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Source: (consider it) Thread: Circus: The Dungeon Master's Guild: constructing a Ship- friendly RPG
Adam.

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# 4991

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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.

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Adam.

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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.

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Doublethink.
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# 1984

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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.

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Adam.

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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.

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Adam.

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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.

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Doublethink.
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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 ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
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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.

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Jay-Emm
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Looks good. If things get samey, can split spawning behaviour to get variations. But so far I've been pleasently wrong.
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Dafyd
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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).

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Doublethink.
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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.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Adam.

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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.

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Doublethink.
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Neat [Smile]

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Doublethink.
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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.

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Jay-Emm
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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 ]

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Doublethink.
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I don't understand ?

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Dafyd
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Certainly any workable system is better than an unworkable system.

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Jay-Emm
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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 ]

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Eliab
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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.

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Eliab
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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)

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An die Freude
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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.

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Autenrieth Road

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[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 ]

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Truth

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Dafyd
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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.

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we remain, thanks to original sin, much in love with talking about, rather than with, one another. Rowan Williams

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Autenrieth Road

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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.

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Truth

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Autenrieth Road

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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.

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Truth

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An die Freude
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I hear a bet coming up on the number of days before AR cracks it. No, Eliab, you can't have infinity.

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Autenrieth Road

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That must be because JFH already has infinity claimed. [Waterworks]

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Truth

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Autenrieth Road

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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 ]

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Truth

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An die Freude
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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. [Biased]

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Leorning Cniht
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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.
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Autenrieth Road

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I got it.

If the six in roll #2 were a five, the answer would be 12.

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An die Freude
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Indeed so, Young Potentate. Well done! [Smile] 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...

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Autenrieth Road

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Have we decided on a new combat system yet?

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Doublethink.
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# 1984

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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.

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Doublethink.
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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.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Curiosity killed ...

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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.

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Doublethink.
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# 1984

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Thanks ck

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
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# 1984

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The other thing we will clearly need is a swanky acronym.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Curiosity killed ...

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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.

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Curious Kitten
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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.

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Happiness is not having what we want but wanting what we have.

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IngoB

Sentire cum Ecclesia
# 8700

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<"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").


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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

Posts: 12010 | From: Gone fishing | Registered: Oct 2004  |  IP: Logged
Doublethink.
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# 1984

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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.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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IngoB

Sentire cum Ecclesia
# 8700

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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).

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They’ll have me whipp’d for speaking true; thou’lt have me whipp’d for lying; and sometimes I am whipp’d for holding my peace. - The Fool in King Lear

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Doublethink.
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# 1984

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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.

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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Doublethink.
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# 1984

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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 ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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An die Freude
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# 14794

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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.

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Doublethink.
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# 1984

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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 ]

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All political thinking for years past has been vitiated in the same way. People can foresee the future only when it coincides with their own wishes, and the most grossly obvious facts can be ignored when they are unwelcome. George Orwell

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An die Freude
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# 14794

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Very good points!

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Autenrieth Road

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# 10509

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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.

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Truth

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Dafyd
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# 5549

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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).

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Autenrieth Road

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# 10509

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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 ]

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Truth

Posts: 9559 | From: starlight | Registered: Oct 2005  |  IP: Logged



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