Tuesday, September 25, 2012

Borderlands vs. Deadlands

I should love the Gunzerker in Borderlands 2. Abilities based around surviving and wielding two large rapid fire guns and laughing maniacally? Yeah, I should be all over that shit.

However, in reality? Nope, I'm all about playing the low-risk percentage game of sniping at a distance and ensuring that there's plenty of room between me and the bad guys. PLENTY of room. In the first Borderlands game my primary weapons were a sniper rifle and a rocket launcher - my special ability? Punch things repeatedly. Just a touch of a intended vs. actual play style mismatch there.

However, sit me at the table and I'm FAR more likely to do something reckless. Why? Because it is fun, because it livens up the story, because there's a motivation other than shoot and loot. There's a purpose to the recklessness.

All gets back to Robin D. Laws' player types - Borderlands 2 brings out my tactical side, "What's the lowest risk method to accomplishing my goals" despite the penalty for failure, death, being so minuscule; whereas gaming at a table, I'll do something foolish for a good story despite the penalty for failure, death and/or loss, being so very final.

In short, death/defeat in Borderlands is boring and annoying so I avoid it. The kind of death and defeat I get in gaming, if meaningful, can be dramatic and engaging so I'm willing to risk it. Just something that came up last night as I started on my third character in Borderlands 2 as none of them have really "gripped" me as fun.


Friday, September 21, 2012

Rules, Again.

I'm a rules guy. I love having the process defined, boundaries explained, and expectations explicit.

So yesterday on Twitter there was a brief exchange regarding rules and game balance:
@rdonoghue: Starting to suspect that the foundation of game balance is the assumption that your're kind of a jerk.
@byharryconnolly: Watching my son play his homebrew rpg w/ his buddy, it becomes clear that you only need rules to control ppl you cann't trust. [sic. -Editor.]
@rdonoghue: that'a the nut. [sic. -Editor.]
And I suppose it is correct for an overly broad usage of the term "trust" - I trust that everyone at this table interprets the same way that I do, I trust that everyone is willing to agree to the same expectations, I trust that we're all willing to work together to mediate differences - that sort usage of the word trust versus my initial read, which admittedly was "I trust you are not out to get me."

But here's the problem with all of that - good, well-meaning people can still disagree. Now you can centralize the authority in the GM (rulings), leave it to a table vote, or any other number of ways to determine what the appropriate solution to the conflict is going to be.

However, to make things fair and to save time, it is probably recommended that these rulings get written down so that in six months you can go "So how did we fix this LAST time we bumped into this situation?" And at that point you have a rule and thus a process.

That's all rules are folks, they aren't scary, they aren't the enemy, they are a formalized process for how situations are expected to be resolved. And folks are free to deviate from the process, it isn't like there's an external RPG Audit team that's going to swing by your home and go "And on the night of the 11th, did you follow the correct procedure for resolving Andrew's persuasion check again the king?"

Maybe I'm just a low trust individual. I know I have issues when the rules, and thus my expectations, get changed half way through anything, because that's how I figure out what I'm going to do, "Wait last time you said that this happened, and now it works this other way? Can I have some consistency?" Yeah, guess I AM a low trust individual. I just don't trust anyone to be fair and consistent without a formal structure over the long haul, as long as "fair and consistent" is defined as something beyond a de facto "of course the rulings are fair and consistent as decided."








Friday, September 14, 2012

Horror, Types Of

Caveat: I'm a horrible player for a horror game.

But there was a thread on RPG.Net a couple months ago, [Horror] What scares you?, and while there are a lot of good, standard answers (body horror, loss, dis-empowerment), one of the posters actually broke horror, in an RPG context, into three large categories that I liked: Dark, Creepy, and (as I summarized it) Suspense. I'd add in Helpless trait as well, even if (because) it just irks me.

Dark is horror based around the lack of good choices - do we kill the children or release the disease into the larger population. The choices of nastily horrible and horribly nasty. This is my favorite to have subtly done, and best done by not hammering the horrible choices, but letting the PCs be PCs and then having an outsider note how this is really, really fuckin' weird. Such as the incident that caused us to coin "Gunteel" as a portmanteau of "gun" and "genteel".

Creepy is horror based around atmosphere. Your name etched in glass. Body distortion and twisted. Mold and and random holes in the walls where you realized you've been watched. The creepy little girl, the off insectoid voice that I used for the tutor demon in Exalted, all examples of creepy ambiance.

Suspense is horror based around unknown and the eventual surprise. It is the most time delineated RPG horror trope because so much of games are seeking answers, and when you find them shooting it repeatedly. For example in Deadlands up until we had the ritual to stop the end of the world there was a sort of futile desperation setting in as we just kept trying to move forward and floundered. But the moment we had a solution we turned back into our highly lethal selves again.

Helplessness is horror based around being ineffectual. Nothing you do matters because it will have no grander effect. For me, games around about "doing things" so I will always turn and fight or resist, sitting there moping isn't all that fun for me. However, used in a limited sense, it can inspire fear/trepidation and cause players to start scrambling for a solution to end that helplessness. But over used and it turns into "Really? Another thing we can't hit until you give us the solution? Let me know when we can do something again."





Thursday, September 13, 2012

Well THAT didn't go according to plan.

So Jacob "Jake" Jobson got himself a serious case of obliterated last night at game. Note to self: When charging maniacally at the bad guys while carrying six sticks of dynamite: 1) Ensure that they aren't 500+ yards away; and 2) make sure they can't throw fire at you.

The first problem lead directly to the second problem causing the primary problem - a rather large detonation.

Oops. And this kids is why you don't carry dynamite with you at all times.

So now I have to decide what to play next as the GM only managed to kill off three of the six characters (we lost the Bless'd, the Huckster, and the butcher). Jake's tale was one of seeking redemption with a touch of vengeance thrown in.

I'm pondering a few different options.

Rex Morgan, Monster Hunter At Large. Possibly a veteran of the civil war and definitely a veteran of the Weird West, he's a two-fisted gunslinger with a lot of knowledge of what goes "bump" in the night. Cool under fire, he hunts down and takes trophies of his kills.

Ishikawa MasayukiHumble Shinto Priest. A long way from home, he's seeking something in this foreign land. He speaks softly and carries a large stick as he passes through the crowds.

Alan Blackhart, Noble Church Knight. Dedicated to his church he's been sent from the mainland to this rough and tumble country at the Church's command. Fights the Church's enemies with holy steel and a stout heart.

Gregory Beck, Inventive Engineer. A veteran of the civil war, he served in both the artillery divisions and in at least one inadvertent instance crewing a Gatling gun. However, he's a long way from those days serving as a railroad/civil engineering blowing holes in mountains and other feats of intellectual daring do.

The first two characters have most of my love. Rex might be a lot of fun to play - but I have issues playing - how to I put it - vivacious, fun loving characters. Especially in horror games. Oddly enough, once you've seen a vampire create a doll out of random human parts and a broom handle, the idea that one could go laughing and cheering into the next battle just lacks verisimilitude in my head.

The other thing that hurts is that with the loss of the Father, we've lost our downtime healing, which means, with the change that you draw chips at the beginning of every arc and not every session, getting wounded is easy and heals real slow.




Wednesday, September 5, 2012

Game Design: Stunts and Spinning my Wheels

There are times I wish I had a partner with game design. I'm currently working on two different game designs now in my copious amounts of free time; however, I'm discovering that I'm hitting the same road block with both. Right now I'm spinning my wheels trying to come up with stunts/techniques/disciplines/etc. 

I think my failing is with the fact that I don't really have a clear vision for what I want the games to "do" - other than be fun and provide a reasonable amount of system robustness and dials to play the sort of games I enjoy playing.

But that's a far cry from "having a vision" that ties everything in together. I'm really thinking at this sort of proto-stage that I just need to brain storm and come up with several examples for each item I wish to focus on, stealing as necessary from other game designs that I've seen and then go "Want to do something that isn't here, let's talk," because, in the end, I'm just one brain and I'm good at adapting, not so much at the raw act of creation.

Thursday, August 30, 2012

Perfect System: Genre Matters

Yesterday's post stemmed from a friend asking me after I got done discussing the short coming in my current Dresden Files game, "So what IS your favorite gaming system?" My knee jerk response was "For what setting?"

Genre matters a great deal for me and the system. Even something as simple as the base dice mechanic, for me, changes how I perceive and internalize a game.

For example, a game that allows for "exploding" dice (such as Classic Deadlands, L5R/7th Sea, or World of Darkness) mean that every roll has a potential for extreme results. Other games, like the Cortex+ system, the results will be within a certain spectrum of results - one gets better results by adding more dice to the equation. And in D&D there's a 5% chance of rolling a 20 (the meaningfulness of which varies from rules set to rules set and table to table depending on in/formal house rules).

Similarly, a system should incorporate what it considers important into the rules. Unknown Armies has an entirely different feel to how it approaches madness than does Call of Cthulhu. Or for investigations, Gumshoe's system of spending currency to make declarations versus Wick's Houses of the Blooded where successes on a roll allow you to declare another fact to be true, even if you lost the conflict.

What does it boil down to - rules matter for creating the reality that the players create a narrative within. If the genre calls for over the top action, roof top chases, and "devil may care" antics, but the system penalizes any sort of risky maneuver with penalties, then there is a disconnect; or on the other side, if you are seeking to play grim, dark horror that leaves the players/characters feeling alone and in the dark; however, the dice allow for amazing swings of luck, or some other mechanic that allow them to pervert the threads of doom (chips from Deadlands) then you remove some of the horror because you provide a way out.

So why am I pondering all this? For the usual reasons - my life is slowing down enough so I'm playing with developing a game system. But I'll be honest - I'm more of a heavy adapter than a creator of new stuff. Take some stuff from this game, take some stuff from that game, take some of my own "What do I want" from my own attempts and piece it all together.

Right now there are two genre occupying my mental design space. The first is a more classical fantasy game that is designed around how I tend to run games - heavy on the every day, social activities, a fair bit of investigation, with violence not too common. Mostly, I want this game to be about using what drives a person for and against them. I want determining their motivations to be an important part, and figuring out how to use it against them to be even more critical in the success of plans. However, I want it to laid over a fairly traditional looking system of attributes and abilities. This game I'd want to support my more traditional longer running arcs and stories and allow for more growth and change in the characters. My current version is using Cortex+ as its inspiration. The core questions I'd want to ask here is "What drives you to succeed?"

The second one is far less developed, but it is all due to an actual play podcast of a Mass Effect game. The game itself uses the World of Darkness as a backbone, but I look at the idea of running short 2-3 session arcs that have clear mission format and want to play around with that concept. I'm still not sure what questions I want to ask here for the system, perhaps it is the home for my nascent idea of "What are you willing to risk to succeed?" I'd want something quick to generate pools of dice to roll to maintain the kinetic nature of the game, as well as something that allows for more differences in tools (i.e., weapons, armor, and other tools have more of an effect on the game play than I normally care about).








Wednesday, August 29, 2012

What is the "perfect" game system?

I've been trying to answer the question "what is my perfect game system" for years. And I keep failing to find one or develop one for myself. But I was asked again recently and figured I'd actually write it out. All thoughts, statements, what-have-you, discussed here can be assumed to be prefaced with a "for me" as there's no perfect for all people system.

This got long.