Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Tuesday, April 18, 2017

World of Masks: PbtA Changeling the Lost

SUMMARY
I finally sat down and put together a Powered by the Apocalypse hack for Changeling the Lost. I think it's in relatively playable form now. You can see the folder with those materials here. This is rough attempt blends Urban Shadows and Masks with some small original stuff. As you’ll see, it is primarily a reskinning. It isn’t a way to simulate every kind of CtL campaign. I talk below about the kind of game I’ve tuned this for, generally the kind I dig running.You’ll find several documents in the folder:
  • A Base Document with most of the systems (has some of what's presented here).
  • A Basic and Other Moves reference sheet.
  • Playbooks for each of the Changeling Seemings.
  • A Seasonal Moves reference.
If there’s a discrepancy between the Playbook sheets and the other material, go with the playbooks. This isn’t a stand-alone hack. I assumes at least the GM knows both Changeling the Lost and PbtA games. You'll want at least the core CtL book and Urban Shadows. This is a fan-hack and not for publication.

STILL TO DO
  • Sections: GM Moves, GM Principles, Threats, Court Clocks, Motley Worksheet, Gear, Major Editing Pass
  • Gather input/feedback.
  • Playtest.
  • Revise based on feedback and actual play.
ASSUMPTIONS
IMHO not all Changeling players have the same read on the material. Here's my default assumptions for the setting.
  • Changelings suffered during their durance. Any sparkly memories they have are attempts to cover over their awfulness.
  • They may have PTSD, Survivor’s Guilt, paranoia, general guilt over things they did in their Durance, fear that others will find out what they did to survive, inability to trust in others, trauma with particular triggers, fear that they could again become their most awful self, or a terror that if they would bow down before their Keeper if he or she appeared once again. In short, they're broken mentally & physically and now have to figure out how to fix themselves.
  • Freeholds have Courts. These are necessary to sustain the rituals which help the Freehold evade the eyes of the Gentry. But there’s a tension in that the Courts are an authority fighting against authority. That may be the catch within the Contract of the Freehold’s Protection: there will always be tension and in-fighting between the Courts.
  • Trust is hard. Courts and pledges also exist to give a society in which Changelings can interact and have a "fallback" for trust: authority and rules.
  • Changelings don’t travel. Dangers lurk outside the bounds of the Freehold. They have little contact with any Freeholds beyond those closest geographically. Changelings eschew conversations and social media (usually) because they don’t trust easily. On the other hand they may participate in anonymous places where it’s assumed everyone’s untrustworthy.
  • Entitlements don't exist as such. They assume a large and cross-Freehold organization which goes against the details mentioned above. I haven’t used them in my standard CtL games because they break the setting’s logic of isolation.
  • The Changeling campaign’s centered on the Motley. That association is the closest to a family they have. The Motley’s relatively new. Characters within a Motley may belong to different Courts. This is a little shift from how I’ve run things before. In the past I've started with the characters just emerging from the Hedge.
  • The Hedge is useful and dangerous. Within a Freehold, there may be certain paths of note, tended and kept clear. But these are rare. The Hedge can best be entered from particular locations. While Changelings do use it to travel through and hunt, it is always dangerous to stay too long in the Hedge. The closer you are to the real world, the more you hear echoes of it. But even that's a poor guide.
  • Goblins live in the Hedge. They have a conflicted relationship with Changelings. Goblins can enter into the real world, usually only near particularly potent Hedge entrances. They’re almost impossible for humans to see. Goblins don’t usually muck with humans.
  • We don’t worry or have big individual mechanics for Wyrd as a separate concept, Goblin Contracts, Dream Stuff, Pledge Crafting, and a bunch of other stuff. Hedge Fruit and tokens can be dealt with as fiction, small bonuses, or moves.
MISCELLANEOUS
Seasons and the Courts
Instead of Urban Shadows' factions, this uses Seasons. Characters use +Season rolls to interact Changeling of the other Courts. But what about everyone else? For interactions with non-Changelings where you’d roll with a Season stat, use the following substitutions:
  • Spring = Humans
  • Summer = Other Supernaturals
  • Autumn = Goblins
  • Winter = “Aware” Humans
Your associations may vary depending on how you picture the Courts. For Courtless Changelings I’d consider their agenda. For example, a Slaver would probably be rolled with Summer since they’re aggressive. Someone trying to stay below the radar I’d have the players roll Winter against.

I also picture that each Court has factions within it, or at least Changelings with different approaches to the the Season's idea (Fear, Desire, etc). I’ve called these Waxing and Waning in the Seasonal Clarity moves. I associate Waxing with positive, active, constructive, or strong approaches. On the other hand, Waning characters or factions embrace the negative, passive, deconstructive, or restrained approaches. That’s less a concrete mechanic and more a way to imagine NPCs within a Court structure.

What Does Clarity Mean?
Clarity’s a reskinning of corruption from Urban Shadows. In my version, Clarity’s not an up/down scale. In base CtL is has two poles: too human vs. too fae. Instead our Clarity track measures strain and break. Players can define what those cracks actually look like. Most of the mechanical sources of Clarity gain are Changeling powers. But I imagine in game circumstances will require characters to make Stay Strong checks to avoid marking Clarity. Example situations:
  • Being surprised by someone from their past life or durance.
  • Sharing a moment of intimacy with a mortal.
  • Committing violence against an innocent mortal.
  • Avoiding contact with Changeling society for a long time.
  • Being out on the streets.
Glamour
Glamour’s a major element of Changeling the Lost. I’ve shorthanded that heavily here since I don’t want more resource tracking than we already have. I take it as a given that a PC can make minor expenditures of glamour at will. They have tools to refresh that. If someone wants to do something that would have a high glamour cost, have them mark a condition (but not Wounded).

For example, if someone wants to conceal their Mien from other Changelings for a while, I’d have them mark a condition. That’s a classic spend from CtL, called Strengthening the Mask. Marking a condition usually commits them to harvesting glamour later, so that's the connection. If PCs instead chose to Act to Clear it, so much the better. That makes for an interesting moment. Marking a condition also gives the player a chance to declare something about their motivation for the action.

Pledges
I’ve never found the CtL Pledge-Crafting mechanics that useful at the table. They’re granular and crunchy, even in the revised version found in the sourcebooks. These rules don’t worry about that except in the abstract. Note that the Gain a Debt move is different than in Urban Shadows. It isn’t enough to do someone a favor. Instead you have to offer and they have to accept.

Changelings fear commitment and obligation. They have a hard time trusting. So if someone does a favor for them, they don’t see that as a debt. Unless someone asks and makes a deal, they’re under no requirement to pay them back. That, of course, makes being in a Motley a difficult thing. You have to trust despite it going against your nature. The exception to this are the debts from character creation. They’re more story constructs and ways to build connections.

Contracts
This hack assumes Changelings have some minor basic powers and contracts they can call upon. That’s the purpose of the Invoke Contract move. Want to do something small and interesting that fits with your Seeming or other moves, go ahead. Change the temperature of a room, hear a distant howl, see in the dark, picture what something looked like before it was broken, etc. The Invoke Contract move asks the player to name the contract and the catch. If that creates a speed bump for play, go ahead and skip that.


Motley Focus
This particular hack focuses on the Motley as a unit of play. While there should be tension and give & take between Motley members, this hack offers significantly less PvP than Urban Shadows. The condition recovery mechanics should help keep that back and forth. We’ll see. My intent is something that feels a like more like Monsterhearts or Masks, than US. There should still be a political element, but the players are trying to figure out how to navigate that.

I'll post more on this after I've had a chance to do some playtesting. If you're curious about Changeling the Lost, you can see my other posts on this excellent setting.

Tuesday, January 5, 2016

Alien of the Week: MotW Meets XCom Meets...?

Welcome to Year Eight of the Blog. If this were Supernatural, my niece would have told you to stop watching several seasons ago.

RESTLESS GM SYNDROME
Like most GMs (I assume) I enjoy coming up with campaign & rules hacks I'll never get to the table. You can find traces scattered across Age of Ravens. I have hope, though. In 2015 I managed to get my Crimson Skies/X-Wing/Action Cards hybrid to the table and it worked. Right now I have several ideas on my Kanban board. This one's perhaps the most ambitious. 

Steve Sigety and I have talked about an X-Com RPG. We've seen iterations of this including a Savage Worlds version. The video game itself has you switching between turn-based firefight missions and organizational management. I wanted a way to approximate that feeling and transition. 

Alien of the Week aims to create an X-Com-like episodic game with an overall campaign structure. I’m building on Monster of the Week, but adding elements of the Pandemic board game along with seasonal and development structures I've seen most recently in Wrath of the Autarch. I have only sketches, just enough for you to see the shape. There's potential but it would require a serious investment of time. 

What it isn't: AotW doesn’t simulate the tactical nature of missions play in X-Com. You could probably do that by dropping in a crunchy system for MotW. You’d probably have a miniatures game at that point. I'm interested in the big picture. That's hypocritical because I didn't dig the recent X-Com board game because it handwaved the missions. We'll see how far that hypocrisy carries me. 

M-COM
At heart we use Monster of the Week 2e. The players start as members of the X-Com Authority. The game sets some basic structures for that group: national/international; high tech; government funded; operating behind the scenes; access to resources; military backing. But the group should discuss what that looks like on the ground. They can shape the tone from that. Importantly the PC's aren't soldiers, they’re the investigators, researchers, scientists, and agents sent into the field to figure out weirdness. The agency actively recruited some characters while others just fell into it.

Each Monster of the Week episode/session revolves around an alien plot: mind-controlling, pod-people, kidnapping subjects, infiltrators, etc. In the mission, players want to uncover the Big bad and stop it. But they also want to acquire intelligence, find salvage, and figure out precisely who their enemy truly is.

Alien of the Week assumes no magic. Instead psychics, psionics, and mentalists fill that gap. 
Some Playbooks won’t work without heavy modification, like The Chosen and The Monstrous. Maybe you could transform those into someone who discovers they have alien DNA, an experimented-on abduction escapee, or even a failed super solider made by grafting ET tech. On the other hand, The Initiate might work if you assume an ancient group dedicated to fighting aliens. It could be modern, formed after Roswell. The Spell-Slinger would be a potent psychic, but might be over the top.  I haven’t figured out how you’d do The Divine.

Many others work straight or with minor changes:
  • The Crooked
  • The Expert
  • The Flake
  • The Mundane
  • The Professional
  • The Spooky (done as a slight psychic)
  • The Wronged
Off the top of my head I imagine two more playbooks done independently or as mods of existing ones: The Soldier and The Tech. I haven't looked at the extended set of playbooks. I imagine I'd find some more there. 

YOUR MISSION, COMMANDER
For each session, players get a choice of two missions. Present some of the operations scope in the briefing: Investigation of Strange Phenomena, Possible Alien Salvage, Rescue of Citizens, Dealing with Weird Killings. The choice of locale can affect the Panic levels and possibly offer bonuses. These should be clear to players. Otherwise you build missions and operations as usual, just with aliens behind the scenes. X-Files, Conspiracy X, Dark Skies, or the like can serve as useful plot sources. Retool classic Supernatural episodes with an extraterrestrial monster.

Sidebar: You'll need to decide if you want to run International Missions or focus on North America. International stays closer to the original X-Com. It opens up questions of language, sovereignty, translation, and culture. You could handwave a chunk of that. Or ask each player to come from a different region. They can then take point based on the mission location. Cultural difficulties shouldn’t get in the way too much- this is cinematic not realistic and MotW wants you to get to the mystery. On the other hand, a North American, US, or specific national focus avoids those questions. Players can more easily blend into the situation and remain secret. That loses some X-Com flavor so I’m not sure which approach is better. Discussing it with the players.

After a successful mission, players pick some “meta-rewards” in additional to character advances. Some come baked into a particular scenario (like discovering an intact base or finding a downed saucer). These could be extra X-Com "experience" to buy organizational advances in different areas. It might also be access to new moves or extra reduction in the panic level somewhere.  You might have the group negotiate or develop fiction for these rewards. I imagine later players could develop new move allowing the group more salvage or intelligence from operations.

SETTING THE BUDGET
At end, beginning, or between sessions, players choose advances for the X-Com organization. Player budget for the three tracks: Research & Development, Defense, and Field Operations. This comes from a general experience pool the GM offers. 
  • Research & Development: Learning what the aliens want, who they are, and what they can do. Repurposing captured materials, coming up with new advanced equipment, and accelerating tech discovery. This is probably the broadest track.
  • Defense: Military and other defenses around the world. Putting new technologies into production. Increasing the capabilities of military teams. Better interception and detection of alien incursions.
  • Field Operations: Safety and security. Increasing the network of personnel around the globe. Developing a better system for uncovering signs of alien operations. Reducing global panic.
Some missions add bonuses to an area. If the group captures an intact alien weapon, that might give an R&D bonus. Rescuing the son of politician could incline that official to offer military assistance. Making contact with a team of underground amateur observers should deliver significant info.

These advances would be organized on a tech tree. players have to make hard choices about what they invest in. I mentioned Wrath of the Autarch above. It has some great examples of how to set up these kinds of tree for a community or group. I'd use that as a model. This would probably take the most work for this hack. Picks should give different kinds of bennies, some ongoing, some one time. The best would have prerequisite advances or fiction (i.e. we need a live captured alien for this).  These picks would create new fiction, would answer questions, add team resources, and most importantly affect the Big Board.

THE BIG BOARD
Here’s the most board gamey part of the whole venture. You would use a Pandemic board (or even better a Pandemic Legacy board if you’ve finished with it). Altenrately you could maybe rework X-Com BG board or come up with your own. Pandemic uses different colored cubes to track different diseases. These can increase and spread. Alien influence and terror way, tracking Panic. The game begins with a seeded board places already hit by alien operations. Player operations clear panic nearby locations (and it should be clear to players what area will be cleared when they pick). Then, depending on their X-Com Initiative resources and picks, they can clear some more areas. This should happen after buying organizational advances.

Then the GM uses their moves.  First the draw cards to see where Panic increases or explodes. As in Pandemic, more than three cubes on spot can either expode panic into neighboring areas or trigger a GM move. GMs use moves to determine new events based on a suggestion list. Sometimes events will pop up and change things or create hard choices. This large scale moves trigger based on Panic explosions, board state, failed organizational checks, or even player actions during a mission. You'd need loose tools for generating that. 

The GM should still has some leeway on picks, but they can let players make hard choices (something like The Quiet Year). As the game progresses, Panic increases in different cultural zones , using use different color cubes. Alternately the color of the cubes might represent different kinds of aliens or alien operations. “Discovering a Cure” and “Eradication” of a disease there would represent figuring out effective counter measures. As the game progresses on the GMs move set may change. The board alters, a new ambiguous force arrives, or places convert to the aliens’ side. 

The End Game would come from a triggered move leading to a final showdown mission. Choices the players have made throughout set the stakes, determine their level of opposition, and decide what happens afterwards. I’m not sure how you would kick that off: a particular Panic level, eradication of some alien forces, reaching certain tech tree levels, or X number of sessions.

LAST THOUGHTS
One theme running through this campaign should be the discovery of the nature, agenda, and weaknesses of their alien enemies. There may be several of them. Night’s Black Agents offers a good model for this in play. Figuring out your enemy is as important as stopping their operations. Knowledge pays forward.

That can be complicated. Aliens should have quislings and they could be a faction unto themselves. There should be several forms of the aliens, with different qualities. The players need to puzzle out how these groups fit together.

I should note that Wrath of the Autarch offers a competitive model for this kind of play. I don’t think that works as well here. Or rather I doing that justice would require an massive tuning and balancing. I think that structuring changes as GM Moves would work .

I think it’s a cool idea. It would take a cool of weeks of work probably to bang out a full, playable version of this. If I get ambitious later in the year I might try it. 

What do you think? Too goofy? Not crunchy enough? Too vague?

Tuesday, November 24, 2015

PUG’BUTTAH: Pick-Up-Games Powered by the Apocalypse

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THE SECOND P IS SILENT
This is a simple framework for handling pick-up games or on-the-fly campaigns 'Powered by the Apocalypse.' In several ways this whole concept goes against the strengths of PbtA. The best adaptations brilliantly emulate a genre (World Wide Wrestling, Monsterhearts). They tune into that play. And generic approaches can feel colorless and ill-suited to some things. I say that as a person who has played lots of generic games (GURPS, Hero, Fate, BRP, etc).

So why do this? For one thing, I have a lot of game frame ideas. I think they’ll work, and I could spend a lot of time building all of the structures. I’ve done that many times before. But I don’t want to waste a lot of energy. If we say “hey, let’s do this,” I want to do it then, not spend days building or rewriting another game it to fit. For another thing, I have people I enjoy playing with who don’t like my go-to pick up game: Fate. That’s cool. They usually have at least a passing familiarity with PbtA mechanics, so I'll use that. Finally I want something easy to run online.

Note that this is influenced by some of the other stripped down PbtA versions like World of Dungeons and Simple World

BUILD-A-GAME WORKSHOP
I want these rules to allow a GM to set things up quickly. Throw down a simple character sheet, drop a reference page, establish some facts, and easily get to playing a one-shot. But more importantly I want this to handle short campaigns with emergent play.  In Pug'buttah you can come up with a campaign concept, build characters, start playing, and have rules evolve over time.

A few years ago, we played a campaign called "Last Fleet." We did collaborative world creation, and I knew we were going to use our homebrew card system as the basis. But I decided not to write up any new modules and rules. Instead I asked the players what they wanted to be able to do: i.e. what cool stunts, powers, feats, etc. they wanted. From that I built each character a set of abilities. I put these on cards, and they could buy them as they wanted. Some had prerequisites, so a structure developed. I checked with them every couple of sessions to ask what new abilities they wanted. The pricing system meant they could never buy everything and had to make hard choices.

Effectively we built talent trees on the fly for individual characters. That’s what improvements are going to look like here as well. It may work even better with this, since GM Moves make the work even lighter.

These discussions assume you’re somewhat familiar with how PbtA games work. Also, as you may have noticed, I use GM in place of MC. Once again I stomp on the spirit of things. But that term's pure habit for me.

ADAPTATIONS
In the discussion below I’ll be using names for things like Moves, Stats, and Improvements. Consider these placeholders. One of the easiest ways to establish the genre feel is provide genre appropriate names. Overelaborate terms for Steampunk, with a drawl for a Western, or sharp and edgy for Cyberpunk. This can be a point of collaboration for the group.

CONVERSATION
This game begins with a conversation about what the group wants to play. I’m going to assume that you’ve generally established the premise or genre beforehand. Here you want to talk about the expectations for the game. In particular, talk about what characters do in this kind of game. What sorts of things happen and what narrative focuses on. That’s important even if you’ve defined what seems to be a commonly shared concept. Genre can be dangerous, with players owning different senses of it. You might say "Paranormal Romance," and have one player come at it from a Buffy PoV while another's thinking True Blood.

Make a list of activities and consider what typical heroes have as goals.

For example in a Star Wars game: Fly Spaceships, Dogfight, Evade capture, Use the Force, Deal with Troops, Overcome the Odds, Swashbuckle, Struggle with Darkness, Draw on Inner Strength.

Or let’s say an X-Men game: Use Powers, Deal with Suspicion, Inappropriate Personal Issues, Expose Conspiracy, Mutate, Avoid Detection, Protect Innocents, Retcon Backstory.

Or Lord of the Rings: Travel the Wilds, Evade Pursuit, Overcome Animosities, Go to War, Ancient History, Resist Shadow, Cut through Hordes. 

These should help form a pool of Custom Moves you can create either before the game starts or during play.

Ask if there are things you wish to Ban which usually appear in this kind of setting or Add which don’t normally show up.

I’ll come back to the actual process of character creation, but here’s the basics:
  • Define a character concept
  • Set Stats
  • Pick three Improvements (Moves, Skills, or Stuff)
  • Establish History between characters.

STATS
Characters have five or six stats which are used with rolls. The exact composition of the stats depends on the genre involved. Stats have a max of +3; players begin with these values to distribute: -1, 0, +1, +1, +2, +3. If you want more competent characters for a one-shot go with 0, +1, +1, +2, +2, +3. If you’re using five stats, drop a +1.

Some games use five stats, like Monster of the Week (Charm, Cool, Sharp, Tough, Weird) or base AW (Cool, Hard, Hot, Sharp, and Weird). These are useful set ups for groups highly familiar with the system. For purposes of explanation, I’ll use Charm, Cool, Sharp, Tough, and Weird as the default terms. Understand they represent a concept, rather than a specific stat name.

Other games use six stats include the classic D&D list, useful if you’re doing a fantasy game (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). If you want something more abstract, go with approaches from Fate Accelerated (Careful, Clever, Flashy, Forceful, Quick, and Sneaky). I like these because they have a built-in methodology and point to the kinds of complications and costs which can arise from a bad roll.

Consider the focus of the game. If you think play with center on investigation and figuring things out, you’ll want two kinds of Intelligence stats. For investigation games, split “Sharp” into Knowledge and Perception/Observation/Wits. 

If you think it will rely on social manipulation, then you’ll want to split out charm. For a social game, split into Charm and Presence, representing soft and hard approaches. Alternately, consider Charm and Pull, with the latter covering favors, connections, and networks.

If you think it will lean on combat, you’ll want to break up physical traits. For action oriented games, retool “Cool” and “Tough” into split physical stats like Strength, Agility, and Toughness.

This is a decision the GM will probably want to sketch out before sitting down with the group to plan the game.

I’ll be using the following terms mostly as they appear in other versions. Forward +X: Add that to your next related action. So in combat, usually another attack or escape. After uncovering info, a bonus to an action using those details. In some cases, what I’m calling “Set Up”, you can pass that bonus wholly or in part to another character. Hold X is a currency, spent to achieve an effect, ask a question, or gain a benefit. Hold may decay over time. Ongoing +X: a bonus to rolls for that character for the rest of the scene (or until something major changes).

These moves cover a lot of ground. Distinctions occur in how the action’s described, the actual situation, and the stat called for. For example trying to read a person through conversation might be rolled with +Charm instead of +Sharp. Indirectly trying to bring someone’s organization down might be rolled with +Sharp or +Charm, instead of +Tough.

Principle: When you do something, you roll the relevant Move with a stat appropriate to the situation.

Principle: Give the player a chance to say and justify why a particular stat fits. 

INTERACT
Roll this when you talk and engage with a person or group in an attempt to gain something. Gain an ally, create a strongly favorable impression, instill jealousy, obtain a favor, fool them about a fact, get them to give you something, arrange for support, and so on

ROLL…
10+ You move attitudes sharply towards what you want. That may…
…establish a significant fictional change
…make the person or group do as you wish for a general effect
…create a debt for later use (Special Hold)
…have them immediately assist with something (+2 Forward or +1 Ongoing)
…“Set Up” something (+2 Hold).

7-9 You move attitudes slightly towards what you want, but greater results come with a catch, complication, or cost.

Attitude shifting and relationship building require time or leverage. Persuasion always requires leverage or a debt of some kind, which may be spent by the transaction. Note that this covers PCs acting on NPCs. The group will have to decide how and in what way Interaction skills can be used on other players.

FIGHT
Roll this when you’re engaged in a conflict and attempting to deal Harm. This assumes an active and dangerous opponent. When you fight, you take 1 Harm unless you negate that through an effect pick. You also deal your base Harm (see Harm and Damage below). Fights don’t have to be physical, they could be political struggles, debates, or a hacker clashing with a system. In these cases, the GM will establish special Harm tracks, as well as damage/armor for the event.

ROLL…
10+ Deal take/standard harm and pick three effects

7-9 Deal take/standard harm and pick one effect
…deal extra Harm (may be taken multiple times)
…gain +1 Forward for yourself or another (Set Up)
…take no Harm
…Change State/Position

What about Shooting? If you’re under no threat—no one nearby to affect you and no shooting enemies—the GM may say you take no harm. (Note: Should that reduce picks?) Alternately they may say it isn’t really a Move and simply have the player deal Harm.

DISCOVER
Roll this when you want to learn something. This can be doing research, hitting the streets, looking around, sensing danger, considering your own experiences. General information should be obtainable without a Move. But if someone wants to use their expertise to discern something they make this roll.

10+ Gain 2 Hold to spend on questions. Take +1 Forward for an action based on that information. This may be passed to another
.
7-9 Gain 1 Hold to spend on questions.

Each Hold spent allows the player to ask a single question. The GM should answer this clearly and directly, allowing for some follow up and clarification.

What kinds of questions can be asked? Usually the Who, What, Where, When, and How of things. That sounds broad, but this covers a large range. What they can ask is only limited by the fiction of their character and how they’ve narrated their discovery process.

Players and GMs may have to walk through the process and limits. In my experience, players tend to go less meta than I expect (or would allow). If unclear, GMs may ask players to explain how they would learn something and permit them to reframe if necessary.
Specialty knowledge and discovery processes with added benefits make great Custom Moves (see later).

ACT
Roll when you’re acting directly to do something. That means most everything else not covered by the previous three moves. Your opposition may be active or passive. Trying to avoid a landslide, hacking a computer terminal, repairing an engine, training horses, organizing your troops, putting out a fire, leaping a crevice.

10+ You succeed in your attempt.

7-9 You succeed, but at a cost or with a complication.

In order to use this move, the character must be able to perform the action. So a normal person can’t flip a loaded semi-truck. An untrained person can’t perform brain surgery. A human can’t survive in the vacuum of space for hours, you can’t write the great Russian novel in an afternoon. Logic and drama should equally be your guide. Define success clearly. In some cases, succeeding may simply be mitigating or stalling.

Sometimes the Act moves involves aiding or setting up another person. In this case mechanical success confers a +2 Forward for that person. The cost on 7-9 may include getting more deeply caught up with the results of the other character’s action.

HARM AND DAMAGE
How you handle Harm depends on the genre and tone you’re going for. I’m going to present a simple version, but then I’ll talk about some other approaches.
  • Characters have seven boxes of Harm they can take.
  • Most attacks do 1 Harm. However strong and more potent attacks do +1 Harm. These are usually bigger, bulky, or non-concealable weapons.
  • Heavy armor can be worn, but this is also bulky and hard to hide. It reduces damage by 1.
  • Character are taken out when they have no Harm left. Circumstances determine what happens next. If they can be treated, they can wake up after a scene. Harm clears after a scene of recovery.
  • A character may reduce any damage taken down to 1 Harm, by taking the condition “Injured.” An injured character needs hospitalization and is open to GM Moves playing on how messed up they are. If an Injured character is taken to no Harm left, they’re taken out and Crippled.
Crippling either reduces the rating of a stat or puts a cap on one of the four basic Moves, meaning they can never get above a 9. The GM and player can negotiate what this means.
If you want more detail, create a weapon/attack list with weapons doing 1-4 Harm. Weapons may have narrative tags which the GM can use for complications and the player can use for narration (i.e. “Reach” for a Halberd, “Unwieldy” for a minigun). In this case, you’ll also want to have several degrees of Armor, say 1-3. Depending on how brutal you want that, you’ll want to increase the amount of Harm characters have.

IMPROVEMENTS
At the start of the game players begin with three improvements. They can decide these at the start or in play. During play, players tick off advancement boxes. Every five advancement boxes they gain an improvement. Generally players should be moving at close to the same rate. If the group doesn’t want to track things, then the GM simply tells the group to take an Improvement after significant sessions.

ADVANCES
Tick an advancement box when the following happens:
  • You botch a significant roll, 6 or less, which has serious consequences. This is a learning experience. You can do this up to three times per session.
  • Each player should write down a) a character cool moment they want to see happen and b) something their character’s really reluctant to do. When you do either of these, mark a tick and cross it out. At the end of the session, come up with a new one for each crossed out element.
  • If you come up with a new, non-character specific, setting-appropriate Custom Move for the game which everyone likes, mark a tick.
  • History use require it (see below)
  • The GM tells you to.

IMPROVEMENTS
Players can create one of three things when they gain an Improvement: a Custom Move, a Skill, or Stuff.

On Terminology: I know Moves usually refer to a wide class of abilities in PbtA. In this case, I’m using the term Move to refer to the roll 2d6 +Stat structures. I know that’s an artless distinction, but everything about this is heavy-handed. The same with the term “Skill.” PbtA studiously avoids that. I’m using it because it has a fairly clear definition.

Custom Moves
Players can come up with Custom Moves. These follow the usual 10+ succeeds; 7-9 succeeds with cost formula. The player and GM work together to define the stakes, range, and limits of these moves. They should be cool and fit with the character’s concept. Sometimes the player may come up with a Custom Move that seems to fit the genre broadly, rather than being tied to a specific archetype. If so, add that to the general pool of moves, mark an advancement tick, and come up with another move.

Note: Players can come up with Custom Moves for themselves, others, or the group as a whole at any time. Write them down if everyone likes them (and take an advancement tick). General Custom Moves become available immediately, others have to be taken as Improvements.  

Variant Moves
As you can see above, the four basic moves cover a good deal of territory. These can be used as the basis for a character’s custom move. The general rule is that if the custom move covers a narrower range, the player may have the success create greater effect.

Skills
If your character’s good at doing something specific, you gain a +1 doing it. This should be a narrow range. Driving a car, climbing, surviving a hostile environment, spaceship gunnery. Skills never stack.

Stuff
This is the “everything else.” It can be anything that a) isn’t a rolled move or b) isn’t a flat bonus to a narrow activity. It might be additional Harm or Armor, if you want to go down the combat route. It could be a gang of henchpersons you can send out to do things. It could be robotic legs which change the fiction of your character, allowing them to make crazier act moves. It could be owning a spaceship. It could be super-powers.

If something’s pretty potent, it should have a limit. It takes a Move check to use, always creates a costs, can only be used once per session, etc.

Advanced Moves
Monster of the Week has “advanced moves.” These give a special bonus for a roll of 12+ on a basic move. That’s an option, but should still have a defined range. For example, if I’m a Gun-Bunny, I might get a special bonus when I roll a 12+ while making a Fight move with my guns.

Emergent Play and Outright Theft
Go look at other PbtA rules and steal from those. Borrow, reframe, and modify bits from other games that work. The key concept is that the rules evolve just as the characters do.

Putting the Weight on the GM
If the GM’s comfortable with it, early on they may come up with the Improvements. Ask each play what they’d like their character to be better able to do better. Make them prioritize. Come back the next session with three things for each player: a Custom Move, a Skill, and a Stuff. This takes some work. You can usually build up a nice backlog early on, and later have the players come up with more of this once they’ve seen how it works.

mc-the-lane.deviantart.com
HISTORY AND CONNECTIONS
At the start of the game, each player should establish a Positive and a Conflicted relationship with other players. Mark down +1 History with each of these characters. Positive relationships mean good feelings, background of assistance, infatuation, whatever. Conflicted relationships mean jealousy, hidden resentments, and past unforgotten slights.

During play, when you sacrifice (an action, a resource, an opportunity) to aid another character they add +1 to their History with you. The maximum a History can be is +3. If you ask a favor of someone else and they refuse, reduce your History with them by 1.

When you “Set Up” another character, you may roll your History with them instead of another stat. This reduces the History stat by 1 (and doesn’t increase the other person’s History). If this is the person you have a conflicted relationship with, you may reduce the History to 0 and gain an improvement tick.

Players may “burn” their History with someone if they have a +3. This may be done after roll is made and resets the History to 0. Describe how the player you have the History with is suddenly assisting you or intervening. The other player may agree, in which case you bump the success up one level Fail to Partial, Partial to Full. If they disagree, you gain no bonus, but may tick an Improvement box.

Note: This is the roughest part in my mind. No sure about how I want to handle this. May well depend on the genre more.

GM ROLE
In addition to the usual options, gamemasters should follow these principles:

Negotiate Moves: When players suggest new Custom Moves, either for themselves or for the group, work with them. Get agreement about the appropriateness of it. Define the limits and successes. Be open to the possibilities. Once a Move has been created, accept that as part of the fiction.

Develop Improvements: If you’re building the improvements for the players, listen to what they want. Work to come up with clever versions. If players ask for something large, consider breaking it up into chunks. Provide hard choices: good things on both sides they’ll have a hard time deciding between. If a player’s identity changes through play, develop for that new identity, not the old one.

Protect Niche: When developing Improvements, make sure that new additions don’t invalidate earlier ones. Talk with players about what they see as their identity and try to support that.

Focus on Theme: Come up with game concepts related to the theme and actions, AS THE PLAYERS DEFINED IT. Often you’ll come up with Custom Moves which are mostly a reskinning of the Basic Moves. Why do this? Why not just use those? Because it adds to the flavor and feeling. At the same time, if you’ve come up with a Custom Move and players forget it repeatedly, talk about cutting it. 

Pick Appropriate Stats: Use the choices of stats in combination with the basic Moves to create flavor. Consider the players intent and description. 

Consider Balance: Don’t worry about balance. EXCEPT if a player or players seem bothered by the ease with which another player gets to do awesome things. Listen for those grumbles. Sometimes, it’s because a player has accidentally or deliberately built a character which doesn’t work in the context. They may be perversely stick with that conception. Engage them about that. Other times it’s because something’s broken. In this case, work to make other people cooler, rather than nerfing. That’s usually awful advice, but we’re talking about a short-term campaign. Who cares?

A New GM Move:
Introduce Custom Move: Just like the players, you may see a new custom Move which fits with the genre. Sketch it out and see what the players think. Discard if there’s no agreement.

HANDLING THIS FOR A ONE-SHOT
Need to think about this part more. As I’ve sketched it here, this seems like something for a short term campaign. A true pick-up game might require more sketched out options (improvements) for players to pick from at the start. Have to narrow the choices to make entry easy.

Thoughts? Changes? Suggestions? Things I Missed?

Thursday, October 1, 2015

Road to the Slaughter Bowl

Below you can my initial Threeforged rpg, a roughly sketched thing that died early. In it players take the role of an underdog high fantasy football team going on the road, dealing with new & hostile places, and duking it out on the field.

Threeforged announced the five finalists earlier this week:
1527 Last Year's Magic
1571 The Rending of the Veil
15100 Children's Radio Hour
15112 Anthill
15131 Field Work


Of those two were in my top thirteen, but none in the final seven I voted for. One I skipped reading, and the other two I thought were decent, but not great. It's weird to see how different your taste and judgement are from other people. I'm hoping once everything's done we'll see the stats on the voting. I'd like a sense of the numbers and distribution. 

As I mentioned before, my Stage One entry never got finished. I'm not sure if that happened in Stage Two or Three. I'm guessing the former, since the larger number dropped there. Is it good? No, not really. I has potential I think, and we only saw one or two Threeforged entries covering road trips and performances. We had an open mandate for Stage One (beyond the word limit). I wanted to give the next designer a clear premise, the general shape of play (on road, in town, on the field), and a novel mechanic for resolving the matches. 

In retrospect, I wish I'd done from visual examples of play. The mechanics might have thrown someone off. I'd wrongly assumed given the simple formatting restrictions that we weren't to use illustrations or advanced formatting. (I feel bad about that since I ended up doing a disservice to my S2 & S3 entries). On the other hand, the fact that I threw in a mechanically dense, probably more trad, sub-system could also have been off-putting. But let me leave the hand-wringing aside. I think there's an interesting idea here and something I'll probably come back to. The key will lie in how interesting, fun, and fast I can make that "Game Day" mini-game. It has to occupy a significant place, allow all players to contribute, offer choice, and be affected by earlier events. So that's a tall order. 

PREMISE
A team of high fantasy underdogs hits the road to make their mark in Slaughterbowl. They face dangers on route, at their destinations, and on the field. Monsters, discrimination, powerful gamblers, cheating mages, ready indulgences, and outlaw opponents.

TEAM
Players first decide on the kind of team they want: rivals to a premier team from their nation; an unexpected race (Halflings); a good team fallen on hard times; a patchwork crew from all over; trying to raise money to save their village? This should show the tone and style of game they want.

CHARACTERS
Characters have the following stats:
Arm (Offense) Off-field used for coordination and combat
Leg (Defense/Offense) Off-field used for agility and running
Brain (Defense/Offense) Off-field, used for planning and scouting.
Body (Defense) Off-field used for toughness
Smile: Off-field, used for PR

Pick 3 “Indulgences” for their characters: naive, alcohol, attention-starved, showoff, gambler, diva, stubborn, etc. Rank these from 1-3.

Pick a personal goal: Money, fame, acknowledgment, escape, etc.

Each picks talents, reflecting their role on the team. These are abstract. Some reflect off-field play (like Talent Scout, Eye for the Opposition, Good with Fans). On-field abilities directly tie into The Big Game. (recovering from an injury, gaining a team morale when they’re scored on, etc).

PLAY
The game has several “play areas.” Travel: adventures on the road, survival, monsters, finding their way, random encounters. In Town: lodging, dealing with locals, sizing up the enemy, celebrating, finding practice space, dealing with fans, establishing reputation. The Big Game: a push your luck subsystem to resolve the event and dole out accolades & injuries.

OFF THE FIELD
Standard action tests. The GM sets a difficulty for the action and the stat to be used. Players roll dice equal to their stat and try to beat it. If they succeed, they gain something. If they fail, they take a condition.

ON FIELD
Game Day has it’s own subsystem- combining skill rolls and choices. There’s an element of push your luck. This offers a showdown, with different game flow. You need d6s of several different colors and some arranging system. I suggest a Boggle tray (they have 4x, 5x, and 6x, sizes). Look in second hand stores. Alternately use leftover board game sprue.

The GM puts together the opposing team’s challenge: d6’s in several Offense (Black), Defense (White), Opportunity (Yellow), Fight (Red). They roll and arrange those in the grid. These represent the opposing team’s strengths players have to deal with. Players get a minute to examine this and discuss (longer as they gain in experience). Then the countdown begins and players cannot communicate by speaking, drawing, or writing. They’re on the field and can only communicate via gestures

In turn, each player takes an action. They may influence any die with an open side. They can:
  • Shift a die’s value by 1 (no test)
  • Reroll a die (no test)
  • Swap positions of two orthogonally neighboring dice, as long as one has an open side.
  • Remove one die
  • Remove or reroll all orthogonally neighboring dice of the same color
  • Remove or reroll all orthogonally neighboring dice of the same number
  • Remove or reroll all orthogonally neighboring dice in a sequence (i.e. 2-3-4) of 3+ dice.
  • Roll dice removed in an attempt to score.

Actions require a skill test. Players can roll any stat for these. They must match or beat the value of the dice they’re affecting. If they fail, the opposing team can either a) make an immediate attempt to score, b) add +1 to their next attempt to score, or c) Inflict an injury. An injury affects the stat used and means the player may not roll on it for the rest of the half. The opposing team also gets a chance to take an action after all PCs have gone. At this time they may do one or both of the following (in any order):
…try to Score or try to Injure
…and swap the color of any non-green die to another (roll the die); in this case they must also swap a second non-green die in for a green die (roll the die).

To attempt to score, the player must have at least one opportunity die. They roll a number of dice equal to one of their Offense stats. They may also roll & spend any additional opportunity dice they have. If this number rolled beats the total showing on the remaining White Defense dice, they score a point. If it doubles that, they score two. After any scoring attempt, failure or success, the GM rerolls all Defense dice. If the scoring attempt succeeded, the GM may add either a White or Red die to the board in an open slot of their choice.

When the GM attempts to score, it will be against the person who failed roll or a player of the PC’s choice (between turns). That player rolls dice equal to one of their Defense stats plus any opportunity dice they wish. If the value of the Black dice showing on the board beats that, the GM scores. If it doubles that, the GM scores 2 points.

Attempts to injure work like scoring, but compare Red dice to the player’s roll. If the GM succeeds, the player has to take an injury on one of his play stats.

Players may always spend team morale to add a die or reroll one. Every time the team’s morale hits zero, a player takes a Mental condition.

Once all Opportunity dice have been spent, the game hits halftime. Reset the dice and play again
.
ON THE ROAD STUFF
Gaining bennies, facing challenges

IN TOWN STUFF
Gaining fame, team morale, bonus dice for scouting opposition. Losing dice for bad sleep, etc.

THE TEAM’S CREW
NPCs with special abilities, can gain or improve their crew: coach, medic, agent, roadie, etc. Each should have a set of Indulgences with ratings as well.

RECOVERY
Players take injuries or conditions in the course of playing: mental and physical. Actual harm, well that they can easily take and have seen to by the team physiker. The other stuff’s harder. Curing that requires a Screw Up or Helping Someone Out. A screw up means they play out a scene just buying into one of their indulgences and raising the value associated with it. On the other hand, they can try to fix themselves or one of the NPCs. This should require rp and tests, but should either reduce the PCs indulgence # or make the NPC better.

GROWTH
Play skills can be improved. Possibly a mechanic for feats outside of play.
Fame
Money

I'm not married to the dice version. I have to think about this further: maybe cards?