Monday, June 11, 2012

Yeah, I'm a Rules Guy

I'm a process guy. Even says that if you click my bio "process-oriented" - I speak words like repeatable, RACI, CMMI, ISO without batting an eye. So I find the discussion of "Rules vs. Rulings" interesting, because it is something that I fight with every day in my job, people going "Why do we have to define how we do it, we just do it!"

Much of this has kicked off with a post by Monte Cook, discussing how, in his mind it is better to give the GM the power to adjudicate within a broad context is the ideal. A friend of mine from college has frequently been on a kick of giving the GM more flexibility to adjudicate within the system, that the GM should have the ability to decide how things end.

Me? Not so much. I want a tighter, more robust rules set. Perhaps this makes me an immature gamer; so be it. I prefer to think about it as "What do I want to spend my time at the table doing - think what the most fair resolution is, while trying to maintain what I did last time and why OR doing what I actually enjoy.

And I can understand the preference for a rulings-based system. It moves a lot of the effort from the system designers to the GMs, where it can be tailored to the table that they are sitting at. Unfortunately, with what I have seen in my workplaces, depending on a strong project manager works wonderfully until that project manager goes away, and then there's nothing. Or what happens if the project manager has a bad day?

So why my preference for rules over rulings? Rules give everyone the same explicit understanding for how something is supposed to work. No, not everything can be codified into a rules set, but there should be some three major items that a system should try to codify:

  1. How does a conflict start?
  2. How does a conflict resolve?
  3. How do we know when a conflict ends?

All rules/rulings should be to answer those three questions. My preference is just to have more done on the front end and not the back end. Why?

Because I'm mortal. I have my good days and my bad days. Because I can be very good at thinking on my feet and tying someone up in verbal knots.

But I don't want it to be my social abilities to whine, persuade, and convince the GM whether my character succeeds, I want my character's skills to be put to the test. I've quoted it before and I'll quote it again, "You can let the dice decide or let the GM decided, this goes for any type of resolution from social mechanics to hitting with a sword to finding a trap." And I just prefer to let the dice decide how the resolution of conflict goes.

Admittedly, that doesn't actually STOP anything from being dependent on the rulings or rules; because you could still have dice based resolution. The only question is where do you want the determinations to be made, on the front end, and codified within the text the rules, or left to the back end for each table to decide?

Frankly, I like knowing what I'm supposed to be doing before I get to the point where I need to make a decision.


Friday, June 8, 2012

What Makes Tactical Combat, Well, Tactical?

What makes a system's combat system tactical (or really any part of the system)? In short, choices and options make a system tactical, where you have to make decisions on what you do.

Well that was simple. Shortest blog post every by me. I'm done.

... ... ... ...

No, that's not really the end of my thoughts.

In my experience, the five W's (Who, What, When, Where, and Why) can provide the factors that make combat interesting - the more of those questions you get to ask in a combat, the more interesting the combat will be for me.

To discuss in more depth, and totally out of order:

Where - Where is probably the most basic of the tactical choices. Where do you stand, do you get cover, do you move to melee, do you stand beside the fighter. This is something that the gridded (i.e., played on a map with a grip) and war games (such as Warhammer) do extremely well. You can even keep it vague, such as zones from Fate, the positioning system from Warhammer Fantasy Roleplay 3rd Edition (which if I remember correctly, as a close, distant, really far rating system) and each has its pluses and minuses, balancing speed of combat and number of options given.

Personally, I think the best balance becomes one of "zones" where you can divide the space up into logical chunks.

What (and How) - What you do is the other key choice. If there is only one "right" action to take, no matter what the circumstances are, then that's tactically boring. A lot of systems, such as new World of Darkness system, use this because the play is not supposed to be about the tactical system, I read someone describing the system as a "murder system" because it isn't tactical play per se, but about murdering someone. This is something that 4th Edition D&D did extremely well - giving lots of options to all of the classes for what they could do with each action - be it an at will, an encounter, or a daily power. Personally, for me, it made the fighter systemically interesting to play, because I had options beyond "roll basic attack to act". Fate, my current game that I'm running, only gives a few basic options of Attack, Defend, Maneuver, and Move; but maneuver covers a wide range of activities so I'm not hugely concerned with it (which reminds me, I need to do more with maneuvers in my next Dresden Game).

The How is just a variable to the what you do - all out attack or cautious attack. Not much else to say on that factor.

When - When as a tactical choice was introduced to me, in depth, with Exalted 2nd Edition and the Battle Wheel. Many of the key choices in that game were not positioning on a map (because distances and locations were generally easy to change), but the position on the battle wheel/initiative chart. I've talked about initiative a little bit ago, so I won't go too far into the weeds with this one.

Who - Who is an interesting one. It can be "who attacks" such as with war gaming, and deciding who needs to do what, when (oh wait that ties into the others). It can also be Who is attacked - do you kill the mage first, or the fighter, wipe out the mooks, or just go after the boss? This requires there to be options on who you attack - which is why I enjoy minion rules, because I don't want every major fight to be a single major BBEG against the party, instead I want there to be multiple opponents and options on the table to provide choices for the players to decide on.

Why - Why is a hard one for me to look at within the tactical combat. Some systems, such as Smallville, try to force the issue by removing standard attributes, but replacing with motivating figures. Anyone out there have thoughts on a good "why" tactical system?

Wednesday, June 6, 2012

Stake Setting and Deadliness

Random idea - as inspired by Honor+Intrigue and a thread on RPG.Net regarding the deadliness of systems, also probably some Dogs in the Vineyard as well, from what I recall.

Basically, everything comes down to the fact that, for me as a GM, killing a player's character isn't particularly interesting. If I want to kill a PC, it is going to happen. Unless they do their best not to engage with the world and plot, and then there's still always the "random mail bomb" if the game is modern, or "rocks fall, everybody dies". So what's the point?

Now, if I can get the players to the point of choosing to risk death, of making an active, positive affirmation that "this is worth dying for", then THAT I find most interesting.

What if the stake setting was based on how much the players were willing to risk and make it a decision that could be made. Basically, the design would consider of three tracks for the level of risk you were willing to accept - loss of your goal (Defeat), loss of your health (Injury), loss of your life (Death) - I quickly sketched out a diagram (Note: I'm NOT a graphic designer, or all that visual a person when it comes to graphics, so my apologies).

Basically, the plan would be for the players to choose how much they are willing to risk if they end up starting to lose. At first, all they are risking is the loss of their goals (usually stop the bad guy at this point); however, if they want to push, they are risking injury, and finally, if it is important enough to them, they are risking death to succeed.

Possible problems I see with this - first, by leaving it in the players' hands, they may never get to kill/defeat the bad guy unless the players start losing. Of course, I could just have the same track for serious opponents who have the will to stick in the fight (which would make for a great demarcation for how tough the opposition is - lightweight minions are only willing to risk defeat, lieutenants are generally only willing to risk up to injury for their goals, and the true evil overlords are willing to risk their life to achieve something great.

A second problem is that this is a very narrative defeat - it requires the players and GM to come up with an answer as to how the defeat (of either side) emerges.

The third major problem that I see relates to the first - if the players are already losing, why should they bother to raise the stakes? Things are already going against them, so there needs to be some sort of mechanic that allows them some sort of bonus to success.

Benefits - I think the key is that it allows for results other than total defeat, loss, and destruction of a side in a conflict. Many games make it hard to retreat, so players learn to not bother, and GMs come up with more and more odd ways for leaders to escape death.  Everyone may still need to come up with some explanation - but at least if everyone accepts the rules, they know this is going to be the end result. (See Problem #2)


Monday, May 14, 2012

I Love Mechanics Mondays: Advantages and Disadvantages

Ryan Macklin got to writing about advantages and disadvantages a little while ago, and basically said everything that I would have said for what I wanted. To reiterate his key points, disadvantages:

  1. They should always fucking matter. No such thing as a free lunch.
  2. If you tie it to character currency[i.e., build points], whether getting some more or paying some, you’re encouraging uninteresting — no, I’ll go as far as to say bullshit — behavior.
  3. The player should not be powerless to incorporate them, especially if they are tied to a reward cycle.
  4. And frankly, let’s tie them to reward cycles, whether it’s growth currency (XP) or competence currency (things like Fate points).
The principle reason being is that disadvantages put the work on the GM, generally, to take advantage of them, so they should be few in number. Advantages? Well, the player will WANT to remember to implement those at every opportunity.

Advantages got less attention - I think my favorite implementation, at least conceptually has been Adventure!'s implementation, which effectively added a sixth dot. This supercharged the advantage - You didn't have Resources: 6, you had "Wealth Beyond Avarice"; you didn't have "Contacts: 6" you had "Kingpin" and so on and so forth. The idea of titles and names for these backgrounds traits just caught my imagine, and even years later I have a certain fondness for the concept of playing a Daredevil who's power is buried in the wealth of backgrounds.

I think my ideal would be a four tiered system - something that gave you a minor/moderate/major advantage in a conflict or challenge, with the fourth tier being "overwhelming", and basically if you weren't equally matched in advantages you were going to lose. For something like resources it would be something like $100/$1000/10,000/500,000 of extra spending money or something equally ridiculous. Overwhelming should break the step increases.





Monday, May 7, 2012

I Love Mechanics Mondays: Your Turn to Go!

A friend of mine was posting about the sweet spot of rules for him, a subject on which he and I can disagree all day long as we have some fundamental disagreements, but something he brought up was the tick based initiative from Scion (and 2nd Edition Exalted).

The idea is fairly simple. Instead of combat being broken into rounds, there is only combat. Every action in that round takes a certain amount of time, and you just keep actions. Someone might take three quick actions to your slow two actions, or something might take an amazingly quick action.

Which got me to pondering all the various types of ways to determine who goes when, and what I liked from them.

The simplest is just some version of "Initiative, everyone goes at the same time" chaotic and silly, and gets into trouble when people start trying to interrupt each other. Plus the tactical decisions that this choice brings just does not interest me.

Next simplest is going in order of an attribute or skill. Reign used this one using a "Sense" attribute, or Fate with Alertness. Not one I'm a fan of, but it is simple.

Next up is roll a die, add a modifier. One of the most traditional, it is simple, fast, and effective. Can be incredibly "swingy" from one round to the next (if rolled every round) or one combat to the next (if rolled once per combat) if the die roll is significant larger than the modifier. Only question is whether you go for the simpler version of rolling once per combat or once per round.

One neat system is probably the one introduced to me by 7th Sea. Roll a number of d10 equal to an attribute. Each die tells you which segment (of 10 per round) you go on. Roll 1, 2, 3 you'll go on the 1st, 2nd, and third segments. Roll 1, 7, 12, well those are the segments you'll go on. I liked the back and forth and flurry of actions  - it seemed to suit the swashbuckling mood well.

Marvel Heroic Roleplaying has an interesting system: "Choose." Players decide which person goes first for whatever reason (tactical advantage, narrative truth, what have you) and then that person who chooses who goes next - this includes the opposition, so you don't want to leave them towards the end of the round else they'll all go, and then go immediately again the next round for a double whammy. Neat, but very system/setting specific.

Finally, the tick method, where each action has a cost till the next time you go. Some actions are fast, and other actions are slower. I've heard that Feng Shui uses this, by giving a number of beads/counters and each "tick" you remove a bead till you act, and then gain a new number of beads.

So what do I like?

In my heart of hearts, I like the tick based method, for how it emphasizes timing as the critical tactical decision versus location or other decisions. The problem is that it is very hard to balance "right", frequently it becomes a race to the fastest action as quickly as you can, and you need to find a way to put a hard floor in how fast an action can happen. If all actions, generally, run between 3 and 6 ticks, then you are fine; however, if can get people down to 1 or maybe 2 ticks the balance issues change significantly.

Plus, I haven't seen an implementation that a wide variety of people understand easily. And really, that's my goals for rules nowadays, easy, straightforward rules systems that folks get.

Which is why I keep coming back to 7th Sea's implementation. It allows for multiple actions. It is simple and kinetic (and I do like kinetics in my dice, where every die means something even if it is just a lot of potential you can feel in your hands) and it is easy to keep track of, if dice intensive. Savage Worlds/Deadlands usage of cards is similar, where the players are dealt a number of cards, and go in order from highest card to lowest card, but I find that a touch less elegant as it requires another item to track, and the actions are a bit random due to the die mechanics, at least in Deadlands, first you roll dice, then you figure out how many cards you get. Far more complicated than "Roll x dice, go on those moments", though, the latter doesn't allow for someone to suddenly get a burst of speed, at least not natively in the rule's set at least.

Wednesday, May 2, 2012

Modeling Conflict: The Role of Will

A little bit ago (as this was supposed to go up last week), Rob Donoghue posted bit on Why Anime Conflict is Hard. And while I responded there, it did get at something I've been looking for in games since I was introduced to the idea that something beyond mere skills and natural abilities might affect a conflict.

The earliest incident that I was introduced to was probably White Wolf's willpower. Where your drive to succeed, you will, could actually make you better at a skill. Heroquest for all that it is a horrible system for what I actually want out of a game, is wonderful in the conceptualization - where Death Ray at 16 is just as useful as Love for my Family at 16. Where what you might feel for a person, place, or thing might be as useful as what you know what to do, or what natural ability you were born with. Unknown Armies had the three passions - Fear, Anger, and Noble. So on and so forth.

But to bring this back to the post - how do you quantify Will? How do quantify someone wanting something more (and it still, maybe not being enough).

White Wolf probably has it best - Willpower gives you more dice to throw, which generally changes the odds. A trick might be to adjudicate how many willpower points you are willing to spend. Normally you can only spend 1 willpower; however, if something you care about (like your life) is threatened you can spend 2 willpower; and ultimately, if it is something that you are willing to die to protect, you can spend 4 willpower. 

Fate allows something similar, where you can always spend a fate point for a +1; but if you have an aspect related, you can get a +2 or a reroll.

The other alternative is "What are you willing to risk?" If a mechanic could somehow push the results up a notch, but let you keep trying to succeed. However, that gets back into conflict resolution on a scene level; where the conflict is resolved and you get to determine how you succeeded. And unfortunately, that's why a lot of books/anime/movies are best resolved at the scene resolution level rather than on a task by task basis, because it is so very hard to come up with a system that can do this sort of thing on a task level.

So what's my ideal? A system that factors in the why as much as the what. That normally, everyday things are just some roll of the dice. However, when things really, truly matter, then you can accomplish amazing feats. However, especially in the nature of fighting anime, I still want someone who is merely rolling base dice, if they are good enough, to be able counteract all that will; it should not be will alone.

White Wolf's Willpower allows for some of that; unfortunately, the pool refreshes too slowly/is to limited for much of what I want. Something to ponder as I continue working on things in my brain. Because yes, of course, I am trying to build the perfect system for me.

Monday, April 23, 2012

I Love Mechanics Monday: Making NPCs Matter

Over on System San Setting Mass Effect 3 is brought up as a way to make NPCs matter - have them grant some sort of in-game effect, i.e., rescuing Baron Gets-Lost-A-Lot grants you access to his cavalry for future endeavors, or Bailing Sir Never-To-Do-All-That-Well out of a tight spot makes his sister, who is married to the king, give you a bonus to all your attempts to convince the King of your plans.

What caused my head to snap was the line "there are few elements of player psychology more powerful than the act of putting something on a character sheet," and I went really? Cause my players are fully capable and have ignored such items. But I think that says more about my players' engagement with the system (there's a reason why that attempt lasted so little time) than anything else.

But assuming you have buy-in, this sort of NPC so-and-so requires a certain amount of gamification of the arcs. Where players know going in what the stakes are "Well if you do this, you'll get this sort of reward," and feeds best into something beyond the straight kill monsters for the glory and safety - where there's a larger meta-game at play of various power groups.

Combat and wargaming are the easy ones because social conflicts are so nebulous to describe and to provide tactical advantage for. It is easy to make the Baron's cavalry more impressive and useful, but how do you quantify boons? (Okay some games, such as Cortex+ where the boon would be an asset to improve the roll it is easy, but there's more than one reason why the Cortex+ line is seducing me with its siren call.)

Eclipse Phase does it with Rep gains, which are basically currency in the post-scarcity age. I could see Fate doing it with an Aspect with a free tag or two to hit to shift a crucial roll.

But I'm sort of stymied at this point. Cortex+'s solution, a persistent asset seems to be the most reasonable one of the bunch; however, it is tied into the system tightly - I come back to "And there needs to be some sort of secondary game where these resources come into play" which brings me back to the system of Reign, which while it did not work for my group, did provide a nifty state actor versus state actor venue to play in.