Showing posts with label L5R. Show all posts
Showing posts with label L5R. Show all posts

Tuesday, 11 October 2011

Slouching Towards the Slugfest

There's a process I've observed over my years playing and designing for the Legend of the Five Rings (L5R) collectible card game, and that recently came to mind as I read what Randall had to say about overpowered spells in D&D.

Some background: The designers of L5R:CCG made a very simulation-based game back in 1995, much more detailed than the original CCG, Magic:The Gathering. The characters you brought out in this Kurosawa-meets-Tolkien world could attach troops and items, go to court, fight in duels, choose the terrain for their battles, cast spells - even commit seppuku if necessary.

One very visible source of strategic thinking for this game was Sun Tzu. Battles were winner-takes-all, with the loser destroyed, so assurance of overwhelming odds was necessary, and attacking always risky. It was possible to take back-and-forth actions to try to whittle down the enemy forces or temporarily disable them, but terrains could shut down battles or annul them entirely. What's more, there was a range of intrigues, assassins, duels, and courtiers that could put enemy leaders and troops out of commission before the battle.

This state of affairs resembles a certain type of old-school roleplaying game where combat is potentially lethal; where cheesy, if naturalistic, tricks abound. Flaming oil, sleep spells and war dogs were the players' weapons against save-or-die poisons, meager hit dice, and death at zero hit points. Under such conditions any advantage was acceptable to seek.

In both games, as time passed, designers responded to player concerns by making the combat more back-and-forth, less all-or-nothing. In L5R, effects that shut down battle or kept military units out of battle were greatly restricted or eliminated, starting in Diamond Edition in 2004, with the ideal being for units to meet in battle and trade actions back and forth. Meanwhile, D&D's 3rd edition redesign in 2001 also filed away the rough corners, with greater PC survivability, less absolute dangers, more whittling down and strategic combats.

This process - inevitable? - represents the fading of the simulation of war into the game of war. Also, the compression of the simulation of life (exploration, politics, intrigue) into the self-same game of war. The truth of Sun Tzu - avoid engagement if victory is not certain, and seek victory by other means than battle - turns into the chivalrous slugfest, approximating equal arms on an equalized battlefield.

Turning a rough-edged simulation into a smooth, equalized game is an achievement much prized, it seems, by game designers anxious to please a certain player demographic: those who at the same time take their games too seriously, while at the same time having little patience for subtle and deadly gameplay. It's as if people would agitate for fool's mate to be removed as a possibility in chess. There's a visible point, though, in many gamers' evolution when they become willing to put down the foam boffers and pick up the katana.

Monday, 9 August 2010

GenCon Dispatch

GenCon is over. Very behind on sleep but definitely one of the best ever. I had two goals this time: to hook up with the Old School crowd and to pitch my board and card game ideas to AEG.

Imagine that - the first time after going for some 10 years, playing L5R CCG, L5R LARPS and various boardgames, that I have actually played D&D at the nerdfest. This went down Friday night with an early evening romp through Caverns of Thracia as a somewhat demented druid, AD&D right down to the goldenrod sheets and Trampier screen, helmed by the pleasantly efficient "TacoJohn" Jon Hershberger and played by a cast of veterans (including, I believe, blogger Clovis Cithog) and one eager kid. Then back to the Hilton for my own heavily houseruled Basic run - my take on level 1 of the Castle of the Mad Archmage, till the late early morn. Bloggers Oddysey and Trollsmyth showed up with a couple of their friends and the rest of the 8-9 strong party was composed of Legend of the Five Rings CCG players, most of whom are also continuing D&D players of one stripe or another and most of whom had read up on the tenets of the OSR. I'll do a more extensive post on the game - what went on there was not just a huge blast as acknowledged by all, but has important lessons for how to handle different playstyles at the table.

Two hits but also two strikes; I went to an "old school seminar" Friday morning for which the presenter did not show up, chatted for a while with the other attendees about the old ways and days ... and sadly failed to make contact with Maj Dave Wesely for the run of the proto-RPG Braunstein that had been advertised.

And the design pimping goal? I can only give a cautious smile and optimistic thumbs up, but I think definite progress was made on that front too.

The rest of the con was eating, drinking, and socializing with L5R folks, helping some of my AEG colleagues demo boardgames in the boardgame hall, and the party for the 15th anniversary of L5R. In which it is proven that North Americans are indeed miraculously capable of running a competitive drinking event at a public gaming convention.

More later on the game and some thoughts about the publicity or lack thereof for the Old School movement.

Saturday, 26 June 2010

My take on "nice things"

Malcolm Sheppard's vaguely phrased rant on gamers and the even more vaguely phrased follow-up seem to be all things to everyone. Many DIY oldschoolers got their hackles up, responding "you talking to me?" Travis Bickle style.

I actually read the article more favorably, being involved with a company and colleagues who are trying to make more than a few bucks from selling the latest edition of a long-standing role-playing game. But I think what Malcolm was talking about - or rather, the concerns of mine that his gnomic pronouncement activated - was not the DIY community but rather the opposite, the people who refuse to DIY but expect that the company will release the perfect game for them, and then haunt the online spaces of that game like a hungry ghost, carping when the product does not meet their demands. In other words, the "citizens."

While you would think that these people are a perfect market for an endless stream of supplements, because they demand an official answer for everything, in fact they are hypocrites.  They have the contentious spirit of the tinkerer, but the moralizing spirit of the crusader, wanting to impose their "objectively correct" answers on everyone else. So while they may buy the products, they will then undermine the company's PR with a gush of negativity, seeking to spread their poisonous point of view to other gamers who might innocently just be looking for fun or creativity.

If you focus the problem onto online space this way, then the old school movement is blameless. You don't see its authors and designers hanging around on 4e forums blathering about class balance or WoW feel. The majority of those complainers are still hanging on to 3e and variants. Real oldschoolers vote with their feet and are a neutral, not hostile or co-dependent, alternative to commercial games.

What's more, some of the strategic decisions made around the latest edition of L5R RPG really have the citizens up in arms. The designers are explicitly telling GMs to take more control in deciding the context of their setting. There is less emphasis on official answers to the kind of rules question that GMs really should be deciding themselves. Needless to say, I think this is a very healthy decision. But if only the people who felt well-served by this power shift were as vocal as those who expect the company to answer their every concern.

Sunday, 30 May 2010

My World, Your World

I have recently been looking over some of the online material about the World of Greyhawk setting, inspired by Grendelwulf's compilation of the army lists for most of the eastern map, and contemplating bringing back to life the campaign system I used in high school to game out the Herzog's invasion of the Iron League.

But what struck me about the history of Greyhawk is how similar some of the issues are to the Legend of the Five Rings setting.

There is a tension in every setting between "My World" (the company's) and "Your World" (the customer's). Setting-neutral games like D&D, of course, avoid this to a large degree by letting gamemasters play god to the full extent and shape the continents, religions and kings of their own little realm. But for others, there's the attraction of letting someone else do all the grunt work of fleshing out a setting. What's more, if the setting becomes popular enough or derives from an already popular fictional world, you have the coolness factor of gaming in THE Middle-Earth, THE Star Wars Galaxy, THE Forgotten Realms.

Or is it really cool? I never really got the appeal of big franchise settings. There's nothing less interesting to me than gaming where the jobs of world savers and earth shakers have already been filled. OK, Frodo is taking the Ring to Mount Doom, but we're fighting wolves and investigating a haunted tower over here in west Eriador. Whoopee.

Setting the game in the past or the future of the fantasy world doesn't quite work, either. In the past, you're still conscious of continuity. You really need a setting where history is cheerfully rewritten and stability is the norm, so a campaign set in the past won't cause too many time-ripples. John Wick used this to good advantage in setting his L5R role playing game in a peaceful era before the events of the Big Storyline. Many gamemasters took this opportunity to present their own alternative versions of those great events, to keep the players guessing and maybe even able to alter history.

In a future campaign set after the big story events, the temptation is to replay the Apocalypse over and over again or risk anticlimax. Then even the Apocalypse becomes an anticlimax no matter how many times the stakes are raised, former enemies become allies, and so on. Legend of the Five Rings fans and Star Wars novel readers know this all too well.

See, what roleplayers need is a setting sufficiently fleshed out to spare the GM hard labor, but sufficiently skeletal to develop with a free hand. The original World of Greyhawk and even the 1983 reissue were perfect for this. Big blank expanses of minty green hexes, generic medieval backdrop with a wide range of realms and terrains, enough quirkiness to be memorable.

But inevitably sclerosis sets in. Game companies, like academics, must publish or perish. So in come the sourcebooks, splatbooks and supplements, filling in the blank expanses. Novels have to be sold, too. Someone decides that what this world needs is more drama, and an Apocalypse shows up. The iron weight of Canon is lowered, and your games are no longer free; they have to bend to the megaplot.

There are rumors that TSR unleashed the Greyhawk Wars to ruin Gygax's creation after he had left the company. While there may have been some spite to the proceedings, there was no such rupture with Ed Greenwood, and yet the Realms fell to much the same temptation.

It's a natural process brought on by the business model of the industry. L5R roleplayers continually grouse about the apocalyptic canon being forced on them, story arc after story arc of a collectible card game that advances its story through tournament results and, like the shark, will die without constant movement. They may complain, but the card game funds the role playing game, not the other way around. In fact, the latest edition of the roleplaying game has wisely gone back to being timeline-neutral, so that sourcebooks can still be sold without forcing the action to happen in the current era.

When all is said and done, in any given living room you, the GM, are sovereign. It's your responsibility to bring surprise to whatever the players do. If they want to play in Middle Earth, OK, but all bets are off. Build an alternate story where the Ring is a red herring, the shards of Anduril are the real McGuffin, and if the players screw up all of Middle-Earth goes to hell.

There are reasons why published material has to stick to canon. It's the long fingers of copyright lawyers and estate guardians, and the rabid hordes of Internet fan-sticklers. But they can't see into your living room. Use that freedom.

Tuesday, 18 May 2010

Power Gamers at the Gates

I should probably make clear in light of my last post that the kind of unbalanced game options I was referring to - demon bride, battle axe and whatnot - are typical of an imaginative game in the early stages of development. In this kind of game the player tends to just ignore the mechanics; he or she reaches across them and makes peace with the world being simulated. In that idyllic Golden Age, the lion lies down with the lamb; or at the very least, Cure Light Wounds lies down with Bless in perfect harmony. And then the power gamers arrive and start asking impertinent questions and tearing things up.

Alderac's Legend of the Five Rings CCG had its Golden Age roughly until the Spirit Wars expansion in 1999. The first three years of the game were an incredible high of story and world involvement for the players, culminating in the epic story-game fusion of the Day of Thunder tournament whose result determined the outcome of the storyline and the identity of the new Emperor. The temper of L5R fans was oppositional. Many saw themselves as refugees from the evil, money-grubbing power gamers who infested the much more popular CCG, Magic: The Gathering. Magic's own Golden Age of wonder, discovery, and gross imbalance in card design had been much more short-lived, and was definitely over by 1997.

In that year, the unthinkable happened: Wizards of the Coast, Magic's company, bought out the L5R property, retaining the Alderac team to handle design and story. The storyline was continued past the Day of Thunder (it had originally been scheduled to end then, with the company then focusing its efforts on a kindred Arabian Nights-style game, Legend of the Burning Sands). Wisely, Wizards chose to promote L5R as a more clubhouse, storyline game so as not to compete with the serious, high stakes Magic tournament scene, and the players went along for the most part.

1999 saw the release of the final Wizards expansion, Spirit Wars, followed by a long limbo as Alderac tried and eventually succeeded in buying back the game. In that year, too, the first signs of power gaming made their appearance. Day of Thunder champion Chris Bergstrom posted a card-by-card review of Spirit Wars, separating ruthlessly the sheep from the goats and exposing just how unbalanced and ad-hoc card design seemed to be. And the first teams based on competitive play instead of story concerns - Bad Player at first and later, The Dynasty - were coming into their own.

The rest, as they say, is history, and after a wild roller-coaster of varying power levels L5R now rests comfortably on a well-developed design template. Of course, in a game where over 500 new elements (cards) have to be released every year, absolute balance can never be achieved except by accident and even then only temporarily. The best a designer can hope for is the appearance of balance. Each option should have something to recommend it and a rough equality between drawbacks and advantages to the naked eye. Leave it to the power gamer to make the fine distinctions.

Even in a non-competitive game like role-playing - and I hope nobody out there is actually running role-playing tournaments - the options in a robustly designed game need to survive this eyeball test. Ask yourself: would you let a first-level cleric ever take Purify Food and Water instead of Cure Light Wounds into an unknown dungeon? Even if a table is full of fun-loving and setting-immersed souls, the system itself should be resistant to the power envy that comes about when you realize that your choice, as flavorful as it is, is flatly inferior to another player's choice, with no compensation.

Put another way: a power gamer is one who carefully weighs the game costs and benefits of each option on a scale, and picks only the best ratio. A regular gamer is just someone who wants to make sure there is something in each pan before picking. You can design for regular gamers without capitulating to the demands of power gamers. And you shouldn't capitulate - because you can never balance the game enough to confound them.

Back to weapons next.

Demon Bride Syndrome

Here's a story about how games with player-chosen elements - role-playing games, collectible card games, miniatures wargames - tend to evolve.

The first edition of the Legend of the Five Rings collectible card game, 15 years ago now, had a card in it called the Demon Bride of Fu Leng.

(Fu Leng, with its resonances of Rohmer and Lovecraft, was the name of the evil god in that Japanese-inspired epic fantasy world.)

The Demon Bride's stats were as follows:

Force 1, Chi 2 (very bad at combat, and not much better at dueling or resisting effects)
Honor Requirement -, Personal Honor 0 (outside the system of honor and politics entirely)
Her abilities were:
Limited: Bow the Bride to take control of and attach any one Shadowlands Follower in play.
Battle: Fear 4 (bow all Follower cards with 4 or less Force in a single opposing unit).

If you don't know the game, you'll have to take my word that these were very unimpressive abilities-particularly in the early days when Followers were seldom if ever played.

The Demon Bride's cost in the game? 12 Gold. By contrast, for half the cost you could usually get a Samurai with 3 or more Force and Chi, and a better ability, who was in your Clan (so could join you for 2 less Gold or gain you honor in the game).

What was going on with that design? For that matter (getting back to D&D) what was going on in those editions where the battle axe was clearly an inferior combat option to the longsword?

From the viewpoint of the player making choices to customize his or her game puppet (the play deck in L5R, the character in D&D), this is just unbalanced design. The Demon Bride and the battle axe form dead areas of choice. They are options never taken rationally, and in a world created by the decisions of gamers, they would not exist except as quickly discarded evolutionary dead ends.

Often, as game designs evolve, the designers become more conscious of this game layer and begin to take it into account. Both D&D and L5R over their editions have become games whose elements have consciously been maneuvered into some semblance of cost-benefit balance with each other. A card as underwhelming as the Demon Bride would not see print today - especially not as a valuable rare card.

There are, nonetheless, three answers sometimes seen in defense of a Demon Bride design.

First, they reflect that not every entity is equally balanced in life. Maybe the Demon Bride really is an inept and vain infernal consultant who charges three times her actual worth. And hey, maybe the battle axe really was a worse weapon than the longsword, and can be recommended only for its cheaper price - still more of a balancing factor than the Demon Bride's inflated cost.

Second, they cater to the flavor and roleplaying desires of the fans, so why care if they are perfectly balanced? If you want to build your Fu Leng theme deck, you will throw in the Demon Bride anyway. If you want your barbarian fighter to swing an axe, then by gum, so he will, even if he can have no shield and always strikes last. And who knows, maybe in a game you'll see one of those magic moments where a character or weapon everyone thought was worthless saves the day.

Third, the unbalanced design may revolve around factors that are not part of the game. The Demon Bride's Gold cost reflects her power and influence in the infernal hierarchy, not reflected in L5R's Honor-based  political model. The axe was great for punching through armor, especially in the late Middle Ages; but the basic D&D rule set doesn't take that into account.

As you might guess, I am not partial to any of these three excuses. But I'll leave it for next post to explain why.