- We are content with the idea of special items / transforms
- We are content with the plan/narrate/crisis combat encounter structure.
Dubious Elements
- We are unsure about spawning minion combat.
- We are unsure about regenerating nemesis combat.
- We are unsure about real time combat duration.
- We are unsure about all combat encounter posts occuring in meta, then being transferred to the story thread, vs. direct story posts.
Aspirations
- We want to move from skills, to backgrounds.
- We are considering communally run characters.
- We want to consider using "one unique thing" in character generation.
[ 16. May 2014, 20:03: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
Well, one problem here is that we do not have a proper "support cast". If I play a tank on a MUD, I would want both a druid and a cleric continuously casting protection and healing spells on me. I would want to have a wizard hammering the foe with spells, and a ranger peppering him with projectiles. I would want a thief to sneak around him for a backstab. And I would want my fellow fighters to tag-team with me to soak up the punishment in turns.
I really don't think we can create that level of intricacy without turning this into effectively an online wargame. (And to be fair, that is what a lot of MUDs are - or MMPORGs for that matter.)
quote:
The main problem here is that we have some characters who have little to contribute to combat. That should not be the case, or at least it should be a conscious choice.
In the case of some character builds in this party, I think it is a conscious choice.
quote:
The Prince in our current group is actually a good case of that. It makes sense that he can't do much, and in combat he can play an important role by guiding what the combat characters can do. People both have to sort of obey him and save his ass.
Except he is actually good at combat, because he has good fencing skills.
quote:
But for the others the lesson to be learned here is, in my opinion, that most people should design some combat-relevant ability into their character. Because combat happens, and then one doesn't want to be excluded.
I strongly disagree with this. And it maybe to do with how we see the game. Let me refer back to how you conceptualised a weak prince causing problems the characters must solve. Narratively having non-fighter characters has a similar effect on the larger story arc. If you can't solve your problem with combat, or you have to rescue party members etc - that can drive the story.
As regards the combat system itself - I want to be clear if the problems are simply with adjusting the thresholds and probabilities within the mechanic - which we can alter; or whether we need to adjust the mechanic.
Posted by Leorning Cniht (# 17564) on
:
quote:
Originally posted by IngoB:
So basically the recovery mechanism is that I regain my old rating if I wait for someone else attacking? Or do I drop down one rating point (to a minimum of my initial rating) per intervening attack post?
I was thinking that you would drop one rating per each of your attacks against one nemesis enemy. So waiting for the others to have a go doesn't re-charge you, but allows them to use their easy attacks rather than your hard one.
Once the enemy was defeated, you would recover back to your initial rating.
Posted by IngoB (# 8700) on
:
quote:
Originally posted by Doublethink:
I really don't think we can create that level of intricacy without turning this into effectively an online wargame. (And to be fair, that is what a lot of MUDs are - or MMPORGs for that matter.)
I think the problem is that you think it all has to be nailed down into precise throwing rules. Why, exactly? Think about out intended switch to "backgrounds". What that essentially does is to move skills out of an intricate rule-based system into an "application of common sense" system. Instead of looking up in all sort of tables whether one can do something, and then doing multi-throws to work it out, you now go in your mind "well, that sort of guy would find that about this difficult". And then you simply assign a single throw with one threshold to the player. Why can't we do something similar with martial skills? Why can't I say "I'm the archmage of Terrandor, and I throw a fireball at this foul creature." and you go in your head "Well, he is a senior mage, but with illusion focus. On the other hand fireball is probably a pretty easy spell, and anyway the enemy is weak. So let's give that a 6." That's it.
The only real problem there is whether you can deal with it all. Well, one useful thing players of non-combat characters could do is perhaps to deputise at "combat GMs" for a while if things get too busy for you.
quote:
Originally posted by Doublethink:
I strongly disagree with this. And it maybe to do with how we see the game. Let me refer back to how you conceptualised a weak prince causing problems the characters must solve. Narratively having non-fighter characters has a similar effect on the larger story arc. If you can't solve your problem with combat, or you have to rescue party members etc - that can drive the story.
But you are painting yourself into a corner a bit. At the same time you do not want parallel play (combat and non-combat), want asynchronous resolution, limit the duration etc. What interesting "mechanical" combat system can satisfy all these constraints?
I would rather see combat simply become one of many ways of driving the same story, a matter of switching from other skill sets to martial ones, than becoming an unloved and simplistic set of mechanistic rules.
quote:
Originally posted by Doublethink:
As regards the combat system itself - I want to be clear if the problems are simply with adjusting the thresholds and probabilities within the mechanic - which we can alter; or whether we need to adjust the mechanic.
Well, I think we either need to go considerable more complicated, or much simpler. Since the former is unlikely to fly, I suggest the second. Simply move to a "background" system for martial skill, with one simple roll per action thresholded by common sense. And if you want to speed things along (as a multi-enemy scenario may require), simply deputise these common sense evaluations temporarily.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
I think the problem is that you think it all has to be nailed down into precise throwing rules. Why, exactly?
Well, you throw one dice for combat - against a single threshold. You can have either the player or the GM decide the threshold, currently that threshold is one of five choices. Ridiculously Easy, Easy. OK, Hard or Ridiculously Hard.
We can either have, or not have, spawning in addition to that. Without spawn it is difficult to see how your proposed use of 'common sense' thresholds is different..
quote:
an "application of common sense" system. Instead of looking up in all sort of tables whether one can do something, and then doing multi-throws to work it out, you now go in your mind "well, that sort of guy would find that about this difficult". And then you simply assign a single throw with one threshold to the player. Why can't we do something similar with martial skills?
How this is different from saying, your fight against this guy is *hard* / *OK* / *easy* ?
quote:
Why can't I say "I'm the archmage of Terrandor, and I throw a fireball at this foul creature." and you go in your head "Well, he is a senior mage, but with illusion focus. On the other hand fireball is probably a pretty easy spell, and anyway the enemy is weak. So let's give that a 6." That's it.
Thats sounds like you don't want to resolve combat with a single roll, you want to resolve with a roll for every blow. So how do do you work that ? If you don't defeat with a single roll, then you need (at minimum) an enemy with hitpoints, a way of generating or assuming damage from each blow so it can accumulate and then some way of modelling the enemy damaging you.
(There is no particular reason why a magic-user in the current system can't use a fireball, it would probably be based on soul.)
quote:
Originally posted by IngoB:
]Well, I think we either need to go considerable more complicated, or much simpler. Since the former is unlikely to fly, I suggest the second. Simply move to a "background" system for martial skill, with one simple roll per action thresholded by common sense. And if you want to speed things along (as a multi-enemy scenario may require), simply deputise these common sense evaluations temporarily.
We could try a test combat like this, but I seriously doubt it will work. Co-ordination will be very difficult, and there is a problem with the generation of any scenario in which the party fails to win that specific combat. There are massive out of character incentives to bias your difficulty guesses etc to the advantage of the party consciously or unconsciously.
Posted by Doublethink (# 1984) on
:
For light relief, some of you may enjoy this. (It is a film, about 90 minutes I think.)
[Edited for code. iF
]
[ 17. May 2014, 06:05: Message edited by: Imaginary Friend ]
Posted by Doublethink (# 1984) on
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Try this.
Posted by Doublethink (# 1984) on
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Please note: comments and ideas from those following the rpg are most welcome, even if you are not playing. Looks in the general direction if the curiosity family and Yorick.
Posted by Doublethink (# 1984) on
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At some stage when we have fully worked out alternatives we may look at putting things to the vote.
Posted by Doublethink (# 1984) on
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Essentially, we could have an overall SOF rpg game - that each time it is run players chose to use combat system A, B or C perhaps based on the emphasis of that particular game. E.g. A a slower, but more detailed flexible combat system for games where combat is intended to be a more central feature probably lifted straight from an existing system so players & GM have access to all the associated internet resources to manage that. B, our current system with the nemesis fix and C, single roll resolution (where combat is intended to be a very minor feature of the campaign.)
So choice would A proprietary system (maybe Fallout), B SOF Homebrew, or C single roll resolution.
Posted by Leorning Cniht (# 17564) on
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quote:
Originally posted by Doublethink:
(There is no particular reason why a magic-user in the current system can't use a fireball, it would probably be based on soul.)
Presumably in the current system you can implement ranged combat via the story/setup portion. Your average mighty wizard isn't going to be closing hand-to-hand with a bunch of goblins, he's going to be standing out of range throwing magic. He might throw a 1 and singe his own fingers, or get one of the fighters in the back, but he's not going to get into a position where he can be physically attacked.
With a magic-using enemy, the current system based on soul would make sense.
Posted by Doublethink (# 1984) on
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Resources to consider for slot-in proprietary combat.
Posted by Doublethink (# 1984) on
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Tri-stat dx combat would translate well for a proprietary system, if we take body to be muscles, and mind to be wits. I think it could be dropped straight in for combat heavy campaigns without having to rewrite its combat system at all.
Posted by Autenrieth Road (# 10509) on
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What's going on in the crypt right now is what I was thinking of when I suggested us all working as a team contributing our skills. I love what's happening, and I love that it has spontaneously emerged.
What I wonder about combat is, is there a way for "combat" to work in a similar way? I still don't really understand the goals for, or attraction of, combat, so I have no idea if this is a relevant or workable idea. But this was the idea Arabella had when she woke in the night.
(Unsure if this should be on this thread or the Meta thread -- I originally put it on the Meta thread, but now I think it's for this thread: talking about how we design the game.)
Posted by Doublethink (# 1984) on
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Game construction is indeed the place.
What is going on now is single roll resolution, with no major push back from the environment. That is a possible combat solution. But. Either, vampire attacks, you roll you win or lose then end of combat. Or you have to use many single rolls, blow by blow combat. This can be done, but fights will take along time.
Posted by Doublethink (# 1984) on
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For example, say you have 5 players: A, B, C, D, & E. And there is, say, 4hrs between each action resolution (which is optimistic if you need GM involvement).
- A - I will sneak up (skill roll) - 4 hrs
- B - I will distract with a small fire over there (skill roll) - 4 hrs
- C - I will cast a magic trap between me and the monster (skill roll) - 4 hrs
- D - I will cast a booster spell on A (skill roll) - 4 hrs
- E - I will move to get on the opposite side of the monster from A for more powerful attack next time (skill roll) - 4 hrs - total so far = 20 hrs
- A - I will attack (skill roll) resolve hit point effects 4 hrs
- B - I will move up to attack (skill roll) - 4 hrs
- C - I will cast a combat spell (skill roll) resolve hitpoint effects - 4 hrs
- D - I will cast a booster spell on A (skill roll) - 4 hrs
- E - I will attack (skill roll) resolve hitpoint effects - 4 hrs - total so far = 40 hrs
This to fight one enemy over two combat rounds, it may or may not be dead. Depending on how damage is operationalised, you could need 5 or 6 combat rounds to kill the monster.
[ 17. May 2014, 19:35: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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I think it's the negotiation between players and GM which has got me puzzled, and I need to rethink in light of what you've said.
My confusion on this was shown on the Meta thread also, where I thought reading the coffin lid would have a known difficulty based on Arabella's Good level of **wits**. If I (AR) had been able to figure out what the default difficulty setting was (with corrections up or down for player's skill level), and also the default ranges of die rolls, I wouldn't even have posted on the Meta thread, and have carried it all out under my own steam on the Story thread. Which I gather would have contravened the rules of how these things are done in several ways.
So the sequence for ordinary Story actions using skills seems to be:
Story: Player decides to use a **skill** to do figure something out, or do something.
Story: GM posts the **difficulty** rating of the task.
At this point, Player has option to decide not to do the task after all, for example if GM has made it harder than Player was expecting. In which case Player posts change of mind on Story. But let's suppose Player decides to go ahead:
Meta: Player posts die roll.
Meta: GM tells Player the outcome. From **difficulty** and **die roll** Player can determine that he succeeded in the task, but GM is needed in order to say exactly what Player discovers. Or if die roll shows task is a failure, then GM is needed in order to say whether there's any extra penalty. Or something like that.
Story: Player posts outcome of task, whether success or failure.
Is that getting closer? (I say only "closer" because even if the above is exactly right, I'm quite sure I'm going to get something related completely wrong next.)
[ 17. May 2014, 20:19: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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I mentioned Montana Red Dog upthread. Searches on the internet reveal only card game rules for this. But the way I learned it, Montana Red Dog refers to a game for messing with an unsuspecting friend's mind, under the guise of a card game.
You discover that a friend has never encountered Montana Red Dog. You offer to teach them. You'll deal a hand, and help them play their cards. The play will be something like poker. You deal the cards, and explain some of the rules, enough for friend (a.k.a. the mark) to make their first play. Great! Then you play your play, explaining rules governing it. Then mark goes to make their next play, based on rules they've been told. Oh no, you say, you can't do that, and you explain (that is, make up on the spot) some more rules governing this situation. You keep on like this, always telling mark that actually their newest turn needs some more rules, until mark either figures out what is going on (that the whole point is just to mess with their mind), or throws down their cards in disgust. (In the latter case, I guess it's up to you whether you ever have mercy on them and explain what was really going on.)
That's what trying to figure this out sometimes seems like.
I can't figure out if it's because I'm exceptionally dull-witted about this, or if it's because the whole thing (*) is still in the test phase and we as a group haven't found the best way to explain the rules yet, or if it's because of some other reason. Or maybe this is just normal, in which case it's an incredibly wierd experience.
(*) Leaving out the whole combat discussion, because I understand combat is seriously under construction and will be confusing until it's all worked out. But it turns out that I even misunderstood the basic structure of attempting single-roll tasks. Even as I was trying to learn by imitating what others' did, I still didn't learn it right. Is it expected that, once we get the rules decided and optimally explained, new players will still undergo this kind of learning curve, needing lots of correction on the Meta thread?
Posted by Doublethink (# 1984) on
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Crosspost re AR post about roll resolution stages
That is about right, yeah. As you may have seen with some of the interactions on the meta thread - if the situation is simple enough, or the desired outcome is clearly specified, then the player can describe the outcome without further GM input.
So some one saying, for example, I want to turn that pile of logs into spears using my carve skill - gm says ok thats easy. If the play rolls anything other than total fail (1) to critical success (20), they can then just go ahead an outcome for what they rolled. This is because they don't need new or hidden information to that. They tried to make spears, they did or didn't. Whereas if they try to spot trouble or find hidden, they don't know what they may find/see - so they need the gm to tell them.
They can't decide themselves, because it may be a major plot point, or nothing - and also depending on the player, they may just decide they have found a ring of invulnerability and success that means nothing they try can ever fail. (This would be an extreme example of what is known as power gaming.). More prosaically, they may do something that balls up the gameplay in a major way - probably unintentionally. With more experienced players that is less likely, because as you have seen, it takes practice to balance this stuff.
Also, despite following the player invention, the gm has to a level of preparation to be able to give a smooth playing experience. It is possible to hose that if you wrench the game world too violently.
[ 17. May 2014, 20:35: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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Ongoing out of character discussion and negotiation between players and GM is a normal part of tabletop roleplaying.
It is not like a board game, or card game with a highly rigid structure. In normal tabletop roleplay, you would have a player manual and a gm manual. And possibly a campaign supplement, and multiple volumes covering various settings, and lots and lots of possible scenarios and examples.
The nature of what we are trying to do here means we don't have that. The original construction, meta and story OPs attempted to condense and present key information. Some of that can change and be more refined as a result of the playtest, but there will always be a learning curve for players (and the GM !). Each player group is different, and how much guidance they will need will vary - and GM style will vary. We have more meta issues because we are playing asynchronously.
Posted by Autenrieth Road (# 10509) on
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I think in that case it's (unintentionally) deceptive to have the Meta thread start with a post of rules.
I've now gone back and re-read the rules (yet again) and I <i>think</i> I can see how this single-roll sequence is described. But it's hard for me to be entirely sure, because I keep on struggling with the rules post, and I have by no means managed to absorb all of it, or when I think I've absorbed all of it, it turns out I've overlooked or forgotten a big chunk of it.
By posting a rules post as the start of the metathread, to me the implication is: read this and you will know how to play.
When in fact this is true: the rules are too complicated to read all at once. Also, the rules don't capture the general culture and philosophy of an RPG.
I think I would have done better to do what my initial inclination was: to sit this first one out and observe. I keep feeling frustrated by the fact that I don't understand how this works, even after I've tried to understand, and I keep on finding new giant gaps in my understanding of how it works. I'm not proposing to drop out; I'll keep beating my head on this conundrum.
I don't know if my newbie reactions are helpful for thinking of how to explain things, and acclimate newbies, for future runs after this Test Run. Or maybe my reactions are totally off-the-wall and bizarre. I feel like I'm the only one who finds the process of learning how this works, strange and frustrating. I enjoy the RPG itself, but this internal oscillation between "OK now I've observed and read enough that I think I know what I'm supposed to be doing" and "Oops, I totally had the wrong end of the stick" is unpleasant for me.
[ 17. May 2014, 22:01: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Doublethink:
It is not like a board game, or card game with a highly rigid structure. In normal tabletop roleplay, you would have a player manual and a gm manual. And possibly a campaign supplement, and multiple volumes covering various settings, and lots and lots of possible scenarios and examples.
But that is a highly rigid structure! It's a highly rigid structure that constrains and answers various situations. Just because it's a lot more complicated than playing Checkers, doesn't mean it's not rigid.
Plus there's an entire culture about "this much creative initiative allowed for the players, but no more" that I haven't absorbed yet. That's a highly rigid structure in and of itself.
Perhaps people who are acculturated in RPG's have absorbed the cultural rules, such that they seem natural and seems like playing in a fluid arena. Perhaps it is only those new to the culture who can observe that there are strict cultural expectations in place, that the newbies need to learn.
[ 17. May 2014, 22:09: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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Perhaps rigid is the wrong word, but it is a negotiated process, which a card game or board game is largely not. So, for example, we negotiated about the coffin plate thing. Or Testwe got to bend his courtly poetry skill to try to find out more about your character (ultimately that failed but he got to try).
The rules will never be able to define those things, because there are infinitely many possible variations.
I think you are, to an extent, seeking a level of certainty this type of gaming can not provide. Even if you were playing a commercial system, there would be a constant process of interpretation between the gm and the players.
[ 17. May 2014, 22:21: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Doublethink:
Try this.
AR, this is a satirical comedy based on a Dungeons & Dragons roleplay group. In large part it is about the tension between the story, the mechanic, the group dynamic and the individual styles of the players and the GM. It is not an exemplar of how to play, but it may give you an idea of some of the things an rpg is typically trying to manage or avoid. (Some of which are considerably more likely when you game with young men at university.)
Posted by Autenrieth Road (# 10509) on
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[cross-posted. DT, I will read your satirical link with great pleasure! Perhaps it will also help me understand this mysterious culture better, by understanding its excesses.]
No, I don't think I'm seeking a level of certainty. Although the fact that the Meta thread started with a rules post, instead of a culture post, certainly could sucker someone into thinking that there was some level of certainty as a key part of the game.
In fact what I have been struggling with is the opposite: that I understood it to be a game in which the players jointly constructed a narrative, starting from a scenario laid out by the GM.
So I keep on getting caught up short because where I think I'm just being creative, I find out I'm being too creative and what I thought I could do is not allowed.
"Negotiation" is a very helpful word for me.
Taking "negotiation" as a key part of the game, I currently I have very little understanding of what needs to be negotiated.
For example Eliab has just had Gunriana propose to the prince that the prince pay off and dismiss his current retainers. How is that not messing with the structure of the game? I don't mind that he did it; I think it's creative and wonderful. But from the (completely befogged) understanding I have so far, it seems like one of those Too Creative Not Allowed (Unless Negotiated) items.
Perhaps it's something that Eliab negotiated with DT by PM without tipping his hand to the rest of us on the Meta thread?
As another example: early in the game Banner Lady posted something about Brandon (I forget what) and Kelly, ISTM, was annoyed that BL had presumed to narrate part of Kelly's character. But then I had Arabella see Brandon on the far side of the dell (filling in part of Brandon's movements from what Kelly had said so far) -- without any overtly expressed annoyance from Kelly about having moved her character. I don't understand the difference between BL's vs. my instances of "narrating someone else's character". I suppose you're going to explain that I wasn't "narrating Brandon" but if you do, I don't understand how I wasn't. (I didn't have this whole issue of Creative But Not Too Creative on my mind at the time; if I did I would have been a lot more cautious in what Arabella noticed about Brandon.)
Or is my trying to understand the above points about What Needs Negotiating, also part of seeking certainty that RPG doesn't have?
Seriously, I feel like there's a culture here that I don't understand, and the rest of you understand it so well that you can't remember what it's like to not understand it.
[ 17. May 2014, 22:43: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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Oh bother, it's a video, not something to read. An hour and forty-five minute video.
I very rarely click on links if I know they're to videos, much less watch the videos linked to, much less watch more than a few minutes.
But I am fascinated enough by RPG, and curious enough to understand more of what currently in this Test Run gets more incomprehensible to me by the minute, that I will watch it.
Posted by Doublethink (# 1984) on
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It is possible to do an entire degree on gamer culture !
Guriana asking the prince something, does not make the prince agree to do it. The other player gets to choose how he responds. If the post had started, Guriana was pleased the prince had agreed to hold an oath swearing ceremony ..., that would have made Testwe's decision for him and would be more problematic.
The issue re Brandon was that Clawdine had effectively stated the character would do x, y, z - it was then difficult for the player controlling Brandon to do anything else without doing some violence to the narrative. Stating Brandon was standing in such and such a place does effect the character but to a much smaller degree - and if the player needs him somewhere else she can just start her post by saying he sprinted back or whatever.
All the characters' actions will effect each other, that is inevitable and to some extent desirable, and is how we come to know how they interact - but we want to avoid constraining too much what others can do.
When players choices effect the game, that is not always going to be visible. I have a series of plot points in mind but I don't have a fully plotted script. Initially, I was not planning a game in which the party would encounter undead - then players choose to generate characters that were focused on that idea. So I added that element to the plot. It would have been possible to run the entire game without that, and just keep having Daniel never find anything - but that would probably have been pretty crap for him.
You have created a character I don't fully understand, but clearly words are immensely important, you also came into the game with no equipment or magic item. So when you spoke to Daniel about what you wanted to give him, I used your dream sequence to mirror what you had said and give you a magic item (whose nature potentially allows us to agree for you to draw out of it some equipment should there come a point when you need it).
JFH has just made an exploding fart machine to try to open a treasure chest, I had absolutely no idea that that was ever going to happen when I originally suggested he take scavenge as a skill.
It is not possible for me to surprise players, and create situations they need to problem solve, if the players themselves create most of the information or events that would be unknown to their characters. The fact that you don't know what is happening next is supposed to be part of what is enjoyable about the game. The fact that you can respond to those surprises and problems in infinitely various ways, that I would never have thought of, is what makes the game unpredictable and interesting for me as a GM.
[ 17. May 2014, 23:14: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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(Sorry, madame gm-- crosspost which rendered my post,irrelevant.)
[ 17. May 2014, 23:35: Message edited by: Kelly Alves ]
Posted by Autenrieth Road (# 10509) on
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My question about Gunriana was not about narrating other player's characters. It was about what is Too Creative, Not Allowed (Unless Negotiated).
That is, Eliab has created an opening (if Jay-Emm takes it), for several of the prince's retinue to be dismissed. That seems like a major change in direction for what it seemed the story was generally going to encompass. For example, if the cashiered retainers take their dismissal seriously, they may go elsewhere, creating a split party. You as GM have said you really don't want a split party.
So why is it OK for Eliab to make this suggestion to Testwe? Unless, as I surmised, Eliab negotiated it by PM with you (so as not to tip his hand to the rest of us players on the Meta thread)? Or else it's somehow NOT one of those things that should be negotiated -- in which case I'm back where I was before: I now understand that negotiation is an important idea, but I have no idea how to decide what should be negotiated, and when I try to apply what you've explained, I'm wrong (which is why I keep thinking of Montana Red Dog).
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Kelly Alves:
(Sorry, madame gm-- crosspost which rendered my post,irrelevant.)
Ah, rats. Whatever it was, I'm sorry you deleted it. If it was in any way about RPG or about anything on any of the three current RPG threads, it would have helped me, because I would be helped by multiple perspectives on this, or even just seeing the questions others might ask.
[ 17. May 2014, 23:43: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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Crosspost
The event is far enough in the future, both in terms of non-combat rolls and real-time for me to work out a way of avoiding that happening.
The traditional GM fix in Dungeons & Dragons, was for a random dragon to turn up and distract the party with the urgent need to survive - heralded by "You smell brimstone ..." However, that will definitely not be happening.
[ 17. May 2014, 23:46: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Autenrieth Road:
That is, Eliab has created an opening (if Jay-Emm takes it), for several of the prince's retinue to be dismissed. That seems like a major change in direction for what it seemed the story was generally going to encompass. For example, if the cashiered retainers take their dismissal seriously, they may go elsewhere, creating a split party. You as GM have said you really don't want a split party.
.
People in hell want icewater.
Previously I said the GM is God, but if this is going to be a roleplaying game the GM has to allow the players the free will to act on bad ideas--like splitting up the party. As DT said, we pretty much trashed her first game scenario.
She can make stuff happen that might back our characters into the corners she wants us in but she can't run our characters for us. Unless we are not there to do it, or somebody actually gets possessed in game.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Kelly Alves:
(Sorry, madame gm-- crosspost which rendered my post,irrelevant.)
Ah, rats. Whatever it was, I'm sorry you deleted it. If it was in any way about RPG or about anything on any of the three current RPG threads, it would have helped me, because I would be helped by multiple perspectives on this, or even just seeing the questions others might ask.
Well, the short version. Was, "consider the GM God."
DT was a little more detailed than I was.
Posted by Doublethink (# 1984) on
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Yet another crosspost !
Which, reminds me of something I left out of my response, there is a big difference between creating a mechanic in the system that regularly splits the party - every couple of weeks - and it happening on one or two occasions during a campaign.
A split party is a fair amount of extra work, occasionally is doable, regularly is not.
[ 17. May 2014, 23:53: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Doublethink:
You have created a character I don't fully understand,
Interesting! Is this unusual?
If this is unusual, I suspect it's because I don't know the culture. So in creating Arabella's initial traits I was not jockeying for advantages in likely game situations, and I was not trying to create a character for "wouldn't it be interesting to role play such-and-such." I was pretty much just expressing myself through the qualities about myself which make me an avid Adventure player. (I realize Adventure is not an RPG; I used it as a basis because it was the only referent for "text-based alternate universe" that I could come up with when trying to make a proposal about some kind of character.)
Or perhaps you mean you don't understand Arabella and her motivations and actions within the Story so far? I'm just playing myself, trying to figure out what's going on, and once I figure it out, trying to help the team while also (as I suddenly realize) being doggedly interested in pursuing my own interests, strange as they might seem to others. With a big dose of a strange sense of humor. Plus obeying the original GM dictum that Arabella finds Daniel trustworthy.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Doublethink:
You have created a character I don't fully understand,
Interesting! Is this unusual?
Not sure really, proprietary gaming systems usually define character parameters more explicitly - homebrew systems are more various.
It seems as if Arabella contains assumptions from some other system, (presumably Adventure - which I am not familiar with) and I don't really have a clue about FictA. This might be because I have never played or followed the mafia threads. I wonder if you were expecting the RPG to be more similar to mafia ?
[ 18. May 2014, 00:32: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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[cross-post]
More cultural confusion on my part: I was surprised that Dafyd felt he should ask who Hesther is, instead of just grabbing the ball and creating something. I think I can now see that it's in the realm of "something unknown to me, must check with the GM."
I'm going to have to go back and reread that post you made of examples of Players and GM throwing curveballs back and forth at each other. I think I drew completely the wrong conclusions about RPGs from that. Because that post seemed to be about unfettered creativity and both Players and GM catching the ball and running with it. But now it seems to me that the Players have to be a lot more cautious than that.
But I'm probably wrong about that, too.
[ 18. May 2014, 00:41: Message edited by: Autenrieth Road ]
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
Try this.
That was funny.
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Doublethink:
It seems as if Arabella contains assumptions from some other system,
I think that's looking at it the wrong way, but the fact that you word it this way perhaps reveals the RPG cultural gap between us.
I need to think about this.
I'm very tickled to find that degrees can be earned in gamer culture. Perhaps eventually I'll be able to write an essay on the superficial similarities and surprising differences between Mafia and RPG.
Or perhaps I'll write my essay on the deeply misleading nature of the single cultural bit of knowledge about DnD that I had coming into this (that DnD involves innumerable sets of rule books), and the comical effects when one newbie crosses that factoid with the assurance she has been given that RPG are about cooperatively creating a creative narrative, which turns out to have its own deeply misleading aspect.
Posted by Kelly Alves (# 2522) on
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Most of us are not finding it so.
It may be that this type of game is not your cup of tea. I encourage you to hang in and trust the GM, defer to her counsel as much as possible and as you play it will start making more sense to you.
Heck, note how I had to be guided with every roll when I did my first combat. After doing that-- oh, thirty times or so, maybe I will grasp it intuitively.
And that's when you can be really creative-- when you have a firm grasp of the rules and your boundaries. It's a paradox.
Posted by Doublethink (# 1984) on
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I have tried googling for a concise rpg explanation - but they all start, it is really difficult to explain to someone who has not played before and then go onto describe D&D 3.5ed character generaton/combat. Which I feel would be rather misleading.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by IngoB:
quote:
Originally posted by Doublethink:
Try this.
That was funny.
Glad you enjoyed it, there is another by the same group, but it is nothing like as good.
Posted by Autenrieth Road (# 10509) on
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Who are the newbies in this game?
Posted by Doublethink (# 1984) on
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IRRC Banner Lady, IngoB, possibly also Gwai and Kelly. I think that JFH and Hart have played before but not for some time. Not sure about Jay-Emm.
And obviously nobody has played this specific system before, and I don't know if anyone in the player group has experience of play by post / email rpg versions - I don't, it is the first time I have done this.
(Ingo has a lot of MUD experience though.)
[ 18. May 2014, 01:35: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Doublethink:
I have tried googling for a concise rpg explanation - but they all start, it is really difficult to explain to someone who has not played before and then go onto describe D&D 3.5ed character generaton/combat. Which I feel would be rather misleading.
.. and I think an important thing to keep in mind is that we are testing specifically to come up with adequate rules-- meaning, once we nail those down, things will be much more streamlined.
So, AR, when I brought up character control, it was not so much tat I was annoyed-- a little overprotective, maybe
-- it was that players having control over their character is a basic, vital part of roleplaying. Pointing out that incident was a good way of pointing out that rule-- nothing against Banner Lady, but it was a good way to bring it up.
And that's what this thread is about-- nailing down those important dynamics and explaining why they are important.As we do that, things are going to be light on creativity and heavy on analysis, but once we get rolling all the time we take to do this will make sense.
[ 18. May 2014, 01:34: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Doublethink:
IRRC Banner Lady, IngoB, Gwai, possibly also Gwai and Kelly. I think that JFH and Hart have played before but not for some time.
(Ingo has a lot of MUD experience though.)
Kelly gamed for six years, long ago, has forgotten a lot of the rules, and has never GM'ed.
[ 18. May 2014, 01:35: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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Looked over the beginning of the thread, JFH has done computer games but no tabletop RPG and likewise Jay-Emm I think.
Posted by Autenrieth Road (# 10509) on
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Ah! Kelly, you gamed for six years long ago: so you learned the culture. For example, you've been able to speak on this thread with a voice of great experience.
Posted by Kelly Alves (# 2522) on
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I think what Madame GM is trying to point out is that all of us are rusty in some area or other, so IMO cohesion will be most quickly achieved if we do our best to trust the GM.
Posted by Autenrieth Road (# 10509) on
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[cross-posted]
So which is it: I'm looking for certainty that isn't in an RPG (DT), or I have to learn the rules and boundaries (KA)?
Or both and neither at the same time, most likely, given the way this game of Montana Red Dog is going.
I think my problem may be this: I was recruited into this game after having just participated in The Most Insane Game Of Mafia Ever, by a person who enjoyed my creativity there, and thought it would be fun to have it here.
In trying to understand what "here" is like, I read DT's early illustrative post where Players and GM are throwing curveballs back and forth at each other and dynamically and creatively adapting. And I read at the start of the Meta thread that it was a game in which the players are collectively narrating a quest which is initially set up by the DM.
I drew entirely the wrong conclusions from that.
And so I've been really frustrated that where I thought I was just being creative within what was wanted, turns out that I have to Ask Permission. And that's a really bizarre smack of icewater to get when you're deep in a creative mode.
So I'm going to reread Story and Meta, paying attention not to where the Players are dressing things up with Creativity, but rather where they're Asking Permission. Maybe that will give me better insight into how to colour within the boundaries.
And I'm going to watch DT's linked satire. I'll learn something from that, even if it's only that I understand so little of RPG that I can't even understand satire of it...
[ 18. May 2014, 02:27: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by Kelly Alves:
I think what Madame GM is trying to point out is that all of us are rusty in some area or other, so IMO cohesion will be most quickly achieved if we do our best to trust the GM.
At the moment I'm so confused that I don't even know how to participate in the game in a way that demonstrates trust in the GM.
I didn't think of myself as not trusting the GM. It's more that I have no idea what the GM expects from me.
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by Autenrieth Road:
And so I've been really frustrated that where I thought I was just being creative within what was wanted, turns out that I have to Ask Permission. And that's a really bizarre smack of icewater to get when you're deep in a creative mode.
K, we are all creative, or we wouldn't be playing this game.
The best way to look at this is that it is a improv acting experience with rules to facilitate improv. If you were doing improv on stage, you would most likely:
1. Be given a character by the director
2. Be given a setting by the director
3. Have a stage, with props, and be required to stay on that stage.
You would not be allowed to :
1. Feed another actor lines, or speak in their place(the point of improv is coming up with responses to what is happening-- not crafting other actor's responses to allow you to do what you want-- right?)
2. Undo what another actor has said for your convenience
3. Go off stage and collect new props to use.
All those things are boundaries. They do not squelch creativity. They force it.
[ 18. May 2014, 02:45: Message edited by: Kelly Alves ]
Posted by Gwai (# 11076) on
:
quote:
Originally posted by Doublethink:
IRRC Banner Lady, IngoB, possibly also Gwai and Kelly. I think that JFH and Hart have played before but not for some time. Not sure about Jay-Emm.
Haven't gamed much as I wish I had, but played a few different systems. And done a lot of RPG-inspired co-writing.*
AR, what I'd say, for whatever it's worth: I'm having trouble getting a read whether you're not enjoying yourself, and if that's because it's not really your thing or because you're not sure whether you're doing it right. If it's number two, I think you're doing just fine. You're fun to read and play with, so that's all that matters. If you're not enjoying it because it's not your thing, we won't blame you for not doing it again.
*No GM and no rolling, but writing as if you were, as much as you can. The plot goes where the plot goes, sometimes planned and sometimes not.
Posted by Autenrieth Road (# 10509) on
:
Kelly, your improv example gives me another useful way to think about this.
I'll take the point about boundaries engendering creativity.
However, I can't take the analogy too far, because if I were doing improv, I wouldn't ask the director, and I certainly wouldn't ask the other actor whose character's last name I was about to use, for permission. I would just say "Look, it says Hesther Van Adescant!" And the other actor would not ask the director "Who is she?" No, the other actor would gulp, vow to seek revenge on me later for lobbing this at him, and in the moment make something up.
Or maybe that would be highly verboten in the world of improv, as I have learned it is (the not-asking-permission version) in RPG. And if so, then I have no idea what the rules are. Perhaps: Don't do anything to surprise your fellow actors?
Gwai, I'm enjoying the teeny bit that I understand, but I feel like now that I'm trying to have Arabella do things instead of just observing, that I've fallen into a looking-glass world where people keep advising me in ways that I deduce are meant to be explaining things, but when I try to apply their explanations to what I've observed in the game, nothing makes sense because the explanations seem contradictory to things I've observed. And then I get a Montana Red Dog round of "we know we told you that, but it doesn't apply here". And I seem to be unique in having some kind of deep misunderstanding of the game. So I feel frustrated and stupid and like a misfit.
I think it goes back to this: it turns out I entered the game with a complete misunderstanding of what the game was about. And now I am having to completely remake my worldview, and completely pack up what I thought I was doing (and was enjoying) and instead learn a different game, from scratch, and figure out how to fit into that game, just when I was so pleased that I had figured out how to fit into the first game, the game which turned out to be a chimera.
I'm glad you've enjoyed what I've been doing. I've enjoyed it too. But to go forwards I have to go through completely re-figuring out the game and what my role is in it. Because the assumptions I was basing myself on turn out to be wrong, and as things unfold further in the game it would just cause misery for me to try to keep acting on those assumptions.
Posted by JFH (# 14794) on
:
I'm going to reply to this in bits and pieces, because there's a lot of things going on here and a lot of good debate.
To begin with, I personally don't think what AR primarily needs is explanation - although I may be role playing fictitious A for her when writing this. I think you've all got fairly good clues on what's going on, but speaking past one another. Maybe what's needed is rather affirmation for people not to feel like things are going on where they can't see them, and build a bit of trust.
I like Arabella's unclear character, because I think most of the rest of us were pretty specific and overspecificity could lead to rigidness. It's also a character we sort of created together, to help AR out.
As for the negotiations and the improv, the best I can say is that it's something reminiscent of leading the fellow player to a water is ok, but starting to push their head down underneath it is not - and I think the Van Adescant coffin is a borderline case because it forces another player to take a stand on a potentially big backstory, rather than to a choice. At the same time, I loved it the moment I read it because of the tickling feeling of the potential story coming out of it.
I'm not sure how to explain best what goes through the GM and what doesn't in such cases. I'd say it's probably best to put up a suggestion on the meta-board, that it could be something like that. Even phrasing it as "it could read Hesther Van Adescant, but Arabella wasn't sure if it was just a smudge" will open up a bit more space to reject it. That said, I think the party could go along with a bit more of the suggestions from other people, tag along and see where it goes. I'm a little surprised at how little people talk to one another and how much we just focus on doing our own things, actions and moves.
Posted by JFH (# 14794) on
:
Before explaining anything else, I should add that the bit about pulling another player's head underneath the water refers to forcing them to drink, not drowning them (although they might feel a little like that).
(Continuing on the previous post because the People's Internet sucks)
As for my own experience, I think playing the parody game Munchkin with RPG nerds helped me more than anything else, them explaining why "Buy the GM a beer" would make you go up a level (bribing the GM) or why a Gazebo is a monster in that game (Classic story from RPG boards: "You go through the forest and see a gazebo. What do you do?" "Err... A Gazebo? I pull out an arrow and shoot it!" "… … … Ok, now you see a gazebo with an arrow sticking out of it." "It's not dead yet? I draw my sword and charge!").
Speaking of Stone's device, it's more of a fart-powered blow-torch, and built using crafting (starred but not bolded, sorry), not found through scavenging.
Also, many thanks to our probably exhausted GM! If I buy you a beer (and/or chocolate), can Stone get a perk for charming people using poetry? Could you make it work in real life too?
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by Autenrieth Road:
Kelly, your improv example gives me another useful way to think about this.
I'll take the point about boundaries engendering creativity.
However, I can't take the analogy too far, because if I were doing improv, I wouldn't ask the director, and I certainly wouldn't ask the other actor whose character's last name I was about to use, for permission. I would just say "Look, it says Hesther Van Adescant!" And the other actor would not ask the director "Who is she?" No, the other actor would gulp, vow to seek revenge on me later for lobbing this at him, and in the moment make something up.
If, however part of the assignment was for you to create a character (as we were) and your partner was to create a character, and part of that was each of you creating a backstory of your own, then your partner would be quite justified in objecting to you supplying information for them, rather than allow that person to reveal themselves to you.
As JFH said--
quote:
the best I can say is that it's something reminiscent of leading the fellow player to a water is ok, but starting to push their head down underneath it is not...Before explaining anything else, I should add that the bit about pulling another player's head underneath the water refers to forcing them to drink, not drowning them (although they might feel a little like that).
Perfectly put.
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by JFH:
I'm a little surprised at how little people talk to one another and how much we just focus on doing our own things, actions and moves.
I agree-- I think if we talk to each other more (in character)and learn about each other more, we will get a feel of how to work together.
Posted by Autenrieth Road (# 10509) on
:
[cross-posted]
See? The first explanation (improv) wasn't really the explanation, there's more to it (improv of a tightly constricted sort) that only comes out after I've gone wrong trying to apply the first explanation.
And even in the second explanation, my boundaries are totally different, still leading me to bad conclusions. There are a zillion ways for H.VanD to be explained away so she's just the merest blip of local colour in the story. So I don't see it as so intrusive. So I foresee that what I think is just offering something open-ended, is going to turn out to be terribly offensive to everyone else, and probably seen not just as pushing a character's head under to make him drink, but actually trying to drown him. And all along I'll have been stupidly thinking that all I was doing was offering "there's a lake thataway."
Here's another contradiction where I don't understand the culture: Arabella saw an overturned coffin as she and Daniel left the crypt. DT described an upright coffin as the party entered the crypt. This seems inconsistent. But I keep getting told that inconsistency is AWFUL. For example, it's part of why it's bad to narrate someone else's character (so I think has been said): because then they might be constrained to act in a way they weren't planning to, because their original plan would now be inconsistent. So what's going on? Are we in a different crypt? Is the setting-back-up of the coffin an important plot point, the solving of this mystery being part of the quest DT is continuously and creatively setting for us? Or maybe what to me seems a glaring inconsistency is seen by others as a minor irrelevant detail. And if that's the case, then we're back to Montana Red Dog where the rules and boundaries keep shifting: "Inconsistency is AWFUL, except when we say it isn't."
It would be easier if you just said: "We can't explain how it works. If you can put up with being wrong about everything for ten years or so, you might absorb the culture and the expectations and fit in. Until then, we're happy to have you hang around. Just know that most of what you do will be wrong and need correcting, and we'll try not to make you feel too awful when you completely unwittingly do deeply offensive things."
[ 18. May 2014, 04:57: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
:
I'll shut up now. I don't want DT to feel embattled. DT, you've been giving us a wonderful gift being our GM, and I love both the creativity and the planning that you bring to this.
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by Autenrieth Road:
So what's going on? Are we in a different crypt? Is the setting-back-up of the coffin an important plot point, the solving of this mystery being part of the quest DT is continuously and creatively setting for us?
That last.
If you notice the coffin is tipped, and later it is upright, something has happened that your character doesn't know about. The only person in the game with total omniscience is the GM. We all just react to what we encounter. Or to what other players do or say.
Perhaps this is a good time to talk about "player Knowledge" versus " character knowledge.
Example: I, Kelly see on the story thread that bayari and ik are plotting to short-sheet my bed. They are whispering together in a hut.
This pisses me off, but Brandon, I have stated, is outside watering the horses at the time. My player knowledge is that those two jerks are gonna dick me over, My character, however, has to mope along oblivious and climb into bed, and suffer short sheets.
if I were to say "Brandon carefully checks his bed before he lays down" I would be cheating, pretty much.
However, a GM can opt to just parcel out information so the characters reactions can be authentic, rather than risk changing the reactions by offering too much player knowledge. SO, my read of the crypt thing is-- something happened and for game purposes DT isn't telling us what yet.
But the change is good to note-- it will probably be explained later.
[ 18. May 2014, 05:21: Message edited by: Kelly Alves ]
Posted by Kelly Alves (# 2522) on
:
(another thought-- Arabella (in character) has the option of keeping this odd observation to herself and seeing what else happens, or telling another character her misgivings about what she saw. If she chooses to share the information, then it might help them piece together whatever is going on. This reinforces JFH's suggestion that we simply talk to each other more--in character.)
[ 18. May 2014, 05:39: Message edited by: Kelly Alves ]
Posted by JFH (# 14794) on
:
quote:
Originally posted by Kelly Alves:
[QUOTE]Originally posted by JFH:
[qb] I'm a little surprised at how little people talk to one another and how much we just focus on doing our own things, actions and moves.
I agree-- I think if we talk to each other more (in character)and learn about each oth
Posted by JFH (# 14794) on
:
quote:
Originally posted by Kelly Alves:
quote:
Originally posted by JFH:
I'm a little surprised at how little people talk to one another and how much we just focus on doing our own things, actions and moves.
I agree-- I think if we talk to each other more (in character)and learn about each other more, we will get a feel of how to work together.
I suspect that this might be due to there being a couple of Clint Eastwoods in the party, and not that many Mexicans to give them something to talk about. Ok, Brandon, let's stage some funny talk instead, shall we? How's it going without that belt?
Posted by Kelly Alves (# 2522) on
:
Oh, bring it.
Posted by Kelly Alves (# 2522) on
:
Shoot I have been totally out of the story for like two days.. meet me on the meta thread.
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
Breakdown
So if I have this roughly right:
Agreed Basic Principles [...]
With the proviso that I'd be content with a large number of alternatives, yes, everything you list is fine with me.
quote:
Dubious Elements
We are unsure about spawning minion combat.
After the first test I'm coming round to the idea provided we can avoid endless spawning of hard combats. I think the recent fight scene could have been improved slightly (only slightly) if Brandon's spawned minions had stuck around and needed to be killed by other PCs. It would have given more of a feeling that we were acting as a team.
quote:
We are unsure about regenerating nemesis combat.
I thought the only thing 'wrong' with the nemesis fight was that too many PCs could engage the vampire at 'easy'. Six vampires with those stats (and no spawning) would have been a challenge, one of them was always going to be toast, even if IngoB had rolled badly. A single enemy has to be a real hard-case to threaten 10+ PCs – it has to be at lseriously unlikely that one PC can fight it alone.
quote:
We are unsure about real time combat duration.
Any combat system is going to be time consuming. At least a day is needed, I think, for every decision step. A simple fight has one decision step (“I'm fighting (or not) and rolled a N, the stroty is...”). A complex fight might have two or three.
quote:
We are unsure about all combat encounter posts occuring in meta, then being transferred to the story thread, vs. direct story posts.
I think the 'meta' thread needs a GM call on what point we narrate up to. Suppose we're fighting a vast number of shadow creatures – the GM could say “these are your difficulties, post up to three combat rounds each by T o'clock...” then takes control of the narrative again in meta, perhaps because the vampire shows up, or whatever. I don't think there's any problem with lots of story posts, provided we don't overrun the GM's plot line.
quote:
Aspirations
We want to move from skills, to backgrounds.
I like the system as is. I think we do all have 'backgrounds', and it is open to a PC (or GM) to claim some flexibility about what characters can do based on that. For example, Gunriana's background has her coming from a merchant family. She isn't an expert in commerce (or I'd have taken that as a skill), because her vocation is 'witch' and her role in the family is 'marriage pawn'. But simply from hanging around merchants, she might know a little more than average, not enough to reliably make skill rolls, but if the GM wants the party to know, for example, that the Isle of Lergos exports marrows and imports timber, Gunriana could be prompted with the fact that she recalls this information.
The value of skills is that they provide areas of expertise that fit with, but are not implied by, the general background. You couldn't say, for instance, that Hestor's background as courtier would give him expert knowledge of poisons. It's an excellent fit, but you wouldn't assume it from background alone.
quote:
We are considering communally run characters.
I'm opposed. I don't want to play someone else's character. I don't want anyone else taking my character in a direction I don't want to go.
quote:
We want to consider using "one unique thing" in character generation.
I like current character generation. Does anyone feel that the current rules do not allow them to create a playable approximation to their initial character concept?
My character idea was pretty complex, and I had no trouble working it into this system. For me that's the test. If anyone can say “I wanted to play [this] reasonable character idea, but the system won't let me...” (and the idea is reasonable) then the system needs fixing. If not, it ain't broke.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Autenrieth Road:
Here's another contradiction where I don't understand the culture: Arabella saw an overturned coffin as she and Daniel left the crypt. DT described an upright coffin as the party entered the crypt.
Just to clarify re the coffin; you left the crypt having seen the coffin overturned, met up with the party and spent the night in the churchyard. A bat flew out of the crypt, but turned back at the ward stone. The next morning Daniel led the party down into the crypt.
The coffin was closed when you next entered the crypt. The implication was that the vampire had got back into it over the intervening period. This references the common mythos of the vampire that it is active at night and would usually sleep in the day.
If you had posted that you saw Hesther's name on the name plate, then next player posted there was no name plate on the coffin - and in story terms you are standing next to each other looking at the coffin at the same time, that will effect the suspension of disbelief because the posts are mutually incompatible.
If you want to see what it a looks like when that happens, have a look at what Kelly has done on the story thread. We have had a minor cock-up in the story sequence because she had failed to notice Ik had not acted. The result doesn't read well, this may happen sometimes but as a group we want to try and minimise the number of times this happens.
[ 18. May 2014, 09:03: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Doublethink:
Tri-stat dx combat would translate well for a proprietary system, if we take body to be muscles, and mind to be wits. I think it could be dropped straight in for combat heavy campaigns without having to rewrite its combat system at all.
Wanted to work through the translation:
quote:
Stats
Characters in Tri-Stat have three main Stats:
Body: a measure of the character's physical prowess and health.
Mind: a measure of the character's mental capacity and intelligence.
Soul: a measure of the character's spirit and willpower.
Derived Values[edit]
Derived Values are determined by mathematical formulas based on the values of the character's Stats.
Attack Combat Value: (ACV) [(Body + Mind + Soul) / 3] which is the focus of all the character's Stats to determine their bonus to Hit an opponent during combat scenes.
Defense Combat Value: (DCV) [(Body + Mind + Soul) / 3 - 2] which is the character's ability to react against incoming attacks.
Health Points: [(Body + Soul) × 5] which is the amount of damage a character can withstand before they are knocked unconscious or killed. These are similar to hit points in other games.
Optional Derived Values:
Energy Points: [(Mind + Soul) × 5] an optional Stat used for fueling certain superpower Attributes. When a character runs out of Energy Points, they can no longer use that power.
Shock Value: [(Health Points) / 5] for more "realistic" combat scenes, when a character suffers their Shock Value in damage, there is a chance they can become stunned.
In character generation, you use 18 points for the point buy, Rank cost: Useless (1), Weak (2), OK (3), Good (4), or Excellent (5).
So if we take Bayani's stats:
- OK Wits (Mind) = 3pt
- Excellent Finesse = 5pt
- Useless Charm = 1pt
- Useless Soul = 1pt
- Good Muscles (Body) = 4pt
- Good Vigilance = 4pt
His derived values would be:
- Attack Combat Value - 3 (rounding up)
- Defence Combat Value - 1
- Health points - 25
- Energy points - 20
- Shock value - 5
quote:
Time in Tri-Stat is measured in Rounds which represent about 5 seconds of real time. Rounds are linked together in Scenes. A Scene changes when the specific events and places happen to change in the game. For example, a brawl Scene in a bar would change if the fight is moved out to the parking lot. During a Round, a character can take one of several kinds of Actions, such as Move, Attack, or Defend.
Combat can be seen as a bunch of contested actions made against particular adversaries, however the character uses their Attack Combat Value as the number they must roll equal to, or less than, to score successful attacks against the opposition. Their ACV can be modified by Combat Skills, like Gun Combat, and any Specializations with a particular weapon to score a better hit against the target. Characters roll for Initiative (2 dice + ACV), during a Round of combat to see who goes first. The higher roll "Gains Initiative" and allows the character to either take action first, or hold and wait to see what their opponent does.
Resolving damage[edit]
Characters can take damage from either suffering an injury or from an attack in combat. Each attack has a Maximum Damage Rating (MDR), which is the total amount of damage points a particular weapon or accident situation can inflict upon the victim. When an attack makes it through a defense, the defender takes damage from the attack. Depending on the Power Level of the campaign, the damage is rolled with 2 dice and consulted on a Damage Percentage Table. The particular roll will indicate that the target took 25%, 50%, 75%, or 100% of the attack's MDR. The attacker's Attack Combat Value is fully added to the resulting percentage of MDR to determine the total amount of damage inflicted upon the target. Damage is then deducted from a character or object's Health Points.
Critical Hits are inflicted whenever an attack die roll comes up as a 2. The attacker automatically hits the target (who cannot defend against it). The target then suffers double the MDR of the weapon plus the attacker's ACV in damage.
If a character loses all their Health Points, they fall unconscious and are dying. If their Health Points drop to the full negative amount of their Health Points they die. For instance, a character who has 25 Health Points dies when their Health Points reach -25.
This would be rolling 2d6 for combat actions. If we wanted to roll two D20, we would need to translate the ranks into points at a higher point value - multiply the point by cost by 3 perhaps. Which would like this:
- Wits (Mind) = 9
- Excellent Finesse = 15
- Useless Charm = 3
- Useless Soul = 3
- Good Muscles (Body) = 12
- Good Vigilance = 12
His derived values would be:
- Attack Combat Value - 8
- Defence Combat Value - 6
- Health points - 75
- Energy points - 60
- Shock value - 15
[ 18. May 2014, 10:08: Message edited by: Doublethink ]
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Doublethink:
{Newbies are...}]Not sure about Jay-Emm.
Some schoolfriends (from another village) were into a vampire based game and I read a fair bit the books.
Played a Mud computer game, a few rogue like ones and morrowind/kotr which gave a moderate idea of the dicey stuff.
Finally enjoyed reading a few webcomics, which took the piss of vaguaries in mechanics and ways players/gms can be annoying.
d&d
But new to actually playing, enjoying it.
Posted by Doublethink (# 1984) on
:
Please note new poll thread - pls vote and comment.
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Autenrieth Road:
For example Eliab has just had Gunriana propose to the prince that the prince pay off and dismiss his current retainers. How is that not messing with the structure of the game? I don't mind that he did it; I think it's creative and wonderful. But from the (completely befogged) understanding I have so far, it seems like one of those Too Creative Not Allowed (Unless Negotiated) items.
Explanation: Gunriana's a witch. Specifically, she's Prince Testwe's witch. She's loyal to the Fates first, him second, and the rest of the PCs only to the extent that they are 'his' (or as whim takes her). Clawdine, Stone, Arabella and Daniel aren't (yet) of the Prince's party, in that they are not bound to his service in any way that Gunriana's barbarian heritage would recognise. Therefore she sees a large find of gold as a cause of discord, partly because she'd consider herself free to steal it if not bound by oath, and partly because as a witch it's her job to see the shadow side of apparent good fortune.
IC, Gunriana thinks Testwe should either formalise a master-retainer relationship with the outsiders, or get rid of them. Obviously I as a player can't (and wouldn't want to) get rid of anyone from the group, but it's in character for her to suggest it.
There's sort of an unwritten contract for an RPG not to send the game of the rails. The GM agrees to run the adventure, the players agree to play it. I don't think it's out of order for the PCs to talk about breaking up the group, but on the understanding that we (as players) won't let it get to the point of spoiling the game.
Posted by Dafyd (# 5549) on
:
With regards to Hesther van Adescant. On the one hand, I oked it before it happened, because it's clearly opening up interesting plotlines for the GM to use. I was however in a bit of a hurry so didn't think through quite where I would want to take it.
So then I had to think about where I would like to take it, and confronted the fact that I don't really like overloaded backstories (i.e. Spiderman is an ordinary schoolboy who gets bitten by a radioactive spider - fine. Spiderman's parents were secret agents, or scientists researching super serum - bad, because it makes Peter Parker less ordinary). So I left it as Daniel's aunt, because that's not too specific.
Posted by Autenrieth Road (# 10509) on
:
A few thoughts:
I've only ever seen Comic Improv, so I don't natively understand the same things about Improv that other people understand.
I find it very easy to create narratives to explain away or slither out of things, and if I can't, I enjoy the challenge of playing with what I've been dealt. So my native sense of what's "too constraining" is, I think, different from other people's.
What is probably invisible to everyone is that it is only by the merest dumb luck that I avoided posting something in the Story that I gather would have been massively offensive to several people, because of what it would violate about their experienced expectations about how RPGs should be. Also invisible is the fact that the kind of thinking that led me to that narrowly avoided precipice has underlain everything I have been writing as I create Arabella on Story.
So I am having to start over, mentally.
I am now afraid of violating the experienced players' very strong expectations about how the game should be, because it will be completely unwittingly on my part but I'm afraid no-one will believe that anyone could be so naive as to be so offensive by accident.
Eliab at least acknowledges that there are unwritten expectations. But I don't know how to obey that piece of culture "don't wreck the game." The experienced players can dance right up to the line but not over it. But I am inexperienced and I won't understand what they're doing and where the line is. So it doesn't feel entirely safe any more to just try to imitate what other players are doing. I thought I was trying to imitate what others were doing up to now, but it turns out I had totally missed the point.
On the surface it may look like I was doing just fine. But I know the thoughts I had underneath the surface, and generating the surface, and it turns out I was mistaken in a large part of my thinking. So I am quite nervous about this game now. But I also think I would really like it, once I learn the culture. So I really really want to learn the culture.
Posted by Doublethink (# 1984) on
:
If you did post something dodgy on the story thread, the world would not explode, in the end this is just a game.
We'd fudge a solution somehow.
Posted by Autenrieth Road (# 10509) on
:
But there's such resistance to fudging a solution in every inch of what people post here, or in Meta.
Posted by Doublethink (# 1984) on
:
What I mean is, we can patch things up if something does go wrong, but we try to avoid needing to.
Posted by Autenrieth Road (# 10509) on
:
But nobody does patch things up. They just freeze.
For example, making the rune ward. Ariston cross-posted with Eliab, and edited to say that his post should be considered one post higher.
Pulling Teswe from the bushes: IngoB and Ariston cross-posted, and IngoB posted on Meta to regret that Teswe got helped to his feet twice.
In both cases, I thought of something to weave together the inconsistencies into a more consistent whole, and had Arabella think about the situations in that way.
But none of the players involved in the crossposts seemed to think of that. So it leaves me feeling that I'm somehow more forgiving of inconsistencies than is the accepted norm for RPG, and that players are going to find problem posts I might cause to be just that: problems without solutions.
As another example, consider the attitude of most players towards the idea of sharing control of their character: frosty doesn't even begin to describe it. So I gather from that that touching another player's character is a really cardinal sin. So as I imagine things I might possibly have Arabella do or say, I am now trying to be hyper vigilant to be sure I don't in anyway indicate anything in Arabella's actions or impressions of characters that could possibly be construed as describing their character in a way they haven't already done. Because the prevailing attitude I pick up is that people want complete control of their characters, and will be deeply offended if that is touched in anyway. Rather than, for example, laughing at the new situation they have been inadvertently maneuvered into and making it up from there.
Posted by Doublethink (# 1984) on
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Those glitches, which are most likely when players don't refresh and read before posting, are unfortunate but relatively minor - in that the outcome and tone is unaltered - someone yanks the Prince to his feet, the sol rune is carved by the people already noted as doing that. The characters involved might come up with a nifty solution post if they thought of it before the story moved on, or it might just be left. Whereas when Clawdine's narrative suddenly threw the characters into effectively different timelines, we had to fiddle a bit to fix that.
I read the begining of the mafia thread after our discussions on this thread, to understand more of the similarities and differences.
In Mafia, all characters actions are very limited in how they effect the game structure - Vote, murder & vote lynch is unaltered. You could dance a striptease on the roof and set the bus on fire - but come the turning of the day the freedom of the other players to vote and the plot structure of the game would never alter.
If you had to go to the front of the bus to vote, and hopthings confincement by other characters somehow prevented that, I imagine the player might become frustrated - especially if it kept happening.
It would be possible to have an rpg where characters/players did manipulate others in the party with their posting style, but it would probably need folks agreement in advance and function as a comedy game.
[ 19. May 2014, 12:03: Message edited by: Doublethink ]
Posted by Eliab (# 9153) on
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quote:
Originally posted by Autenrieth Road:
Eliab at least acknowledges that there are unwritten expectations. But I don't know how to obey that piece of culture "don't wreck the game." The experienced players can dance right up to the line but not over it. But I am inexperienced and I won't understand what they're doing and where the line is. So it doesn't feel entirely safe any more to just try to imitate what other players are doing. I thought I was trying to imitate what others were doing up to now, but it turns out I had totally missed the point.
On the surface it may look like I was doing just fine. But I know the thoughts I had underneath the surface, and generating the surface, and it turns out I was mistaken in a large part of my thinking. So I am quite nervous about this game now. But I also think I would really like it, once I learn the culture. So I really really want to learn the culture.
You ARE the culture. There isn't any relevant RPG community beyond these threads whose expectations you need to conform to. It's just us.
The unwritten contract is the one between all of us. Every RPG has its own culture, but this differs from group to group and from game to game. Our unwritten contract is whatever all of us accept as necessary to play this game - the one DT is running. It's sort of assumed that we (the players) will let our characters team up, more-or-less cooperate, accept any challenges that are clearly plot-hooks, and not make choices that amount to a refusal to play the game or allow others to do so. So, for example, if I post on the story thread 'Gunriana is sick of this bunch of losers and goes home', that would be (whether I say so expressly or not) an effective 'I quit'. I couldn't reasonably expect the game to carry on modelling my character's life after she breaks with the others.
But there are grey areas. Suppose all the male PCs decided not to listen to the female ones, for explicitly IC sexist reasons. That could well be a legitimate IC attitude to take. There isn't an unwritten rule that characters can't be prejudiced. Does it amount to shutting the players of female characters out of the game? It's not hard to see that a person might reasonably feel excluded from play if everything his character says is dismissed out of hand, even if the actions are totally IC. I suspect that here, most of us would consider that to be a fair complaint, and think that role-played bias which excludes players breaks our unwrittten culture. Most of us probably also think that some IC expressions of bias or unfairness are allowable in the game - we aren't playing perfected saints. However I've played in one gaming group where any IC sexism at all was unacceptable ('we play games for fun, not to put up with that') and others where complaining about any IC injustice or cruelty whatsoever would be considered absurdly oversensitive. So I can't tell you what the general RPG culture is for that. It varies. What matters here is what the people actually playing think.
I think the guideline should be to describe what the game is trying to do and ask if what you are intending spoils it. If in doubt, ask.
Example from the last chapter: the 'chapter heading' might have been "The Prince's party hunt the Vampire". That's the game. If you think "my character's really a selfish coward, he'll go with them for the sake of loot, but make sure the others take all the risks." You're beginning to knock up against the 'heroic fantasy' model, but not fatally so, because playing your character that way doesn't make the overal theme impossible. Saying "I'm secretly a necromancer and I intend to sell out the party to the vampire in exchange for immortality" would be another thing altogether - it's saying "I don't want to play the heroic fantasy game after all, I want a PvP horror game instead". So before doing the later, you should at least ask the GM for permission. He or she may not want to run PvP. It's a very different game to run, with lots of conflicting interests to balance.
Does that help any?
Posted by Ariston (# 10894) on
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In light of recent events, we'll be taking a 24 hour break.
—A, CH
Posted by Doublethink (# 1984) on
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I have done some thinking, in the light of the poll. It seems most people are not too sold on 13th age style backgrounds. Most people feel communally run characters would be alright, if the players concerned agreed.
Everybody seems to want to continue with a Homebrew system.
Combat situation is somewhat more complex, I have had a play around. This involves renaming the 6 potentials to make things more catchy to remember. I am posting here for consideration:
Standard (Renamed) Potentials: WRITES
W. its
R. eadiness (vigilance)
I. nspiration (soul)
T. oughness (muscles)
E. lan (charm)
S. pryness (finess/dexterity)
WRITES Combat Mechanic
Plan, Narrate, Crisis Phases
Standard mode: own fight, no player aid and win/lose/spawn mechanic (2d20 rolls per fight) for minion & nemesis combat. Can run away between fights with a roll of 7 or more. (In Nemesis combat, if you fight the monster again, without another player attacking in between, your fight goes up a difficulty rank - returns to original once you have had a breather.) Vigilance either decides turn order, or gives an attack bonus, depending on GM's narrative decision.
WRONGS Advanced Combat Mechanic
Points calculated from the point buy cost.
W. ellbeing = Toughness x 20
R. ecovery = 1/2 Toughness rounded down regained every 3 combat rounds
O. nslaught = Relevant Potential + combat roll
N. egate = Spryness + Armor Bonus (penalty to opponent's roll)
G. ouge = Overkill + Weapons Bonus + Toughness (Gouge reduces targets' Wellbeing)
S. peed = Spryness + Readiness
Turn based combat, players can aid others and any skill roll can be substituted for an Onslaught attack - uses system against both minions and nemesis.
Onslaught (attack) must exceed GM's assigned target number to succeed.
Each action in the combat round requires a single D20 roll.
Each action requires 2 speed points to attempt, except for running away which costs only 1 and requires a roll of 7 or more.
Incapacitated at 0 Wellbeing, 3 rounds at negative Wellbeing results in Character death. Successful healing returns 1/4 of total wellbeing points.
(Overkill is the amount by which your onslaught roll exceeded the target figure given by the GM.)
GM would usually calculate the target figure by starting at 10 then adding or subtracting 5 for each rank difference between.relevant combat potential - and then adjusting for penalties and bonuses.
A combat turn is complete when all players and enemies have acted in order of Vigilance, attacks can be held, no geographic strategies (i.e no flanking, backstab, cover bonuses though acceptable in story description.)
(In an extremely combat light adventure, you would just role a D20 against a target figure given by the GM .)
[ 20. May 2014, 18:22: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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Thanks to all for your advice and explanations.
Posted by Gwai (# 11076) on
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The new names for the WRITES system are a little clear too, I think. System looks very nice to me, for whatever that is worth.
Posted by Hart (# 4991) on
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WRITES looks good to me. Let me see if I understand WRONGS. If I do, I think I can see some problems.
Firstly, it's a lot of rolling without many tactical decisions. In fact, pretty much the only decision is whether to flee or not (and how you prepare for a fight).
Do speed points refresh in any way, or once you've used some on an attack are they done? If so, I think a lot of fights would end with neither fighter down and both out of speed points.
Also, I think 5 points per rank difference is very large. It makes a fight where you're out-potential by two almost impossible to win (though you may well tie by tiring your opponent out before she can finish you off). I think 2 points per rank difference may make more sense.
Posted by Doublethink (# 1984) on
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Wrongs is basically a traditional combat system - wrongs are the stats you need to derive for that. All your enemies would just be NPCs designed like the player characters, no spawning.
In a combat round, you either make an onslaught on the enemy, or you do something else - say heal, improvise a weapon or whatever.
Speed resets each combat round. It means tougher and faster characters get to do more per combat round, but even a character with a useless stat could attack or run away.
Combat would take a long time, but it would only be used in a combat focused campaign.
(You would probably need shared gming across timezones to make it viable.)
[ 20. May 2014, 21:53: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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Also, on the poll, some folk said they would like to keep the current skills system - but amended. I'd be interested in knowing what sort of changes folk would be wanting ? Is it just a list of available skills, clearer boundaries around perks, or something else ?
(One way of defining a perk, might be an innate quality unique to a character that could never be a skill - such as being able to see in the dark, or sense undead etc. Though these can be a little challenging to think up, they don't require fiddling around with +1 to this or that and are less easy to confuse with skills.)
[ 20. May 2014, 22:09: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
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Ran out of edit time, if we redescribed a perk like that - we might relabel it as a Gift.
So you would have you six writes potentials, six skills, a gift and a special item / transform.
Posted by Hart (# 4991) on
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quote:
Originally posted by Doublethink:
Wrongs is basically a traditional combat system - wrongs are the stats you need to derive for that. All your enemies would just be NPCs designed like the player characters, no spawning.
In a combat round, you either make an onslaught on the enemy, or you do something else - say heal, improvise a weapon or whatever.
Speed resets each combat round. It means tougher and faster characters get to do more per combat round, but even a character with a useless stat could attack or run away.
Combat would take a long time, but it would only be used in a combat focused campaign.
(You would probably need shared gming across timezones to make it viable.)
OK, I'd misunderstood speed. That sounds better than what I was thinking. The opportunity to heal or try to make a new weapon rather than attack on each round adds some tactics too, which is good.
Posted by Doublethink (# 1984) on
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Soooo, as we are finishing up on the playtest, who would like to play in a campaign ?
Also, would folk like me to GM that campaign or does anyone else want to try gming ?
Posted by IngoB (# 8700) on
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I would like to participate in a full campaign, and I'm offering to share a communal character.
I'm happy to develop a character and have it shared, to develop one together with another, or to share in a character somebody else has developed. If anybody would like to share a character with me, just let me know and we will work out how to proceed. I intend to retire my current character Bayani though, and I probably do not want to play a fighter for the full campaign.
That said, I do not really know how to work the kind of character that I would like to play into the current system, and I would like to start a discussion about that. I am thinking of playing one of the following: druid / cleric (healing / protection magic user), wizard / necromancer (offensive magic user), ranger / archer (distance fighter), or shaman / witchdoctor (mixed character with some healing / protection magic, some offensive magic, and some melee ability).
It would be great if DT could GM the first full adventure.
Posted by IngoB (# 8700) on
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In addition, my thoughts concerning skills, in light of the poll:
I consider the current skill system to be broken. We didn't use it much and for long, hence that is perhaps not so apparent. But if it is kept formally, then IMHO it will be simply be worked around anyhow. One can either use a long and fairly comprehensive list of skills, or a background system. But one cannot make do with five skills, of which furthermore some are occupied with core abilities of the character (fighting skills for a fighter, etc.)
Imagine I want to start a camp fire. Why can I do it? I do not have the fire starting skill, do I? But OK, I will just roleplay that and thereby simply ignore our restrictive skill system. That works, until it starts raining. Now it becomes hard for the GM to look the other way as I roleplay a skill that I do not have. But what is the GM going to do? Formally, I do not have the skill. Actually, nobody in the group has such a skill. So do we all have to sit in the wet and cold now, just because fire starting did not make the five slots (really two or three free slots) in anybody's character? The GM will probably fudge this by letting me throw against my Finesse, because it just is bloody unreasonable to have a bunch of experienced adventurers who do not know how to start a camp fire. But this is de facto a background system. We may not call it that way, but the necessity of good gameplay will force it on us.
Given that we will not be using long lists of skills here, we will be using a background system. We might as well acknowledge the inevitable there... If we went to keep something like the current skill system, I suggest to make those five skill slots precisely GM independent. That is to say, I get five skills that I can execute according to specified rules without consulting the GM first. I do not need to negotiate those, they are pre-negotiated. So these slots will serves to speed up play, since the player can simply post a throw on meta and the corresponding story, without waiting for GM approval. Whereas for anything else (like starting a fire if I don't have that in my five special slots), I have to negotiate a throw with the GM according to who I am and what the situation is (basically a background system).
That would make sense to me.
Posted by Hart (# 4991) on
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Like Ingo, I think we need to think about quite what the purpose of skills is. It seems we are running a tacit background system as well. Skills, as I understand them, are ways of pre-negotiating with the GM before the game begins certain details of how we can use our potentials given our backgrounds. Other small-s skills then get worked out in game. Skills can also be used for things which may not be deducible from the general background. For instance, if Hestor didn't have poisons as a skill, we probably wouldn't just guess during the game that he did. Blackmail, though, would totally fit his character and I'm guessing you'd have allowed me a charm roll to blackmail someone whether Hestor had it in his skills set or not.
One thought I've had is this. Should we maybe limit the skills to a smaller number (maybe 3) but only have them be things that aren't implicit in the background and potentials. For Hestor, this would definitely be poisons and probably free-running and lock-picking. Lurking and treasure evaluating being stuff it's pretty obvious he can do just based on his background and his potentials.
For a fighter character, they wouldn't need a general 'fighting' skill (they just have that being a fighter and having good muscles).
To look at Ingo's example, all of us can probably attempt to start a fire. Our chances of success would probably depend on our finesse. Starting a fire is a pretty easy task, though (in most circumstances), so the probabilities should probably be somewhat easier than freeing yourself from restraints (say). As an easy task, maybe everyone's potential gets bumped up one for that. Freeing yourself from restraints is hard (unless you have that as a skill), so everyone's potential is one lower than that. I think you've been doing this informally on a few tasks so far.
Posted by Gwai (# 11076) on
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It does sound like we are understanding the skill system in different ways. I had thought, I think perhaps incorrectly, that the skills we were picking were the skills we were particularly unusually good at. If I don't include fire-starting I am normally good at it. And yes if no one is particularly unusually good at it then in real life when a particularly unfortunate batch of wet wood etc. hits then you don't have a fire. I have been a camp counselor and had to comfort a bunch of hungry bummed children because it took us an hour plus to get their fire started because the wood had been soaked. And there just weren't any smores because by the time we finally had eaten, it was just way too late to stay up cooking marshmallows. Then you get to roleplay how much "fun" your character is having cold and hungry in the rain.
I do think that this only works as a system if we all agree that basic skills are possessed normally by everyone. Basic fire-starting may not be a normal skill in our world, but in a world where people regularly travel outside, it surely would be. (Reading on the other hand might not be.) etc.
Agreed that keeping doublethink as GM would be wonderful since I gather she/you are willing. One only needs so many changes at once.
Posted by IngoB (# 8700) on
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quote:
Originally posted by Gwai:
I had thought, I think perhaps incorrectly, that the skills we were picking were the skills we were particularly unusually good at. ... I do think that this only works as a system if we all agree that basic skills are possessed normally by everyone. Basic fire-starting may not be a normal skill in our world, but in a world where people regularly travel outside, it surely would be. (Reading on the other hand might not be.) etc.
Exactly. But that just is a background system plus some "special skills". I think even though we voted differently on the poll, we are actually agreeing on what would work. And Hart agrees as well.
I think we can combine the suggestions so far as follows:
- Switch to a background system as far as all "typical" skills are concerned. Where "typical" is on one hand determined by the game world, and on the other hand by the individual history and current occupation of the character. In case of doubt, the GM decides.
- Keep a small number (say three) of "special" skills that would not be obvious even from the individual background. These give the character a particular flavour.
- Pre-negotiate the "special" skills with them GM into specific rules, so that the player can apply them without consulting the GM first.
- Allow roleplaying of "typical" skills where they are reasonably considered unchallenging. Otherwise their success is negotiated with the GM on a case by case basis.
Posted by Autenrieth Road (# 10509) on
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I would suggest having a new thread for recruitment/enrollment in the new game, so that people who might not be following these threads for the old game and for the rules development, know about the new game.
I'd like to be in the next game.
Posted by Hart (# 4991) on
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Firstly, another vote of thanks to DT from me! I think it would be good if she ran the first real campaign too. I'd be happy to try GMing at some point, but this is too soon for me, I think.
quote:
Originally posted by IngoB:
Pre-negotiate the "special" skills with them GM into specific rules, so that the player can apply them without consulting the GM first.
Ingo, this is the only part of your post I disagree with. I think the GM is always going to need to be consulted. Take my blackmail for instance. There should be a real difference in probability of success between the following two situations:
1) We want to stay in an inn, but don't have enough money. Hestor mentions to the owner that he has some nearby friends who are fire-eaters and occasionally get careless with their breath, "wouldn't it be a shame if your lovely thatched roof were to fall victim to their folly?" We stay for free.
2) A big bad villain with many minions is holding Testwe hostage. Hestor makes the same veiled threat. Testwe released.
I don't see how we could set rules for how blackmail works. The GM is going to need to rule on difficulty each time I try to use it.
Posted by IngoB (# 8700) on
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Hart, I think we should try to take load off the GM if we can. Maybe DT has the time to monitor the thread every few hours, but I expect that with typical GMs too we will run into problems of asynchrony.
A general rule for your blackmail could simply be: throw a d20, then
1-2: blackmail attempt ends disastrously, situation worsens;
3-14: blackmail attempt fails, but without serious consequences;
15-18: blackmail attempt succeeds in a basic fashion;
19-20: blackmail attempt succeeds beyond expectation.
You can deduce the consequences yourself, certainly for the cases you mentioned.
I see two issues. First, there is no adaptation to the opponent faced in this rule. We could do this if the GM gave us basic stats info about NPCs. For example, say the GM tells us (on meta) the Charm value of the NPC we are facing. Then the rule above could be ameliorated:
Take you own Charm value, and subtract from it the Charm value of your opponent: modifier = Charm_self - Charm_other. Then throw d20+modifier.
This way if you significantly out-charm an opponent, you can blackmail them easier (and if they out-charm you, it gets harder).
The second issue is potential story-breaking. If the GM has planned to have Testwe imprisoned for additional gameplay but you free him with your blackmail skill without consultation, then what?
Well, first you perhaps should have a frequency limit on that skill. So perhaps you can use it once a week. That limits abuse, you can't blackmail-spam every NPC to your advantage...
Second, you could think about what you are doing. That you can do this without the GM does not mean that you have to. If you see that the outcome could be problematic, then better ask. In your examples, I think the "free stay" blackmail is one that you could easily do without the GM (it is unlikely that a deep storyline is attached to paying for the room), whereas freeing Testwe is perhaps more problematic.
Third, just as stories can be broken, so they can be mended. If you free Testwe by blackmail, breaking the intended story, then the GM can send an even worse villain who catches Testwe, the smaller villain and you and throws the lot of you into prison. Back on track with the imprisonment, and things just got more interesting. Such recovery footwork is perhaps not ideal, but I think it is not deadly either.
Posted by Jay-Emm (# 11411) on
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Another thanks to the GM.
Enjoyed the trial very much.
Would be ok to continue/play properly but also have other things I ought to be doing so would be quite happy to take a break. So see how numbers work.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Autenrieth Road:
I would suggest having a new thread for recruitment/enrollment in the new game, so that people who might not be following these threads for the old game and for the rules development, know about the new game.
That seems v sensible. Will start one in a day or so - including anyone who has already put their hand up on this thread.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Gwai:
I had thought, I think perhaps incorrectly, that the skills we were picking were the skills we were particularly unusually good at. If I don't include fire-starting I am normally good at it. And yes if no one is particularly unusually good at it then in
That was my understanding.
quote:
I do think that this only works as a system if we all agree that basic skills are possessed normally by everyone. Basic fire-starting may not be a normal skill in our world, but in a world where people regularly travel outside, it surely would be. (Reading on the other hand might not be.) etc.
Fair point.
Posted by Dafyd (# 5549) on
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The problem I think with backgrounds is that backgrounds like Cat Burglar, Tomb Robber, and - cough - Vampire Hunter tend to be a bit more generally applicable than backgrounds like Farmboy.
Posted by Kelly Alves (# 2522) on
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IngoB, I was thinking of chiming in to ask if non-combat rolls could be settled without the GM, too. It would allow us to play together when opportunities arise, for one thing and I think the more chance we get to just have fun together-- in combat, or just mucking around between scenes-- the better.
Also, on that note-- if we are going to have periods when we do more interacting and roleplaying, is there a chance we could increase the non-combat rolls to (say) two a week?
I wanna play around as a coyote, is what I'm really saying. ![[Big Grin]](biggrin.gif)
[ 22. May 2014, 18:55: Message edited by: Kelly Alves ]
Posted by Doublethink (# 1984) on
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If I gm, I will run WRITES - not WRONGS. So it will not be a combat heavy campaign. Combat will last max 3 days per encounter.
Non-combat difficulty checks:
For a skill test with no complications rank translates to difficulty like this:
Excellent = Ridiculously Easy
Good = Easy
OK = OK
Weak = Hard
Useless = Ridiculously Hard.
If the skill test is complicated by some factor, poor lighting heavy rain, bouncers are harder to intimidate or whatever - then the rank gets adjusted.
I really, really do not want move a way from the rank system at this stage in the game design. Essentially it would mean starting over.
As a GM the rank system allows me to sketch out characters very, very quickly - I can make an NPC in minutes if I have to (even in a campaign using WRONGS this would stay true for non-combatant NPCs). This allows the game world to be much more responsive to players themes and initiatives.
I would think gming requires a similar time commitment to hosting, you have to check at least once a day. And this is one of the reasons for restricting to one rolled action per gm day.
Posted by Autenrieth Road (# 10509) on
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quote:
Originally posted by Dafyd:
The problem I think with backgrounds is that backgrounds like Cat Burglar, Tomb Robber, and - cough - Vampire Hunter tend to be a bit more generally applicable than backgrounds like Farmboy.
Joan of Arc's background was shepherdess -- and look what she accomplished.
[ 22. May 2014, 18:58: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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The coyote thing is a weekly perk at the moment. It is not a skill. We could change how perks work. I would rather like to have a perks be passive always on things to be used at will.
I think it is important to remember that you can post as much as you like for non-rolling interactions. And this can be an important why to flesh out your character.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
. I intend to retire my current character Bayani though, and I probably do not want to play a fighter for the full campaign.
*snip*
. I am thinking of playing one of the following: druid / cleric (healing / protection magic user), wizard / necromancer (offensive magic user), ranger / archer (distance fighter), or shaman / witchdoctor (mixed character with some healing / protection magic, some offensive magic, and some melee ability). .
I would be happy for you to play these types of characters (though a necromancer may be a hard sell I C to other characters) but I note you said you didn't want to primarily play a fighter. However, your brief description of possible characters seems primarily focused on how they will function in combat. You might want to think what other roles they may fulfil ?
Posted by Doublethink (# 1984) on
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If folk are wanting to try out new characters or think about development, this is interesting food for thought, if somewhat obsessional ...
Posted by Autenrieth Road (# 10509) on
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Awesome, DT, I love that link! I don't think I would have loved it last week, and I don't even know if I'll love it next week, but this week, in my current (and new) state of "groping about, observing without getting too attached to understanding", it fits very nicely with one set of things I'm groping about and amusing myself with.
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
I would be happy for you to play these types of characters (though a necromancer may be a hard sell I C to other characters) but I note you said you didn't want to primarily play a fighter. However, your brief description of possible characters seems primarily focused on how they will function in combat. You might want to think what other roles they may fulfil ?
Actually, let me bounce this back at you as a question.
I understand how MUDs work, they are pretty much all grinding NPCs to gain experience, very combat heavy. I played one RPG in real life, and the little RPG movie you posted a while back confirmed my impression. While perhaps unsurprisingly there is more roleplay in that, what carries the story forward pretty much is combat again. There may be a non-combat goal, but to achieve it, you mostly end up battling down foes. There may be the use of non-combat skills, but either that does not progress the story (as in the Bard in the RPG movie screwing every skirt in sight), or these skills are used to get you into / out of combat (say gaining access to a dungeon). Now let's look at our test play. I would say it probably was more about social interaction than most real life RPGs would be. But in the end what were people itching to do? Find some undead enemies. And what did we do to progress the story? Beat up a vampire. Whether intended or not, the trial run did have the format of prelude - battle - aftermath.
I think there are two key reasons for this. First, we want to play an adventure. We do not want to play everyday reality. There should be some sort of heroic quality to what we are doing. It should be possible to write a captivating stories about what we are doing, because in effect that is what we are doing - writing a story. Second, all this has a clear "game" structure to it. We are throwing dice and get lucky, or not. It's a challenge / risk vs. reward situation that gets played out in sequential steps. Now, what lends itself to these two characteristics? Combat certainly fits the bill handily. Hence it is unsurprising that it usually features so heavily.
Of course, other things can do this, too. Puzzles, for example. But how many interesting puzzle can you invent and string together into a narrative sequence that makes sense? And then we have the sort of thing that feeds strategy games, like economical activity or building railroads or the like. But that's damn hard to keep track of without a computer.
So I'm really confused here what skill sets I should be thinking about, because I just don't know what a non-combat RPG will look like. Should I become a banker, so that I can amass money more easily in some fantasy economy? Should I be a painter, so that I can achieve fame among goblins in painting their daily life? Should I become a linguist, comparing different Orc dialects across the lands? Should I become a rock star, making elves dance to my rhythms?
I don't know, because I don't know what sort of game-like adventuring we will do if combat is a minor concern. Perhaps I should be a hunter, but we do not have hunger stats. Perhaps I should be a healer, but we do not have hitpoints that need recovering. Perhaps I should be a tracker, but what are we tracking? Perhaps I should be Lara Croft without guns and Indiana Jones without whip?
I literally have no idea. I do not know how to render my character useful in a non-combat way, because I have no idea what we could do in a RPG for any length of time that would not result in combat. Are we going to play some kind of Second Life then? Maybe I should become an interior designer...
Posted by Autenrieth Road (# 10509) on
:
quote:
Originally posted by IngoB:
But in the end what were people itching to do? Find some undead enemies. And what did we do to progress the story? Beat up a vampire.
Arabella did wonder if there was another way.
Is it possible that the amount of combat in the linked satirical video was because it was, you know, a satire?
On character development: what if you chose what kind of character you want to explore, and then find out how that character contributes to the story as the story unfolds? You seem to be trying to analyze the system so as to be sure of amassing as many points as possible for the group, or whatever the currency of "quest success" is.
When you suggested earlier that everyone should set up their character with some amount of muscles so all could contribute to the inevitable combat, that seemed odd to me. I think of the group as a group with a variety of people in it, and part of the quest is for us to learn to work as a team contributing in our variety of ways according to our strengths, and covering for each others' weaknesses, just as a real-life band of people might have to do.
Posted by Doublethink (# 1984) on
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FYI the playtest is now complete and I have asked the hosts to lock the story & meta threads, together with the two polls.
Posted by Doublethink (# 1984) on
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(I have saved a copy of the playtest story, and I will edit out tags etc to make it read as continuous prose - if anyone would like a copy please pm your email address and I will send it to you.)
Posted by IngoB (# 8700) on
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quote:
Originally posted by Autenrieth Road:
Arabella did wonder if there was another way.
I'm sure there are other ways. For example, we could have talked the vampire down (perhaps), or trapped it, or whatever. But in game and story mechanics, these are all just combat in thin disguise. You might wag your tongue instead of swinging your sword, but what you are in fact doing is to roll a dice to overcome a foe by virtue of your stats and skill set. The story hinges on "getting past" that vampire, or indeed fleeing from it. It's a story "challenge bottleneck". Of course there are other modes of challenge. But if you are looking for vampires in a crypt, then a session of diplomatic negotiations is unlikely.
If you want to go truly non-combat, then you can try to emulate real life. So we could all become members of some vaguely medieval fantasy village, and I for example may be its smith. Then I will spend my days bending iron, and chewing the fat with the neighbours. And finding a wife, having some kids, perhaps build a new hut... That's a sort of Second Life or The Sims thing. That can go on forever, just as life does, but it doesn't really have a narrative line to it, it is different from my regular life but not generally heroic, and it really does not need a GM other than perhaps as a poor replacement for a computer calculating some odds.
Now, maybe there is some kind of intermediate way. But I don't know just what the idea is that we will follow. Because the trial run that we did do fit my expectations rather well! But the noises that are being made about the full campaign are more ambiguous to me.
quote:
Originally posted by Autenrieth Road:
Is it possible that the amount of combat in the linked satirical video was because it was, you know, a satire?
Well, I have only one real life experience to compare to. The satire fit that one like a glove. But what do I know... However, if you look at typical RPG rule books, they are full of "combat-relevant stats, attributes, modifiers..." Indeed, as DT pointed out the very choice of character class that is normal to fantasy RPGs, best I can tell, implies such skill sets. What exactly is a wizard as a wizard supposed to do if he is not throwing fireballs at wolves? Wash the dishes with a snip of his fingers? That's very handy magic, for sure, but in its own way quite world-breaking. What is exactly the point of being a druid, if you strip away the combat application? I guess we then have a pastoral ministry in a pagan religion. I'm not sure that I want to play that (though I'm pretty sure I could). For that matter, what is the point of the "group of adventurers" gathering? It's not like we are all just regular people setting out for a bus trip to Hadrian's wall. Such groups usually form in a RPG context to amass complementary skills for going to town on all sorts of nasties (yes, plus various inanimate challenges - not really all that different, that). If we are not doing that, then what are we doing all together? Sightseeing? Window-shopping? Having a beer after the day in the office?
quote:
Originally posted by Autenrieth Road:
On character development: what if you chose what kind of character you want to explore, and then find out how that character contributes to the story as the story unfolds? You seem to be trying to analyze the system so as to be sure of amassing as many points as possible for the group, or whatever the currency of "quest success" is.
You posted about a dozen lengthy "I don't understand how all this works" queries while we were playing the trial run. I prefer to be clear about where things are going before I play, indeed, before I even draft my character. In particular so now, where we are playing an actual campaign, not just a trial run. And yes, I play games to "win". But not just "win" in a simplistic way of getting more points than anybody else. "Win" also in the sense of being aligned with what the game is about. "Win" also in a communal sense of going places together. "Win" also by achieving goals that cannot be counted in points. If we are going to do The Sims in a fantasy way, then I would want to be pretty good at that. If I foresee that I would suck at it (and/or hate it), then I would not play.
Posted by Eliab (# 9153) on
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Thanks, Doublethink, for running the playtest. I'm definitely up for the next instalment.
I like the 'Prince and retinue' story hook, so I hope Prince Testwe carries on his journey with his (more or less) loyal entourage. If so, I'll continue to play Gunriana. She'll miss Bayani, though, if IngoB retires him (she likes him, although its fair to say that she's having a more intense emotional relationship with the rancid old skull that Stone dropped in her pack).
I think the character gen system is a good one, as is the 'one skill roll per GM day' rule, and neither needs much change. Combat is currently workable - which is good enough for me, especially for as long as I'm not playing a combat character. Doublethink is an excellent GM.
I'm away next week, with limited internet, but don't interpret that as a lack of interest. I'm looking forward to part 2.
Posted by Autenrieth Road (# 10509) on
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[cross-post]
Probably I still don't understand how it works. I think I now understand the ground rules for not violating the major expectations of the game. What interests me is the storytelling. Perhaps I'm still out in left field: I was baffled in the satire by the outrage the players showed after the initial scene, outrage that they had been defeated and outrage at how they had been defeated. I think I would have expected something more like curiosity that they still couldn't solve it, and laughter and appreciation for the GM's clever surprise. But I do suspect, that even though it is a satire, and I don't have any experience to know for sure which part of the satire is true to life vs. which parts are overly extreme, that this is based on a true to life reaction, and that my bafflement is the strange reaction, not their outrage.
My conclusion after all my lengthy posts is that I can't possibly fully understand how the RPG works until after I've played it for several games. But I am strongly attracted to the chance to narrate a character, and I think I now understand enough to keep me out of trouble enough to be able to participate. I have no expectations at all about whether Arabella will be able to contribute to the quest; I hope she will be interesting for others to read; and I know she'll be interesting for me to narrate. That's all I'm looking for. I realize these goals may already violate others' expectations for what they want in their teammates: for example, I have no idea and I'm not trying to figure out whether Arabella is designed in a way to be particularly useful in actual quest success. As the game unfolds, I'll find out whether and what she can contribute.
[ 23. May 2014, 12:08: Message edited by: Autenrieth Road ]
Posted by IngoB (# 8700) on
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I don't mind a focus on "story telling". In fact, I think the medium we use here sort of makes that a necessity. However, a story has a plot, it moves from one thing to another. Also, it has protagonists and it has extras, scenes and backdrop. Our function in this communal narrative is to push along the plot and stage the scenes. The GM is responsible for the extras and the backdrop. The GM also is also responsible for the plot, but more like an author. You can say that the main character of a story carries the story, and you can say that the author of a story develops the story, but these are not competing statements.
I think, generally speaking, that taking part in a communal adventure requires more than just going along for the ride. Given the above, there is a kind of duty to bring something to the table, to know that one can push the story along in some way. Now, I'm well aware that the sort of something I think about primarily (combat & task solving) is limited. One can think of entirely different somethings to aim one's character at. I think playing a child, for example, and even a less grown up child than Brandon in the trial run, is very interesting. It can add an entirely different dynamic to the story and such a character can strongly contribute. We didn't really have time for exploring this much, but I think the possibilities there are very interesting.
However, they need to fit the story. For example, I think for a serious "dungeon crawl", bringing along a kid just makes no sense. That's not what people would do. I think DT's idea of a Prince with an official retinue and unofficial hangers-on was ingenious. But it also was a bit of a fudge to integrate the highly varied character generations that already had happened. And it is limiting for the sort of adventures that one can do. I think it would be better if the GM first gave a general outline about the sort of adventure that he or she wants to host, and then second we create or adapt our characters for that. It is simply not the case that groups of wildly different people randomly assemble, and then go off together for an adventure that can take months.
Just think about it. I ask you if you want to go with me on discovering some lost ruins in the Amazon in real life. And I ask you for suggestions on whom you would want to take. Would you then go into the streets and randomly ask some people whether they would like to join? Hardly. You would think about what we need for such an expedition, you would want to create a team that can handle the challenge. There would be a doctor. There would be someone with jungle experience. A local guide would be handy. An archaeologist who knows something about the culture that build those ruins. A cook perhaps. Etc. You can do a pub crawl with people whom you have just met, and find it interesting to discover just who they are over a beer. For an expedition to the Amazon, that is a recipe for disaster. Well, RPGs are about adventuring, and adventures are dangerous. You need a team. Of course, we don't need to assemble a squadron of Navy Seals or the fantasy equivalent thereof. But a bit of thought about what we are going to do and who would be the right people to do it with is in my opinion implied in questing.
Posted by Dafyd (# 5549) on
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Tabletop RPGs do gravitate towards combat. (Doublethink had another plot lined up for us, which could have been less combat centred. I think we threw that off by all diving for the obvious adventure hook. But also we needed to put the combat system through its paces.) My feeling is that an online game, where participants are dipping in and out, should make us adjust our expectations away from that. Combat in a tabletop situation is a structured contest to which all the players contribute. But online we want to playdown situations in which all players contribute, since not all players will be online at the same time.
Posted by Doublethink (# 1984) on
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When I do the recruitment thread, I will post whatever the final version of the WRITES & WRONGS SYSTEM is, a paragraph on posting etiquette, and a specific brief for the campaign. I will also include a list of links for further information and exploration by potential players.
I will not be opening a recruitment thread until we have finalised roleplay the system.
I will not open the meta thread until the recruitment thread is complete. I think we will need to leave recruitment open for at least a week.
(I will post the full system, as I hope we can then limbo the recruitment thread for future reference.)
I will post in detail about less combat focused roleplaying when I return from work tonight.
Posted by Kelly Alves (# 2522) on
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Another thought fir the future is that we can't always stick DT with GM duty, so whatever rules we hammer down need to be easy to run as well as play.
Posted by Hart (# 4991) on
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As a debrief from this one, I'd be interested in learning what we did as characters that took us so far from your original plot plan, DT.
As for my interest in combat, I'm not uninterested. I designed a practically non-combatant character as a balance to the crew we already had when I signed up. While I couldn't see a combat-free RPG working, I can see several interesting adventures where combat is infrequent and much interesting stuff happens around it, often involving investigative work. I think the prospect of combat does need to often lurking around the corner to keep up the interest of a quest, but it needn't often get any closer than that.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Hart:
As a debrief from this one, I'd be interested in learning what we did as characters that took us so far from your original plot plan, DT.
Yeah, i'm curious about that, too.
quote:
As for my interest in combat, I'm not uninterested... While I couldn't see a combat-free RPG working, I can see several interesting adventures where combat is infrequent and much interesting stuff happens around it, often involving investigation... I think the prospect of combat does need to often lurking around the corner to keep up the interest of a quest, but it needn't often get any closer than that.
This sounds good to me.
Posted by Doublethink (# 1984) on
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quote:
Originally posted by Hart:
As a debrief from this one, I'd be interested in learning what we did as characters that took us so far from your original plot plan, DT.
Well firstly, as I previously said, I was not planning to run a campaign involving undead - that was a result of various characters plot design.
Secondly, I was not intending the main party to immediately head to the churchyard - that was Hestor's idea. Probably arose from - looks disapprovingly over the top of her glasses at Hart - out of character knowledge. Once it had been said, I decided to go with it thinking I could unite the party relatively quickly and move them on.
The general tenor was going to be - THERES A VAMPIRE IN THERE !!!! RUN AWAAAAAY - preferably to the next town before nightfall. This did not happen (partly due to a fumbled roll) thereby buggering up my bandit capture, investigationy opportunities, finding out from locals what people knew about it, liaison with authorities etc etc.
Then there was going to be a night attack by the vampire - to give Testwe to use his nightwatchman thing, and fighters could fight and others hid in the darkness as needed maybe using tracking skills and teleport abilities etc. But then Guriana did a successful ward spell - which nixed that.
Thought party might move on the next day having dodged the bullet re having to stay in the churchyard owing to Hestor's fumbled roll. Sighing with relief in the process.
Then Daniel decided to charge back in ....
All along the characters did seem to totally ignore the fact I told you at the beginning that you had all been travelling together for a while and therefore knew each other (except for Daniel & Arabella).
But - the fact you didn't follow the original sketch plot does not matter. You improvise, the GM improvises. The system as it currently is allows me to do that fast.
I would have to have found a town map once you got to a town. But you never did, so I never created/found one. Likewise a bandit ridden cave system.
Posted by Doublethink (# 1984) on
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Doublethink's Absolutely Massive Roleplay Reflection Post
Background: I have roleplayed on and off since I was about 16, I am now 38. I have played D&D, AD&D, Call of Cthulu, Ars Magica, Runequest, Middle Earth Roleplay System, a homebrew time travel system, GURPS, Fallout, Shadowrun, Paranoia and total freeform (probably plus some others I have forgotten). I have played with teenagers through to people in their forties. I have played with GM's and player groups who were variously obsessional, stoned, diagnosed with ASD, clinically depressed or otherwise eccentric.
I have also played Asylum (txt based MUD), Runequest online (slightly more recent MUD) and World of Warcraft (MMPORG). I have played Elder Scrolls Skyrim and Fallout: New Vegas (These all being apparently computer mediated versions of roleplay).
*****
(Four important things I have learned
- Don't play with people who are stoned or drunk
- Don't play with people who think freeform roleplay about atrocities against civilians in Vietnam is funny
- Don't play instead of either having a life, or dealing with life
- Don't believe computer games that tell you they are roleplay, they are not.)
*****
In my experience, players enjoy roleplay for a number of reasons - obviously it is escapist fantasy but beyond that ...
Some folk like authenticity, for them it is best when it is almost a simulation - these people are in quite a small minority and will tend to also do things like the sealed knot at weekends.
Some folk like powerful success, they enjoy game experiences where they get to do world bendingly powerful things and have very little chance of any kind of failure.
Some folk like the rules, the more of them the better, and at the same time they push them absolutely as far as they can go. I have seen people sit and calculate damage for an attack they already knew was fatally successful for twenty minutes with every modifer under the sun so they could know exactly how many hitpoints damage they managed to do.
Some people are passionately devoted to character development, sometimes to the point of character suicide - as in, but my character loves animals of course she will react to the mahoosive dragon landing next to her hiding place by trying to pat it on the snout ...
Some people love combat scenarios, and if they do they will generally like much greater amounts of detail than they would about any other activity in the game. So in a battle they want to model every blow. But when they try to charm a noble, they don't want to model the outcome of every conversational sally.
People generally don't like their character's getting their characters killed - even when they say they are fine with it. (Unless they are playing comedy horror, or something with clones.)
Almost all folk, including those described above, value things they can't do in real life and that are highly improbable.
*****
It is possible to roleplay in any mythos, from star trek to Jane Austen. The role of combat will obviously vary with the setting.
It is possible to plot an rpg around many key approaches. In an Austen setting you would probably be trying to cceed in marrying the best possible suitor, whilst preserving your reputation. Whilst a cad might ge trying to snare as many conquests as possible without getting trapped into betrothal or whatever.
In a more conventional rpg you can go with various different types of emphasis. The stereotypical mixed adventure group is basically a bunch of mercenaries. You could - with a similar starting premise - be a group of thieves and con artists who avoid combat against heavily armed opponents preferring in such circumstances to get captured and use their expertise to escape or bribe guards etc. Groups brought together for ostensibly other reasons, can fairly easily be drawn into mystery plots - a series of murders, rise of a necromancer and so on. Then there indiana Jones type exploration and recovery plots.
If you try to avoid combat, you have to solve problems in different ways. So these could be:
Traps, politics, persuasion, cunning, magic - for telepathy, telekinesis, teleportation, disappearing writing on important documents, "these are not the droids you are looking for" type effects, distraction techniques, changing your appearance, disguise - much can be gained by infiltration. If you form political alliances the king may send a detachment to kill of that pesky nest of bandits for you, so you can get to the mountain of light etc. The list could be endless really.
It will be easy for a full campaign than for the playtest - because you'll have a clearer quest and purpose.
Mechanically it makes a difference, because combat - unless you use single roll resolution - just takes a lot longer than most normal gameplay. It effectively pulls the focus of the game, in the way a single charm roll, or distraction spell does not. Also gives a a different flavour to the story.
*****
GMwise, it is possible to have a skeleton plot that is flexible. Including a mystery plot that runs for a long time. It doesn't have to just be a series of linked skirmishes. Take the vampire diversion from the sketch plot I originally had for the playtest. That episode was unplanned, but now they have killed the male vampire and seen the plate on the coffin - the party could still head to a town, and now they'd probably be investigating the mystary of the woman's name. I can pick up my various fragments of my original plot and my story hooks and reconfigure them for the new circumstances.
(Sorry this post is a bit incoherent, trying to fit too much in.)
Posted by Kelly Alves (# 2522) on
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Are you kidding? That is a great post!
I was thinking of starting an RPG war story thread in Heaven, and I think I will do just that when I get to a proper keyboard.
Posted by Kelly Alves (# 2522) on
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(Oh, and I am so miss character development.)
Posted by Autenrieth Road (# 10509) on
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DT, that was quite coherent, and hardly massive at all. (Well, I would say that wouldn't I, being Lady AR Of The Massive Posts.). More, more!
I particularly found enlightening what you said about the various reasons people play.
Posted by Autenrieth Road (# 10509) on
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I have been googling "why people play rpg" and finding all sorts of interesting things to read.
Posted by Banner Lady (# 10505) on
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The only war gaming I have ever done is of the board game type, and the only on-line gaming I've done is SoF Mafia so this was interesting to try to get my head around. I deliberately chose a character you could all curse often, because I thought I would probably make you all groan a great deal.
DT, you personified patience as we tried to nail down and navigate operational parameters. I have a couple of observations.
I don't think it matters how long combat goes on for, as long as non-combatant type characters don't have to go into stasis while the combat takes place. I would assume that the GM will allocate appropriate GM days to whatever communal task we are facing; whether it be a fight at the inn, scaling a tower, organizing a banquet or navigating a labyrinth.
A map might help the game interactions to be more cohesive.
Once all the Writes & Wrongs are worked out, I need very clear instructions as to whether I may roll and act, or wait for a GM roll before acting. This would be easy if I can roll myself for the Writes, but have to wait for the GM for the Wrongs.
I like the freedom of getting to choose when, within a certain timeframe, I may use character attributes. I can see a lot of potential for development there. I think Clawdine may stay a while, if you want her to, because I am only just getting to know her, and I rather like being a gypsy troll!
Posted by Doublethink (# 1984) on
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The problem with a map is where to store it, and also it means more specifics for player and GM to keep track of. Certainly in tabletop you would often use one, but I think online it is probably more useful to be able to warp geography the way we warp time to conform to the needs of the story.
I am glad you have enjoyed your troll
I hear what you say about the roll, to some extent that is implied in the system rules - but it could be made more clearly explicit.
Posted by Doublethink (# 1984) on
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Skills / Backgrounds / Classes / Perks-Gifts / Feats / Disadvantages etc
OK so we want WRITES to be easy to learn & run, highly flexible, and applicable to any setting. (And the moon on a stick.). In the process we are shamelessly stealing ideas from any viable source.
We have the six WRITES core characteristics, and optionally the six WRONGS derived from the WRiTES point buy costs. All narratively important actions in the game are resolved by either 1 or 2 d20 rolls. (In combat you roll many more actions in sequence, but each time it will either be 1 or 2 d20 roles.). Even the more complex WRONGS system uses your existing characteristics and just 1 d20 roll - damage, recovery and death are all ultimately autogenerated from your WRITES.
I would like to reframe perks as gifts and devise them so they are always on / available to the character. If we do that I would like them to be constructed in such away that they don't act as bonuses on various rolls but either swap potential ranks, or give an ability not otherwise available (such as dark vision, levitation, or breathe underwater) This will give more roleplay opportunities and be less fiddly, and less easily confused with other aspects of the game mechanics.
Skills vs backgrounds
On the one hand I like the idea of backgrounds because of their elegant simplicity - I'd see them as closest to Risus cliches. However, I fear fuzzy backgroundness because I fear shipmates ability to argue all four legs off a donkey. In other words, I fear a gameplay situation in which player characters function as if they are skilled at everything at all times - owing to one's natural desire to want to be able to succeed at what you have thought of doing in a particular scene.
The problem with that, is that it rapidly becomes boring and it becomes difficult to present the player party with situations they can't just power through. A plot needs obstacles, challenges, reverses of fortune and the opportunity to overcome adversity - against the odds for extra heroic cool. As I posted above, folk do tend find scenes where they do things that are improbable or wildly unlikely more memorable and fun. Those events tend to happen when you can't go with the obvious solution for some reason, the enemy is too powerful or you don't have the resource or skill you would otherwise use.
Now obviously the GM can just say no to player suggestions for background use in a given situation. However, this can leave players feeling railroaded into situations they believe could have been handled differently. This is always a bit of a risk, but I feel we could risk creating a situation that regularly results in pages of meta discussion that ends with both the player and the GM feeling disgruntled.
There is a lot of freedom in skill choice as currently configured, it is true that you have to give some slots to abilities key to your character concept. But that effectively operationalises the trade off of specialist training, you have learned one thing and not another - rather than having to add in a disadvantage system for game balance. It is a bad idea for players to have too many skills, or they just become jack of all trades characters.
The problem with character classes will be the issue of genericness across settings - essentially they could never really be different from backgrounds.
I think having a rough consensus as to what a normal person can do in the game world would be helpful. That would be setting dependent, and could be included in the campaign brief.
[ 24. May 2014, 10:34: Message edited by: Doublethink ]
Posted by Autenrieth Road (# 10509) on
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Arabella has found a cunning device that fits in the palm of her hand and which is marked with a bitten apple, on which she can relive her classic Adventure in Colossal Cave. She is in seventh heaven with the familiarity of being home, home in a place she thought she'd never see again.
I.e. it turns out that my favorite computer game of all time, and the context for some of the mystery of Arabella, is available online. I am in bliss, and Arabella's feelings are mine, because the last time I looked, several years ago, Adventure was not available online, and I no longer had access to the academic-setting computers where I had played it, and I thought I'd never see it again.
Something to amuse myself with while waiting for the next RPG campaign to begin...
Regarding the campaign, this is what I have gathered are the important things to observe:
* Don't narrate someone else's character.
* Don't suggest parts of another character's backstory.
* Be careful about character knowledge vs. player knowledge.
* Ask the GM before discovering anything hidden or unknown to your character.
* Ask the GM to find out what will be the difficulty and results of a desired Skill or Potential use (this is a special case of the previous guideline).
* When in doubt, ask the GM.
Posted by Autenrieth Road (# 10509) on
:
Regarding Skills vs. Background: as an inexperienced player with a strange way of thinking, my reactions to this may be completely irrelevant. But here is how it strikes me: the Skills seemed fine to me. By contrast, Background seems like a source for all sorts of misunderstandings and disagreements about what fits a given Background, plus it seems to encourage something which I find unsettling in the way people sometimes discuss characters: a tendency to think in terms of stereotypical types, rather than allowing each character to be fully unique and not pigeonholed into a type at all.
Posted by Doublethink (# 1984) on
:
This is my current draft recruitment thread OP, which contains the W&W system as I currently understand it. I believe we are currently discussing any final changes to the skills and gifts system.
WRITES & WRONGS Recruitment Thread
Writes & Wrongs is the Ship of Fools roleplay gaming system, that was developed by shipmates from a series of circus threads once upon time. The system runs at L2-S1-V2 on the Universal RPG Rating System.
Roleplay gaming is a sort of communal story telling. You have a gamesmaster (GM) and a group of players. The GM has an overarching plot for the players, and acts any people they meet. The players each have a character with specific knowledge and abilities, and the group of players will be told they have some sort of mission. A set of rules provides a way of resolving chance, conflict and interesting situations.
I am offering to GM & run a game using this system. Please read on for further details about the game system. The second post on this thread will give you an outline of my proposed game, including which approach to combat we will take, and an example character sheet.
Generating Your Character
There are six fundamental Potentials, which reflect your strengths and weakness in dealing with the world. You have a rank of Useless, Weak, OK, Good or Excellent in each Potential. You can distribute a total of 18 points across these six potentials, investing from 1 to 5 points into each individual potential, whereby you can obtain the ranks of; Useless - costs 1, Weak - costs 2, OK - costs 3, Good - costs 4, or Excellent - costs 5.
These Potentials are Wits, Readiness, Inspiration, Toughness, Elan & Spryness. To give you an idea of what they are good for, here are some suggested synonyms:
-
- Wits- Intelligence, Strategic Insight, Learning Capacity
- RReadiness - Perception Ability, Sensing Capacity, Reaction, Vigilance
- Inspiration - Magical ability, Spiritual Strength, Wisdom, Soul
- Toughness - Physique, Constitution, Strength, Melee Combat, Muscles
- Elan - Charisma, Social Capacity, Speak, Charm
- Spryness - Dexterity, Agility, Precision Handiwork, Finesse
There are three types of combat resolution that can be used for a campaign, explained further below. If the campaign will used the advanced combat system, you will need to add a further set of statistics derived from your Writes - called Wrongs. These will give numerical values and are calculated using the point buy cost.
- Wellbeing = Toughness x 20
- Recovery = 1/2 Toughness rounded down regained every 3 combat rounds
- Onslaught = Relevant Potential value + combat roll
- Negate = Spryness + Armor Bonus (penalty to opponent's roll)
- Gouge = Overkill* + Weapons Bonus + Toughness (Gouge reduces targets' Wellbeing)
- Speed = Spryness + Readiness
(*Overkill is the amount by which the dice roll exceeds a target figure given by the GM.)
You then select six Skills, these can be anything it is possible to learn - you can be inventive, just agree the final list with the GM. Each skill will be based on one of your Potentials - for example, if you have bluff based on Elan and your Elan is good - then your bluff will be good. If you attempt a skilled action when you do not have the skill, it will be Ridiculously Hard to succeed.
You may then agree a Gift with the GM, this is a unique special ability your character has - such as night vision, underwater breathing or teleporting. What is acceptable as a Gift is primarily a game balance issue.
You then choose a single special item or transformation. In a magical setting, you may choose an enchanted object - in a non-magical setting this may be something unique, valuable or highly unusual. In a magical setting you can choose to have a Transformation instead. Transformations usually work by switching the ranks of two Potentials and roleplaying the effect. Again, this will need to be agreed with the GM.
Additonal Skills and Gifts will be acquired through game play. This system has no levels, or experience points - and it is through Gifts, Skills and Special Items that your endeavours will be rewarded.
Now you have the skeleton of your character, you need to flesh out the details. Where do they come from ? What are their motivations ? what race or social class are they ? What experiences have they had that lead them to be who they are today ? What Mundane equipment are they carrying ? Races are ornamental, because some feel that racial biases can be an issue that bleeds over too much into the real world. This means the characteristics of fantasy races are toned down, a troll may not like the sun, cover up a lot in daytime and grumble - but she is not going to turn to stone.
Metagame
There will be a story thread, with an opening post by the GM, and a metagame thread. Anything you need to say out of character should be said on the metagame thread. When making reference to game mechanics on the story thread, please use starred qualitative descriptions - this is an ***easy*** fight, it will be ***ridiculously hard*** to climb that cliff, I would like to see if I can ***find hidden*** gems in this cave etc.
You can make multiple posts per day to either thread, but only upto one post per day per character should require non-combat dice rolling. All posts with numbers in, roll results etc, go on the metagame thread. You can use the metagame thread to ask for help from other players or the GM if you are not sure about something.
A GM day will last midnight to midnight in the GM's timezone. Time in the story itself will comform to the needs of the narrative.
Mechanics
So how do your Potentials and Skills work in practice ? When you want to do something narratively important, the GM tells you how hard it will be based on your rank in the relevant Potential or Skill and any relevant story factors.
You then roll a 20 sided dice to see if you succeed, if you do not own a D20 you can find websites to do this. The difficulty will be either Ridiculously Easy (1 fails), Easy (5 and under fails) OK (10 and under fails), Hard (15 and under fails) or Ridiculously Hard (only 20 will do.)
You will only need to roll one die for any non-combat action, and magic objects or weapons will just add a set bonus/buff e.g. +1 to your roll.
If you succeed on a roll with a natural 20 (i.e. the dice roll is twenty even without any additional bonuses) then tell the GM - they will give you a permanent additional skill, working it into the story. If you roll a 1, you will suffer a temporary ill effect woven into the story by the GM.
Combat
There are three combat options, and the GM will state which one is being used for a specific campaign:
- Minimalist
- Standard
- Advanced
Minimalist: for use in campaigns/settings where combat is intended to be largely insignificant. Combat is managed exactly like a non-combat roll - the GM tells you how hard the fight will be based on your character's Toughness and you roll a single D20 to succeed or fail.
Standard: for use in campaigns/settings where combat is intended to be narratively important from time to time. This is framed within three phases; plan, narrate battle & crisis/resolution, and it uses a win/lose/spawn fight structure. In the narrate battle phase Readiness either decides turn order, or gives an attack bonus, depending on GM's narrative decision. Players can not aid each other in fights, monsters that defeat players run off rather than attacking other party members. Subject to GM agreement and story elements, it may be possible for healing actions to happen between the narrate battle & crisis phases.
Plan
When players come to a combat opportunity, the GM will post a special context post on the story thread, requesting the players plan what they are going to do. There will be a time limit for how long this can continue - perhaps 24hrs to ensure all players have a chance to contribute. Players may use their daily non-combat skill roll over this time, to prepare weapons, analyse information etc if they wish to do so.
Narrate Battle
Once the planning stage has ended, the GM will post a meta-combat post on the meta thread. This post will specify the enemies the players will fight, the difficulty of their fight and any special considerations that apply. The choices in the plan stage can effect the difficulty of the coming fight the GM gives each player, if narratively appropriate.
There are two kinds of enemy: Minion & Nemesis
The meta-combat post for Minion will look something like this:
quote:
Fight begins:
- 1st: Bayani: your combat is ***easy***
- 2nd: Ik: your combat is ***hard***
- 3rd: Jetse: your combat is ***OK***
- 4th: Guriania: you have planned to be a sitting duck, so your combat is ***ridiculously hard***
Your party is fighting three kinds of minion: shadow demons, ghasts and the occasional giant rat. They have weak Readiness, if your Readiness is better than theirs you get +3 to your first combat roll in this encounter.
You have until 21:00 hrs GMT to defeat them.
For minion combat each player now makes two D20 rolls.
First dice roll - Combat - decides between outcomes:
- Win: Enemy is "left for dead"
- Lose: Be "left for dead" by the enemy & it seeks safety
- Spawn: "Combat continues & more enemies join the fight"
The GM has set the thresholds for these via fights via difficulty level in the meta combat-post:
- Ridiculously Easy, win = >1, lose = 1
- Easy, win = >5, lose = < 3, spawn = 3-5
- OK, win = >10, lose = < 5, spawn = 6-10
- Hard, win = >15, lose = < 5, spawn = 6-15
- Ridiculously Hard, win = > 20, lose = <10, spawn = 11-19
(Combat bonuses are added to this roll only, they are not added to the spawn roll.)
Easy & OK minion fights spawn one creature fight, and hard minion fights spawn two creature fights. After each pair of Combat+Spawn rolls, you may choose to attempt to run away - to succeed you must roll 7 or more.
The second dice roll - Spawn level - decides whether the fights this player spawns are to be:
- One rank harder (1-5)
- Same difficulty rank (6-15)
- One rank easier (16-20)
A spawn level roll of 20 also removes a fight.
This process continues until the character has won all their fights, been left for dead or run away.
The meta-combat post for combat with a Nemesis will look something like this:
quote:
Fight begins:
- Bayani: your combat is ***easy***
- Ik: your combat is ***hard***
- Jetse: your combat is ***OK***
Your party is fighting the Nemesis Boftzag, the mountain troll:
Boftzag has weak Readiness, if your Readiness is better than his you get +2 to your first combat roll in this encounter. Boftzag is tough, he will recover five times from being left for dead. If you fight Boftzag and he spawns an action, rather than generating additonal fights, you roll your second die and the spawn level roll resolves as follows:
- Boftzag is enraged by your attack, fight becomes one rank harder for you (1-5)
- Boftzag throws you off balance, no bonuses apply on your next combat roll & -1 to your combat roll (6-10)
- Boftzag stuns you, you have no opportunity to run away before the next combat roll (11-15)
- Boftzag taunts you, -1 to your combat roll (16-20)
If you roll a 20 on this spawn roll, your fight becomes one rank easier.
You have until 21:00 hrs GMT to defeat him.
This process continues until the player has either won, lost or run away. If you win, and the Nemesis recovers - you can initiate a new fight with the Nemesis. Everytime you start a new fight with a Nemesis in succession, without another character having attacked in between times, makes your fight a rank harder - this resets back to the fight difficulty given by the GM once your character has had a breather.
Having resolved either Minion or Nemesis combat, the player makes a post to the story thread, and to the meta thread. They can completely decide themselves how to describe the outcome of the fight determined by their various rolls.
All party members may be attacking a nemesis, so it is important to read prior posts on the meta and story threads to maintain narrative consistency.
Crisis / Resolution
Once either, all fights are completed, or the deadline is passed, the GM makes story and meta posts. These can either declare the combat over and clear up any remaining issues, or set-up a second narrate battle phase that operates exactly like the first one. Perhaps you have defeated the minions of evil and now have to face the demon himself.
Advanced: for use in campaigns/settings where combat is intended to be of primary importance to the narrative. You derive your Wrongs and have these on your character sheet. Combat is turn based, if narratively appropriate, the GM may require the players to act in order of Readiness rank or Speed. The GM will keep track of the enemies statistics.
In each combat turn players can make Onslaughts, use Skills or run away. Each action in a combat round requires 2 speed points to attempt, except running away which only requires 1 speed point and a roll of 7 or more. Speed points reset each combat round. A combat round is complete when all players and enemies have acted, attacks can be held, no geographic strategies (i.e no flanking, backstab, cover bonuses though acceptable in story description.)
The GM will tell you how much you need to roll to succeed on your Onslaught combat roll. (The GM would usually calculate the target figure by starting at 10 then adding or subtracting 5 for each rank difference between the relevant combat Potentials - and then adjusting for penalties and bonuses.) If your Wellbeing is 0 or less, you are incapacitated. 3 combat rounds at negative Wellbeing will result in Character death. Successful healing returns 1/4 of total wellbeing points.
The GM will probably need volunteers from the player group to act as additional combat GMs, when using the Wrongs system.
Settings
This system can be used for any world, with any level of technology and both with and without functional magic.
Posted by Dafyd (# 5549) on
:
May I put in a plea for critical failures to be abandoned please?
A critical failure punishes a player for trying to do something. I don't think that's a good idea: trying to do things moves the plot along and is entertaining. Since it penalises the character it means that the character is less likely to take actions until they've recovered from the penalty. Again, that slows things down and is dull for everyone.
Posted by Hart (# 4991) on
:
The next campaign will use standard combat, right? I'm good with that. I think WRONGS should be road tested before we start a whole campaign using it, but I'm also in favor of shelving that until we've actually gotten through a campaign on standard.
Also, I like critical failures. I don't think they overly dissuade action, and they are generally narratively interesting. The fact that they're equally likely to happen no matter how adept you are at a particular task is a great leveler.
Posted by Kelly Alves (# 2522) on
:
Critical failures make life... interesting.
Posted by Doublethink (# 1984) on
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I'm with Kelly on this - but at some point we can take a vote - or it could be campaign specific. In the meanwhile, have any of you guys got ideas for a skills/background fix ?
Ideally, we want something easy to use and flexible - that constrains characters enough that they do not become jack of all trades or gods - but does not result in having to have endless gm/player arguments or needing to use up creation slots on things like walking, breathing etc.
Posted by Doublethink (# 1984) on
:
Meant to include, the current main suggestions are:
- A) Background + three key skills that are not predictable from the background
B) And/or clear specification of default skills for a normal person in the campaign setting
C) System as it currently is
D). System as is with slightly more skill slots - maybe eight.
Posted by Gwai (# 11076) on
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I think backgrounds will be relatively logical to most people, so they might be easiest?
Posted by Jay-Emm (# 11411) on
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I'd be tempted by some variant of A.
I don't think B could ever be done fully but probably makes sense to have some description as far as reasonably practical.
(I guess if there is agreed reasonable doubt we could always resolve it with the dice or other compromises)
Posted by Autenrieth Road (# 10509) on
:
I will betray that, as usual, I have no idea about how this game works, and will probably only learn by playing it many times. But I don't understand how Backgrounds are supposed to work.
To start with, I didn't understand IngoB's objection that if no-one had a Fire Starting Skill, we wouldn't be able to start a fire, and if no-one had a Fire In The Rain Skill, we wouldn't be able to have a fire if it were raining. Usually, I would expect that to be window-dressing, not essential to quest success, and so it could just be narrated by anyone who felt that they could do it and make narrative sense of it. (But there I again I may be wrong because I think my sense of what can make narrative sense is much more elastic than some other players' sense of that.). But if making the fire, or the fire in the rain, seemed to be something that was linked to quest success, or even just if a player wanted to play it cautiously, I would have thought they would just use a Potential on it, and the GM would then state the difficulty:
AR: Arabella wonders if she has enough ***wits*** to figure out how to get a fire going in this downpour.
DT: Arabella realizes it will be ***hard*** to light a fire in the rain.
I'm sure, that as usual, I have completely misunderstood how the game works.
Posted by Autenrieth Road (# 10509) on
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The other part of Backgrounds that I don't understand is this: by specifying a Background, is that just meant to cover stereotypical things that someone with that background or role or occupation (or however we would name our characters' backgrounds) might have?
For example, if I think about myself as if I were a character:
AR is a database programmer.
That presumably has some set of abilities that go along with it. (An analytical mind, attention to detail, ability to brainstorm, systems thinking, attention to people's needs both stated and implicit, etc.). But there are a bunch of other things that are true about me, that are part of my personal background in real life, but not connected to my database work.
AR was a Girl Scout for a few years, and lived in a house with a fireplace.
What that means in reality for me is a mixed and uneven bag of skills. I don't think of myself as being very good at building fires, but I can manage. I've never built a fire in the rain, but if I had to I can think of several ideas I'd try. I can't actually recognize poison ivy; I rely on playing it safe with "leaves of three, let it be." I can tie a square knot and a bowline. And, although I almost never wear makeup, for several years I received the Girl Scout magazine aimed at teenage girls, and picked up a lot of tips, which means that when I do wear makeup I know a surprising number of sophisticated things to pay attention to.
AR took sailing lessons for a few months.
So if we're trying to escape a band of orcs and come to a sail boat, I probably can't figure out the rigging fast enough to make a quick getaway before the orcs catch up to us. But if we're questing without pursuers and find a sailboat, I can work out how to handle it enough for us to successfully set sail and cross the body of water.
So, supposing I were trying to design a character like the real-life AR, how does any of that translate into a Background, or a Background and Skills, system? Because to me, naively, it seems as if all those things are part of my background, at least as I would use the word "background" colloquially in real life. I wonder if "Background" has a certain technical meaning in RPG that I don't have the experience to understand yet.
To be clear, I'm not necessarily wanting to design such a character for the next game. I'm using this as an example of what puzzles me, and what might help to unpuzzle me.
I hesitate to even have asked the question. I quite expect that the answer is that I can only learn how this works by playing it, and/or that I'm the only newbie confused by this.
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Autenrieth Road:
The other part of Backgrounds that I don't understand is this: by specifying a Background, is that just meant to cover stereotypical things that someone with that background or role or occupation (or however we would name our characters' backgrounds) might have?
I think so.
Some variations from the stereotype will come from your skills, some (hopefully minor details) will probably be fleshed out in play...
But still fictional ARoad will have to be slightly idealised and stereotyped.
Again I think you both have a point on the fire lighting skill. It will end up (IIUC) as you suggest HOWEVER the GM needs something to go on*. IngoB's example then holds, unless either we give loads of information to cover every eventuality, or (and here the background helps a bit) the GM has some tough decisions and might be seen as too soft/harsh.
So in your example rather than doublethink constantly having to decide what a guide/programmer/pirate** can do, you need to pick one and then summarize the rest into a single skills from that time and then be selective (e.g. sailing and woodcraft) and just accept fictional ARoad isn't as good at makeup (or however you chose).
*else we'll see a chance to light a fire and remember our time in Scouts. See a fight and remember that we know Kung Fu. (even if we try to be good).
**I've deliberately exaggerated the sailing.
Posted by Autenrieth Road (# 10509) on
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Thank you, Jay-Emm, that is extremely helpful.
Posted by Doublethink (# 1984) on
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Does anyone have a view on what I posted on skills vs backgrounds earlier in the thread ?
Here - also, are you happy to change from perks to gifts (which would work slightly differently, hopefully more easily).
[ 25. May 2014, 17:46: Message edited by: Doublethink ]
Posted by Jay-Emm (# 11411) on
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Mixed feelings.
The good thing about backgrounds seems to be the flexibility for unforeseen situations, bad thing about them is the ambiguity (which is basically the mirror image).
I'd be tempted to have it, but make it clear that if we've not explicitly mentioned it as a skill (or as a extremely trivial consequence of background), then we have no guarantees (and even in we think we have a nice case should be surprised if we're good and not just better than average).
Posted by Hart (# 4991) on
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I still like option A (it being my idea...). I don't think backgrounds make it too easy to plough through stuff because they still have to be linked to potentials which are limited by the point buy. I can see some gatekeeping function for a GM here. Say someone has pirating as a background, but really lousy finesse, and they say they're going to tie some kind of super impressive knot. Then, you say: sure, you can try, but it'll be based on your finesse so you probably won't succeed.
I think I'm fine with gifts rather than perks. I'm still trying to think what Hestor's would be if I was to adapt him to the new set up. Probably would be something to do with him having a large network of acquaintances who owe him favors.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Hart:
I think I'm fine with gifts rather than perks. I'm still trying to think what Hestor's would be if I was to adapt him to the new set up. Probably would be something to do with him having a large network of acquaintances who owe him favors.
That would be a struggle to formulate as an innate, always on, ability.
Posted by Dafyd (# 5549) on
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I think that going into the skills system with the understanding that thesewere the six things that were going to be what my character did, I was able to build a character who'd be able to contribute something in a broad range of situations, despite having a reasonably focussed specialism. Whereas trying to build the character from a background would require a certain amount of judgement as to whether Turn Undead and Investigation are or are not part of 'Van Helsing-style scholar who hunts vampires and other Hammer Horror monsters'.
Posted by Kelly Alves (# 2522) on
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(reading through various arguments for and against backgrounds.)
I think I am more familiar with/ comfortable with the skills system-- I do agree that, just to move stuff along, a basic skill set should be assumed for all characters.
Posted by IngoB (# 8700) on
:
First thanks for the mega-rules post, DT. I know how long it takes to write stuff up like that.
The system as described there seem fine to me. I hope to see the Advanced combat being trialled eventually (though presumably not for the first campaign).
As for the background vs. skills problems: I propose a tripartite system. Don't worry, I think this makes things simpler, not harder.
- "Common skills": There is no prior list of general skills. But where a skill that would apply to all players is being queried for the first time, the GM's response sets the rule for the rest of the game. Example:
Regular adventure play in moderate climes:
Player: I want to make a fire. GM, what's required?
GM: In regular conditions, no roll is required, just narrate. If it is raining or there are strong winds etc., then roll a d20+Spryness. If you get over 15, you succeed.
Expedition to the Himalayas:
Player: I want to make a fire. GM, what's required?
GM: Only the sherpa class can attempt to make fire. Roll d20+Spryness+Wit, and get at least 18 to succeed. Only one attempt per 24 hours is allowed (scarce fire making resource).
Etc. Basically, from that point forward we do not need to consult the GM (unless something exceptional happens), but what happens is under GM control given the intended story.
. - "Class abilities": The GM states a range of classes which people can pick from. These classes have no other function during the campaign than to keep track of "always available" skills certain players do have, but others not.
Example:
GM: This campaign we will play with warriors, who have heavy and light weapon skills, regulars, who have light weapons and healing skills, and defenders, who have healing and protection skills. Tell me on meta what class your character belongs to.
Player: I'll be a regular.
... later in the game ...
Player: I will use that sword to attack the gnome.
GM: That's a two-hander, a heavy weapon. If you attempt this it will be Hard for you, in spite of this being an easy opponent.
...
Player: I'll be a defender.
... later in the game ...
Player: I'll attempt a protection spell on that other player.
GM: OK, you are a druid and have defender class, so you can do that on Easy.
Etc. The GM is completely free to make up the classes and the skill sets they contain appropriate for the story. They are also simply bookkeeping devices, and would not show up otherwise in story or meta. For example, Bayani of the trial run, while all about fighting, would have been a "regular" in the above example, not a "warrior" since he had not heavy weapons skill.
The GM does not have to pre-specify class skills necessarily, they can also be compiled with the same system as for common skills above, but then only for the class. But he needs to give players enough information to pick a class meaningfully.
. - "Special skills": Every player gets one or two special skills that individualise them according to their chosen background. These get pre-negotiated with the GM into rule sets in order to avoid game breaking
Example: Most special skills in our trial run, except for a few that would now be class abilities, like weapon handling.
I think this pretty much matches player expectations (well, at least my expectations...) into a workable system
Posted by Jay-Emm (# 11411) on
:
I like the general suggestion.
I'm in two minds about whether we need such specification of the background or if we can rely on players to chose sensibly (and if not rely on the price to be extracted later). Being flexible would mean the book-keeping becomes more of a chore though. Though that's a tiny variation that can be evaluated after the next game.
I think it's good that we have something between a pure specialist skill and a pure common skill (like the fire lighting example shows).
I also think there should be the option for the class effects to be an negative. I.E the Prince ought to be lacking in common house-craft skills.
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by IngoB:
"Common skills": There is no prior list of general skills. But where a skill that would apply to all players is being queried for the first time, the GM's response sets the rule for the rest of the game. Example:
Regular adventure play in moderate climes:
Player: I want to make a fire. GM, what's required?
GM: In regular conditions, no roll is required, just narrate. If it is raining or there are strong winds etc., then roll a d20+Spryness. If you get over 15, you succeed.
Expedition to the Himalayas:
Player: I want to make a fire. GM, what's required?
GM: Only the sherpa class can attempt to make fire. Roll d20+Spryness+Wit, and get at least 18 to succeed. Only one attempt per 24 hours is allowed (scarce fire making resource).
Etc. Basically, from that point forward we do not need to consult the GM (unless something exceptional happens), but what happens is under GM control given the intended story.
I like this solution. Simple & flexible.
I still don't like class systems, partly because I think it corrals the players' imaginations during character generation. Might be simpler to just decide, you get - say - seven skills - and you are recommended to assign three of them as specifically relevant to your trade/profession/status. That leaves you four for madz skilz. I like having more than two for this, as it allows folk to have some just for flavour - like Testwe's courtly poetry.
Together with IngoB's approach to common skills, I think that would give us everything we need.
[ 26. May 2014, 16:43: Message edited by: Doublethink ]
Posted by Doublethink (# 1984) on
:
quote:
Originally posted by Jay-Emm:
I also think there should be the option for the class effects to be an negative. I.E the Prince ought to be lacking in common house-craft skills.
Can't you just roleplay that ? Just have the prince decline on the grounds of skill or status ?
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Doublethink:
Can't you just roleplay that ? Just have the prince decline on the grounds of skill or status ? [/QB]
Should be able to and if I do, things are fine.
But if you (the GM) think of some contradiction relating to background then you should have an explicit right* to question/be mean even if it's a common skill so long as it ought be reasonably predicted. And again we should be our explicit duty to raise it if it seems likely to be in doubt.
If there's never such an occasion (or we work round it without you) then there's no problem.
If there's some occasion that's too hard to fix you can just ignore it other than a sarcastic post (and it's no worse).
But the one time it makes the story more interesting, it won't be a [total] surprise.
*you of course have the right as GM anyway.
[ 26. May 2014, 17:39: Message edited by: Jay-Emm ]
Posted by Kelly Alves (# 2522) on
:
quote:
Originally posted by Doublethink:
quote:
Originally posted by IngoB:
"Common skills": There is no prior list of general skills. But where a skill that would apply to all players is being queried for the first time, the GM's response sets the rule for the rest of the game. Example:
Regular adventure play in moderate climes:
Player: I want to make a fire. GM, what's required?
GM: In regular conditions, no roll is required, just narrate. If it is raining or there are strong winds etc., then roll a d20+Spryness. If you get over 15, you succeed.
Expedition to the Himalayas:
Player: I want to make a fire. GM, what's required?
GM: Only the sherpa class can attempt to make fire. Roll d20+Spryness+Wit, and get at least 18 to succeed. Only one attempt per 24 hours is allowed (scarce fire making resource).
Etc. Basically, from that point forward we do not need to consult the GM (unless something exceptional happens), but what happens is under GM control given the intended story.
I like this solution. Simple & flexible.
I still don't like class systems, partly because I think it corrals the players' imaginations during character generation. Might be simpler to just decide, you get - say - seven skills - and you are recommended to assign three of them as specifically relevant to your trade/profession/status. That leaves you four for madz skilz. I like having more than two for this, as it allows folk to have some just for flavour - like Testwe's courtly poetry.
Together with IngoB's approach to common skills, I think that would give us everything we need.
This feel right and good and comfortable to me.
quote:
Originally posted by Jay-Emm:
quote:
Originally posted by Doublethink:
Can't you just roleplay that ? Just have the prince decline on the grounds of skill or status ?
Should be able to and if I do, things are fine.
But if you (the GM) think of some contradiction relating to background then you should have an explicit right* to question/be mean even if it's a common skill so long as it ought be reasonably predicted. And again we should be our explicit duty to raise it if it seems likely to be in doubt.
If there's never such an occasion (or we work round it without you) then there's no problem.
If there's some occasion that's too hard to fix you can just ignore it other than a sarcastic post (and it's no worse).
But the one time it makes the story more interesting, it won't be a [total] surprise.
*you of course have the right as GM anyway.
Thank you for introducing the idea of the GM's right to be final judge on a call. One we get into game play, we really need to remember that.
[ 26. May 2014, 19:03: Message edited by: Kelly Alves ]
Posted by Jay-Emm (# 11411) on
:
quote:
Originally posted by Kelly Alves:
Thank you for introducing the idea of the GM's right to be final judge on a call. One we get into game play, we really need to remember that.
I wouldn't have remembered if you hadn't said it first.
(but also there's a distinction between 'rights' and 'rights', I'm just not sure what it is)
[ 26. May 2014, 19:10: Message edited by: Jay-Emm ]
Posted by Eliab (# 9153) on
:
quote:
Originally posted by Doublethink:
Does anyone have a view on what I posted on skills vs backgrounds earlier in the thread ?
I really don't think the system we used for the playtest needs tweaking. It worked. We could define a large number of different character concepts, with lots of chances for using non-combat skills, and without anyone (I think) either dominating the game of being excluded from it.
I see backgrounds/common skills as 'skills the GM can use' and defined skills as 'skills the player can use'. What I mean is, Prince Testwe could have taken 'Heraldry' as a character skill, but didn't. However it's hard to believe that someone of his background grew up in complete ignorance of that field. Clearly he knows something - he'd recognise his own family's crest as an absolute minimum - but he didn't make it an area of expertise (or it would be a skill). So if a knight rides up to the party with a flame device on a green and white quartered shield, it's entirely up to the GM whether Testwe recognises him from his bearings. Jay-Emm can't insist on a right to roll for this - it's not a skill - but if its info that the GM wants us to have, the background is there to do that. It's fine to remind the GM that a character might know a little about this, but its wholly a GM call.
quote:
Here - also, are you happy to change from perks to gifts (which would work slightly differently, hopefully more easily).
In principle, yes, I'm happy with that. The trouble is, I really like Gunriana's current perk: a bonus to magic when she really needs it at the cost of a rather scary curse. It fits so well with how I see the character. It wouldn't work as an 'always on' gift. The whole point of that perk is that it's pretty much 'always off'. Gunriana never wants to use it - it represents everything about magic that scares her. So I'd resist the change for purely selfish reasons.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Jay-Emm:
quote:
Originally posted by Kelly Alves:
Thank you for introducing the idea of the GM's right to be final judge on a call. One we get into game play, we really need to remember that.
I wouldn't have remembered if you hadn't said it first.
(but also there's a distinction between 'rights' and 'rights', I'm just not sure what it is)
I think a good GM would only invoke that right when absolutely necessary, but if we don't lay that down, it could bog down a game pretty fast. Some people would challenge a GM if they narrated, "You encounter water, and it is wet..."
Posted by Doublethink (# 1984) on
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OK - I am just finishing my campaign brief, and then I will post the recruitment thread.
(I think I can finangle a version of Guriana's gift that will work in the sort of way you want.)
[ 26. May 2014, 19:25: Message edited by: Doublethink ]
Posted by IngoB (# 8700) on
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quote:
Originally posted by Doublethink:
I still don't like class systems, partly because I think it corrals the players' imaginations during character generation. Might be simpler to just decide, you get - say - seven skills - and you are recommended to assign three of them as specifically relevant to your trade/profession/status. That leaves you four for madz skilz. I like having more than two for this, as it allows folk to have some just for flavour - like Testwe's courtly poetry.
Together with IngoB's approach to common skills, I think that would give us everything we need.
Fine, but then I would recommend more a five trade / profession / status skill and one or two unique skills ratio. After all, we get special skills on lucky rolls, so they should be special. Furthermore, negotiating these takes quite a lot of time.
I would suggest that the skills should be specified as "always on" or "regular roll" or "case by case rolls".
For example:
Light weapons for a fighter is "always on", meaning one doesn't need to roll just to pick up a dagger and use it as a weapon. (Obviously one needs to make combat rolls for the dagger. But one doesn't need an extra skill roll just to start using it.) So there is no need for negotiation or throws during the game, except perhaps to decide on whether a skill can be applied to something (is a one-and-a-half handed sword a light weapon or not?).
Playing a tune for a bard is "regular roll", meaning the threshold for success can be set once at the beginning by the GM, and no interaction with the GM is needed during usual game play. Though the GM can advise a player that some special circumstances affect the roll. For example, maybe any roll over 5 means playing a delightful tune, almost the entire game. But if walking through an ice storm, the GM might tell the bard "transient increase to roll over 15 for a good tune" because of the cold.
Whereas scavenging for food for a hunter is a "case by case roll". How hard it is to search for food always depends on where and when one is searching. So the GM should give a specific roll threshold every time the skill is used.
Posted by Doublethink (# 1984) on
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That will be agreed in the character design prior to commencing play, as you suggest. But I am going to keep the 3 & 4 skill split.
This could be adjusted in a future campaign.
Posted by Doublethink (# 1984) on
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Recruitment thread is up.
Posted by Kelly Alves (# 2522) on
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Bumping thread for discussion of game mechanics.
Posted by Doublethink (# 1984) on
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Wise bunny is wise.
Posted by Doublethink (# 1984) on
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Re Concerns raised about the opening of The Kavetseki Incident
Nature of the opening premise
I am sorry that some players have disliked the way the opening of the game was managed. However, I do feel it falls within fairly common types of RPG scenarios.
It is really not that uncommon to begin a campaign where you start and discover immediately or very soon into the game that you are currently captured and all your equipment is elsewhere, or you have fallen through a portal into another world, or there is a time rift or whatever.
The most conventional way to do it in tabletop is to have some encounter happen that the characters just can not win, but allow them to roll and just tell them every attempt failed - then inflict the consequence. In a play by post game like this, that would have meant taking you through a week's worth of gameplay to a pre-determined failure outcome - that seemed likely to be frustrating, unpleasant and off putting.
So why would I want to inflict a detriment on you to start with ? Why do GM's use these kind of narrative devices in the first place ?
The set-up needs to achieve a couple of essential tasks, and a couple of optional tasks. Essentially:
- Explain why the party are together, (and with the diversity and number of characters this is quite difficult)
- Give the characters a shared goal
- Give the characters relationships to each other that don't seriously constrain their play
- Provide plot hooks
Optionally,
- Be interesting, i.e. something other than "you all heard the town crier saying the king promised a thousand gold pieces to anyone willing to slay the dragon"
- Create clear opportunities for all characters to do something meaningful quickly in GM time (folk don't want to have to wait days before they can try to do something if at all possible)
- Be surprising, (basically part of the attempt not be boring)
Having been misused by someone or something, is a powerful motivator for characters to band together and venture forth - who may otherwise have little in common - and this why GMs often use this trope. You will also have seen it many times on film.
(This wasn't just some easy way to mess with you guys, it took me literally hours to amend each character sheet, including trying to make sure they weren't crippled by the changes, the gifts were character consistent, formatting, pming, reposting etc. I am not complaining about this, merely pointing out it wasn't done for convenience.)
So that is the why.
Method
Folk felt the reveal of ageing was too subtle, in my defence I did post *everybody's* altered character sheets on meta - I suspect people may only have read their own. But, really, the subtlety was in order for the players to have a puzzle to solve and make the discovery gradually. Your characters were disorientated and I felt it reasonable for you to take time to realise.
Re plausibility issues, this is not a simulation and I am not aiming for that level of realism - I also don't think it is achievable in play by post or rpg generally.
quote:
Originally posted by IngoB:
And more generally speaking, I am a bit astonished at the sheer level of setup interference with the characters here, which is out of player control and simply imposed. And I can't even complain, I've merely lost gear that I had spent quite some time designing for my character, traded a point on my key enabling potential for a skill that I didn't want, and now apparently need to play a different age range than I intended to do. If I had been playing Jetse and lost an arm on a fighter character willy-nilly, I would have simply quit.
I feel this somewhat misunderstands the situation, at this point in the game you don't know if most of the changes are permanent, this is a magical world - in theory you can walk around a corner and trip over a flask containing an elixir of youth (or more elaborate equivalent opportunity). Jetse could get a powerful wizard to regrow his arm, you just don't know yet. (And his case - the arm loss itself makes no difference to his combat functioning, if you look closely at the mechanics)
More prosaically, you don't know what will happen when the characters leave the shore and frankly I have now dropped hints, so heavy they have torn holes in the fabric of space time, that it would be a good idea to do so.
Likewise characters basically need to get some money, and get to a place with some merchants in order to replace mundane equipment.
I feel that in many ways the playtest set-up was both more boring and more constraining. All characters had hierarchical relationships to each other that would have been tricky to break out of - the game was also vulnerable to player/character loss as it was very much tied to the character of Testwe.
In the Kavetseki set-up, power dynamics and relationships between the party members are effectively all left open. No one is beholden to anyone. Your goal is more defined which allows for better plotting, and more of a story arc. You have a clear antagonist, even if you haven't identified them yet, and a mystery to solve. And that is before your ideas start to mutate and permeate the story (I note a shark-lord was mentioned for example - I am sure we can develop something from that.).
Game tone
quote:
Originally posted by IngoB:
<snip>I see three options for Jack here. Either he basically shrugs the time capture off, and I play this simply as an initial handicap to his abilities and equipment and pretty much ignore the set-up otherwise. This is far too "unrealistic" for my liking, I like to keep my character "coherent" within the story framework. Or I am playing him as a severely depressed character for the rest of the game, who struggles to find some way to cope. Or I play him as full of hateful rage, seeking to destroy whoever or whatever stole his youth from him. Neither of the latter two options is at all attractive to me.
Just to make this clear, I'm not opposed to dramatic situations or indeed "in story" damage to the characters, all the way to mutilation and death. But there is a big difference between losing your health, arm or even life to a dragon, and being ground down by time. I want to have fun with heroics and puzzles, I want to have an adventure time. That I enjoy, that takes my mind off reality. I heart this kind of escapism in a game, it's what I thought I signed up for. Facing your own mortality and deep psychological questions about life? Thanks, but no thanks. I prefer shallow fun.
+++
<snip>So this is not about the lack of action in a Schwarzenegger sense, it is about the overall story mood.
+++
<snip>. But again trying to be in-story coherent, I think this is a realistic response from Jack.
In an rpg, rather like in EastEnders, if you try to play an entirely realistic response to a character's experiences - then the character is liked to be curled up in a corner quivering within about a week.
Say you are attacked by bandits and you are not a combat character, you survive - perhaps you kill an NPC - in real life, this would be a *very* major event in your life. You could have nightmares for years, you might never recover your confidence, become agoraphobic or whatever. But in a rpg (unless you are playing Cthulu) this doesn't happen. It is next to impossible to rpg that level of emotional realism.
Likewise most combat or rogue characters in an rpg would be psychopaths in real live, lawful good alignment or not.
I have to be honest and say, I really don't get why being middle aged is so horribly worse than being mauled by a dragon.
Maybe that is because I am middle aged.
[Eta: Reason why I didn't post these explanations earlier is that I didn't want to bugger up the plotting by revealing key information too early.]
[ 05. June 2014, 18:59: Message edited by: Doublethink ]
Posted by Kelly Alves (# 2522) on
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We players gotta remember too, that this game has to be not only player friendly but GM friendly-- Doublethink happens to be a seasoned GM, but eventually someone else might run. Someone less seasoned.In order for game play to progress smoothly, we have to give the lion's share of control to the GM.
Posted by Kelly Alves (# 2522) on
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(and for the record-- I really, really wanted to play a coyote.
)
Posted by Doublethink (# 1984) on
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Maybe someone will run a wild west game next time ?
I once ended up in a wild west style game with added werewolves - but I imagine were coyotes could happen.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Doublethink:
Maybe someone will run a wild west game next time ?
I once ended up in a wild west style game with added werewolves - but I imagine were coyotes could happen.
World of Darkness had a whole book on Wild West campaigns-- bet that was what it was from.
WoD used to have all kinds of were- creatures-- that's where I got the idea for a coyote. They also based a lot of their mythos on Native American lore. In other words-- when I get the hang of things, maybe I will run one!
Posted by Doublethink (# 1984) on
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Yes it was WoD
Posted by Curiosity killed ... (# 11770) on
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Me, I'm tagging along, but my rpg-ing co-player wasn't at all surprised and had picked up the time lag from one of the other characters (very ambiguous age / gender / species Er Maker, not so easy to mark time on).
Posted by Ariston (# 10894) on
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As I think I mentioned, I actually quite liked being nerfed like that—it raises the stakes a bit, means that we're starting out in the hole, and that, rather than being Big Bad Bland Bigdude, I'm working at a disadvantage. Sure, I had him planned out, but now I have to actually think how he's going to act now, to deal with frustrations, and figure out his plans for the future based on his background. It's a hook for character development and action, rather than simply "oh, everything's going swimmingly, I think I'll kill a dragon because I feel like it." Now we have to do something, rather than simply moseying along.
It also means I get to bring out some of what makes him Weird (or at least different than every other Burly Goon With a Past), which I wasn't expecting to get to do so early.
Posted by Yorick (# 12169) on
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I think the whole thing is bloody brilliant, and the GM is doing a superb job. I don't use these things very often, but...
Thank you, DT.
Posted by Dafyd (# 5549) on
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quote:
Originally posted by Doublethink:
Re Concerns raised about the opening of The Kavetseki Incident
Having been misused by someone or something, is a powerful motivator for characters to band together and venture forth - who may otherwise have little in common - and this why GMs often use this trope. You will also have seen it many times on film.
I don't really want to comment on how you're running the campaign until the postmortem, but I can't resist pointing out that at the moment the party isn't even motivated to get off the beach.
Last time when the party seemed to be faffing about, I decided it was in character for Daniel to poke the hornet's nest and generally try to make something happen. This time, I'm being far less gung-ho.
Trying to make a more constructive comment: Eliab made a roll, got a critical failure and the result was that his character collapsed unconscious, and somebody else had to resuscitate him. Result: back to square one.
In general, critical failures result in characters taking fewer actions, therefore making less happen because they're less likely to succeed in doing so, being more cautious about taking actions (because they were punished for it last time), and generally makes things more tedious. If the critical failure had resulted in some threat that would have made things more interesting, and probably have helped to kick us into action.
quote:
I feel this somewhat misunderstands the situation, at this point in the game you don't know if most of the changes are permanent, this is a magical world - in theory you can walk around a corner and trip over a flask containing an elixir of youth (or more elaborate equivalent opportunity).
Daniel made an Occult roll to ask if they could be reversed; you said they couldn't. I think it was reasonable for IngoB to assume that meant they wouldn't be.
Posted by Doublethink (# 1984) on
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I specifically said time could not be reversed.
(Eta; I do however agree it has taken sometime to get off the beach.
I think this partly because the players are not talking to *each other* much on the meta thread. Partly it is an effect of play by post, I don't think it is possible to do much very quickly.)
[ 05. June 2014, 20:31: Message edited by: Doublethink ]
Posted by Curiosity killed ... (# 11770) on
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And Hallelujah, we're all off the beach - with food and fire making stuff.
Posted by Ariston (# 10894) on
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All this faffing about talking may be a consequence of recruiting players from a discussion board…where we spend lots of time faffing about and talking. It's not like there's that much pressure to get things done, so long as we can keep saying "oh, it's still light out, we can get moving later."
Posted by Autenrieth Road (# 10509) on
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What I learned in Prince Testwe's Peregrination: I am not in control.
What I learned from the opening of the Kavetseki Incident, in particular the character changes: what it meant in the playtest when people told me "the GM is God" and "trust the GM".
Posted by Eliab (# 9153) on
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quote:
Originally posted by Doublethink:
I have to be honest and say, I really don't get why being middle aged is so horribly worse than being mauled by a dragon.
First, I like the 'ship-wreck' part of the start up without any reservations.
Second, the aging of the characters is different from dragon-related risk. For me, it's the unwritten contract thing: we signed up to play an adventure with these characters. 'The adventure' in a fantasy RPG might include fighting a dragon. 'These characters' mean the ones we devised in order that we could play them. Adding twenty years to their ages means that they aren't the same characters. Gunriana's background, for instance, had her young age as an important fact. I'd conceived her as a young woman faced with an unappealing marriage some years in the future, with her duty somewhat at odds with her personality: a Volsung trying to be a Medici.
Aging her twenty years rewrites all of that. I'm not playing that character anymore. It isn't just something that has happened to her - it's a fundamental change in who I am playing.
That said, I'm not objecting. I'm enjoying developing this story, and I'm used to games (Call of Cthulhu being the best known one) where GMs have a very wide implicit permission to piss all over the characters' hopes and dreams, and fundamentally alter their natures in their inevitable descent into madness. I'm happy. But I do see the aging thing as an issue, and the sort of thing that won't be to everyone's taste.
Posted by Doublethink (# 1984) on
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I take that point but, if a dragon bit her arm off, or she went through a portal to another world - that would also nix the marriage plans.
Any major event will have a significant impact, and functionally - unless you have a lot of pregenerated resources and geneology for a world, characters are simply not going to be able to interact much with people well known to them - one or two key NPcs might be related but that's about it. The effect is then that adventuring parties would usually need a reason why they don't just send a message asking for help.
Often you have you typical mercenary estranged from family, travelling rogues, orphans etc.
If you need a richly interalated network, in this kind of online situation, I think you would have to place the adventure in a pre-existing fictional world. So you could then say, well as a young woman in Lancre - clearly I know Granny Weatherwax by reputation. But I would probably go to Nanny Ogg for help if I thought I was pregnant etc.
Posted by IngoB (# 8700) on
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DT, I'm not sure that it makes much sense to discuss this in detail. Given the level of personal involvement and sheer time spend on these things, I think there's a very fine line between "critique" and "insult" here. And I'm known to trample happily over any number of fine lines... A few comments, nevertheless.
quote:
Originally posted by Doublethink:
It is really not that uncommon to begin a campaign where you start and discover immediately or very soon into the game that you are currently captured and all your equipment is elsewhere, or you have fallen through a portal into another world, or there is a time rift or whatever.
(Temporary) loss of equipment is different from messing with the stats and skill sets of characters, is different again from manipulating their core assumptions about what sort of character they are going to play. I spend about two hours thinking through my character. There simply is a difference between putting what I have come up with to the test by various situations and changing it without me being able to do anything about it. At some point you have to ask whether I'm still OK with that.
quote:
Originally posted by Doublethink:
The most conventional way to do it in tabletop is to have some encounter happen that the characters just can not win, but allow them to roll and just tell them every attempt failed - then inflict the consequence. In a play by post game like this, that would have meant taking you through a week's worth of gameplay to a pre-determined failure outcome - that seemed likely to be frustrating, unpleasant and off putting.
I would have considered that to be a much better option. It would have cleanly separated what had to happen to make the story kick off (the dive, mercer encounter, storm) from what did not have to happen. And I would much prefer direct instructions to do something over you writing in person of the player. So if you need Dorainen to dive and come back up with a chest, unopened, tell Hart to dive and come back up with a chest, unopened. Leave playing that out to him. And if something will happen no matter what, tell us it will happen no matter what. Why decide for Eliab that Gunrianna will have a hopeless rune fight to the bitter end? Maybe she will, maybe she won't. He can decide what he wants her to do when faced with the inevitable. And if you feel that I need to lose half my gear, then why spend time thinking about what you should take? Force-choice me! Tell me something like "The waves come crashing in and take away an item, choose and roleplay please." Then I will think about it, and I will choose and I as a player will feel a lot better even if I am perhaps a lot meaner to my character than you as a GM dare to be. With play instructions, forced choices and announced inevitable events, I think one can play through a pre-story pretty rapidly. And here's the upside, when we arrive on the beach, we are full with that knowledge and experience. We do not spend endless GM days trying to get our bearings and rolling one die after another just to find out what has happened. That was tedious.
quote:
Originally posted by Doublethink:
Having been misused by someone or something, is a powerful motivator for characters to band together and venture forth - who may otherwise have little in common - and this why GMs often use this trope. You will also have seen it many times on film.
Actually, players will pretty much stick together IC no matter what, because OOC they want to play with each other. But yeah, the shipwreck setup was perfectly fine, as was the equipment loss that went with that. Magic that messes with our stats and skills? I don't think that that was particularly necessary. In particular not as something that mods our character sheets. A transient or localised negative magic influence is easily set up otherwise. And the age thing was just yuck in my opinion. Nothing would have stopped you from simply throwing us twenty years into the future, unchanged characters in a future world. That is not nice either, but we all would have been whom we designed our characters to be, just faced with time shock adversity. But age changes who and how you are. A twenty year old is not the same as a forty year old, and a forty year old is not the same as a sixty year old. Much worse to be a twenty year old suddenly being in the body of a forty year old. It's a sort of physical and mental handicap, given that one then does not get any compensation from experience and joy from accumulated memory and history.
quote:
Originally posted by Doublethink:
Folk felt the reveal of ageing was too subtle, in my defence I did post *everybody's* altered character sheets on meta - I suspect people may only have read their own. But, really, the subtlety was in order for the players to have a puzzle to solve and make the discovery gradually. Your characters were disorientated and I felt it reasonable for you to take time to realise.
It was hardly a puzzle anybody was keen to solve. It was not made clear to us from the start that we were missing something about ourselves, and we needed this realisation for nothing we thought we were doing. Yes, we needed to realise that we were trapped on the beach. But we need to understand that we are twenty years older for what? You had to tell us (or at least all but Eliab) to carefully read the character sheets and make a readiness roll. It was pretty much pure "gotcha, didn't spot that one, did you - you are even worse off than you thought you were". Well, hoo-fucking-ray.
And as far as roleplay was concerned it was just daft. Just how shell-shocked are we supposed to be to continue interacting with each other and not realise that we are all twenty years older? OK, if we are all lying on the beach, drooling in shock, then that makes sense. But in fact people were swinging into all sorts of actions without much ado. And yes "just so" magic that keeps our eyes from seeing this truth, that works. "Just so" magic always does. That's why it is "just so" magic. It's just not particularly convincing. There might as well be "just so" magic that makes me think that my current age is just what it should be. And anyhow even if this just is the capture magic, then why not make a big deal out of breaking it? As it is, a brutal deception spell gets broken by someone looking at their hands. This has never happened before in twenty years? This is all that it takes? And that's all the result we get? Can we have some external drama please to mark this? A ripple in the space-time continuum? A dramatic lifting off shadows? A loud boom that rolls across the beach? Nope. It's more readiness rolls for all of us, unless we somehow manage to talk to each other about this.
(By the way, with all due respect to my fellow players - when you realise that everybody is twenty years older than they should be, you run around screaming that piece of news at the top of your lungs. You do not busy yourself with making horse jerky. I mean, WTF?!)
quote:
Originally posted by Doublethink:
Re plausibility issues, this is not a simulation and I am not aiming for that level of realism - I also don't think it is achievable in play by post or rpg generally.
An implausible story is a bad story. Plausibility is set by the framework of the story, and systematic deviations from what would be plausible in reality are to be expected. But all that is not random but must find its own internal logic. And yes, unless there is a reason not to do that, we default to the plausibility logic of reality. You can supply such reasons to set the framework, but I don't think that you did that here. A simple hint of the form "You feel like you are overlooking something but as you try to concentrate on it, it seems to slip out of your mind." would have made plausible the latter discovery of a deception spell.
quote:
Originally posted by Doublethink:
I feel this somewhat misunderstands the situation, at this point in the game you don't know if most of the changes are permanent, this is a magical world - in theory you can walk around a corner and trip over a flask containing an elixir of youth (or more elaborate equivalent opportunity). Jetse could get a powerful wizard to regrow his arm, you just don't know yet. (And his case - the arm loss itself makes no difference to his combat functioning, if you look closely at the mechanics)
Actually, no. As Ariston himself has pointed out, he has implicitly lost his heavy weapon ability since he cannot use two arms to hold a weapon now. Also, I'm sorry, but the effect of having your arm ripped off is not just reducible to whether you get the same combat roll bonus. As far as a roleplay goes, to get maimed is huge. It's not just "oh, oh well, I can still chop off heads even with one arm." (Technically that's probably not true either, Jetse would need months or even years of training to rebalance his body to similar performance.)
And as far as the effect of time goes, I was sitting on the fence about whether I wanted to continue until you posted this. Time is not reversible. I took this to mean that we would have to deal with this apart from the beach. It wasn't just some illusion magic at the beach. Frankly, I didn't think of youth elixirs. Though that would be a bit cheesy...
quote:
Originally posted by Doublethink:
I feel that in many ways the playtest set-up was both more boring and more constraining. All characters had hierarchical relationships to each other that would have been tricky to break out of - the game was also vulnerable to player/character loss as it was very much tied to the character of Testwe.
I agree.
quote:
Originally posted by Doublethink:
In an rpg, rather like in EastEnders, if you try to play an entirely realistic response to a character's experiences - then the character is liked to be curled up in a corner quivering within about a week.
Say you are attacked by bandits and you are not a combat character, you survive - perhaps you kill an NPC - in real life, this would be a *very* major event in your life. You could have nightmares for years, you might never recover your confidence, become agoraphobic or whatever. But in a rpg (unless you are playing Cthulu) this doesn't happen. It is next to impossible to rpg that level of emotional realism. Likewise most combat or rogue characters in an rpg would be psychopaths in real live, lawful good alignment or not.
But that comment just ignores story-logic. Of course story-logic is not identical to reality-logic. But is is modded in specific ways away from reality-logic, it is not arbitrary. Look at Arwen and Aragorn in the Lord of the Rings. It's a big romantic deal that Arwen give up her immortality to live fully with Aragorn. Because hell's bells, that would be a big romantic deal for us, a choice between love and immortality. Nevertheless, Aragorn is a one man destruction machine who has hacked and slashed his way through countless enemies of the most terrible form. He should have all the emotional inner life of Conan the Barbarian on angel dust. But the non-heroic aspects of warfare have been modded out of the story-logic. No splatter nightmares for our heroes please. That does not mean that Arwen's act suddenly has become valued any other way than before. That was not modded, that still works. Likewise, hobbits are little country Englishmen who like nice holes rather than nice houses. A minor mod and story-logic is in place. That's how all this works.
There was no indication in the story setup that our usual perception of age had been modded. There could have been. There could have been time lords and all sorts people bouncing around in different ages. We would have modded age-logic accordingly. But no, a crone is still a crone. Age-logic has not moved particularly. In fact, the whole drama of the incident depends on age-logic not having moved. If this was the plaything of time lords, then the reaction to losing twenty years would have been more like "can somebody fix this please?"
quote:
Originally posted by Doublethink:
I have to be honest and say, I really don't get why being middle aged is so horribly worse than being mauled by a dragon. Maybe that is because I am middle aged.
I'm also middle-aged, and I just played a middle-aged character in the test run. I have no problem with middle age as such.
But what actually has happened here is like being unjustly imprisoned for twenty years. And then when you finally get out, you even have these twenty shitty years of prison deleted by amnesia. It is a literal loss of twenty years of lifetime, with no redeeming features, not even crappy memories. Just a blank, and then you are twenty years older.
For a happy-go-lucky type of guy in the full swing of youth, that's just plain deadly. All you were about, gone. And nothing to replace it with. This being forty years old is not a time to finally think about settling down. Because you didn't get to be unsettled for the last twenty years. This is just running into a brick wall of age. Horrible.
At least that's how I see that. In reality, I probably wouldn't think that dying is better than this. But it would be a fairly close call.
Posted by Doublethink (# 1984) on
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I believe we may just to have to agree to differ on this, but I thought that it would be inappropriate not offer an explanation in response to the issues raised.
Posted by Curious Kitten (# 11953) on
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quote:
Originally posted by IngoB:
(By the way, with all due respect to my fellow players - when you realise that everybody is twenty years older than they should be, you run around screaming that piece of news at the top of your lungs. You do not busy yourself with making horse jerky. I mean, WTF?!)
I'm of indeterminate age, species and sex. I don't know what species I am, I could after twenty years of ageing I could be on my last legs or like Dorainen feeling no ill effect. Getting on with the immediate problems seemed more sense IC.
Posted by Eliab (# 9153) on
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quote:
Originally posted by Doublethink:
I take that point but, if a dragon bit her arm off, or she went through a portal to another world - that would also nix the marriage plans.
Any major event will have a significant impact, and functionally - unless you have a lot of pregenerated resources and geneology for a world, characters are simply not going to be able to interact much with people well known to them - one or two key NPcs might be related but that's about it. The effect is then that adventuring parties would usually need a reason why they don't just send a message asking for help.
My point was more that the background set out the character I intended to play. I didn't plan on ever meeting Gunriana's father or future husband or anyone else from her character description in the course of play itself, it was more that I intended to role play a teenager at that particular time of her life with those social circumstances hanging over her. And while it's true (and expected, and good) that characters evolve through play, there's a difference between bad stuff happening to a character during a campaign that I respond to by letting them change, and being told right at the outset that my character is twenty years older and therefore has a radically different relationship to the world than the one I wrote.
I don't want to complain about this, or make too much of it, because I'm really enjoying the way this story is going, and because I don't think it was outside the scope of acceptable GM character-fuckery. I do think that there is a line between GM decisions that say "this is what happens to your character..." and those that imply more "this is the character you are now playing...". Decisions like this are very close to that line, and I want to make the general point that I think these need to be made carefully.
Looking forward to seeing what happens next.
Posted by Kelly Alves (# 2522) on
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quote:
Originally posted by Eliab:
I do think that there is a line between GM decisions that say "this is what happens to your character..." and those that imply more "this is the character you are now playing...". Decisions like this are very close to that line, and I want to make the general point that I think these need to be made carefully.
FWIW I tend to agree-- even given what I have said about GM control. The one area where a player should have some control is character generation-- within the limits of that game scheme, of course.
Of course all that goes out the window if the GM is setting up something where our basic perceptions of reality are compromised...that is well within a GM's remit.
Posted by Autenrieth Road (# 10509) on
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I wonder if reactions would have been different if the travellers, partway through the campaign, perhaps even early on, had encountered a time maelstrom which had the same effect of aging and stripping?
[ 09. June 2014, 12:44: Message edited by: Autenrieth Road ]
Posted by Autenrieth Road (# 10509) on
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I'm enjoying reading all the things other players think of.
I'm also enjoying both wandering around getting to know the other characters (and to some veiled extent the players who animate them), and working out what to try next in the adventure DT has designed for us.
It's interesting playing Frithwynne. I hadn't quite realized it, but she's basically a very straightforward person, despite being willing to scrap and scrounge if needed to make her way in the world. Being immersed in Frithwynne, I find myself, Autenrieth Road, completely unable to think of things like "Find Hidden should be concealed from strangers" (thank you Mary Drake) or "here is our cover story" (thank you Gunriana) -- and this even though when we're playing Mafia I am continually thinking of schemes. Very very curious.
Posted by Autenrieth Road (# 10509) on
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Doublethink, you indicated somewhere after Prince Testwe's Peregrination that you had said in the intro to it that everyone (except Daniel and Arabella) knew each other from travelling together, but that we didn't roleplay as if we did.
Do you remember any examples of roleplay that seemed to be in contradiction to "characters who all know each other"?
I didn't understand your observation at the time, and now that I'm puzzling about the game and the metagame in the Kavetseki Incident, I'm trying to shore up my understanding of all aspects of RPG, in case it helps me contribute better and understand what's going on better.
Posted by Doublethink (# 1984) on
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Well looking at the begining in order:
- Brandon doesn't recognise his travelling companions on waking (though that could be disorientation)
- Guriana's first reflections suggest she is unfamiliar with Bayain, Ik and Hestor - has known them only a very short time
- Stone seems to basically just know Clawdine, and needs Ik to introduce himself - does not know Guriana
Posted by Autenrieth Road (# 10509) on
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Thanks, DT. Now I understand what you meant.
I feel as if on the surface I can pretend like I understand how RPG works, but then things happen and I find myself thinking I'm somehow missing everything essential.
[ 22. June 2014, 19:46: Message edited by: Autenrieth Road ]
Posted by Doublethink (# 1984) on
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I think if I were to tweak anything in the mechanics, it would be the success thresholds. OK skill should give you a better than 50/50.
We should maybe rig the odds to give the players greater chances.
[ 13. July 2014, 21:06: Message edited by: Doublethink ]
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