The day before yesterday I once again played Boot Hill. It was a very old school experience. We had started an adventure, five years ago, and none of us remembered a thing. Our referee looked mystified at his notes while we players tried to decipher our scribblings on the character sheets. What were those abilities again? Finally we figured out what numbers meant we were good at shooting, and our referee rolled back time and we restarted the adventure.
You know how we all say over and over again that deadly systems often have very quick character generation systems? This is a game that should need a very, very quick character generation system! We sat in a cantina somewhere and in came some ruffians, and naturally a fight erupted. My character was a greenhorn and botched loading his musket, and was a sitting duck while the lead was heavy in the air. Finally I managed to get a shot off with my "appropriated" french revolver we had found on some guy during a big kerfuffle in Mexico City. Then a bullet struck my character in the head.
Luckily I survived, but did nothing more in the fight than turning over the table each time someone entered the room, to have some cover during the fight.
The system is really peculiar. You get increases in abilities, but you get bonuses at spaced out intervals. That is interesting, since you can get both the satisfaction of seeing the numbers increase, and the "stair" effect of a level based system. Also, you have stats for sight and hearing, gun accuracy and throwing accuracy. It's really a system where the stats play first fiddle, and the skills are something of an oddity tacked on.
From the reviews I've read, nobody seems to think very highly of the game and I agree that it lacks that something extra. Still, we had fun in a crazy way. My character has 100% speed, 06% in intelligence, 98% in sight and slightly bad of hearing. Naturally I just had to do whatever was the most stupid thing possible, while still trying to stay alive and instant hilarity is guaranteed. Extremes are always more fun when trying to roleplay.
Our GM have created a big pile of tables for weapons, extra rules, tabled and such from decades of playing the game. I'm trying to convince him to type it up for the world to see. Contrary to the deadliness correlation mentioned above, his variant is actually not that quick. But, thanks to all those tables you get to know what you did in the war, where your family is from and all that stuff. I love life path systems!
Maybe our next session will be sooner than another five years...
Showing posts with label Deadliness. Show all posts
Showing posts with label Deadliness. Show all posts
Saturday, August 17, 2013
Tuesday, March 13, 2012
Action/Drama/Fate points and player engagement
I was replying in a comment on this post, and realized it was turning into a post of its own. I'll expand all my thoughts below.
The idea was that points which players can use to change probabilities and/or change the game world is bad in a old school game. The perceived threat was that of eliminating the deadliness of the system. Here are some direct feedback on that, and some further thought on the matter.
There are multiple kind of systems for giving the players a way out, and for changing the fact of the game world. I have played multiple systems using those and have some experiences to share.
First, in Warhammer FRP there are something called Fate Points. Those can be used to "save the character from certain death". Suggestions are mitigating the effects of a fall from a cliff, or a critical hit. But, and it's an important but. Once they are gone, they are gone! In a game like WHFRP, which is quite deadly, this is literally a life saver. Will it rob the game of something? Well. I have played with quite a few characters in WHFRP and I tell you that I sweat every time my character takes a hit! Fate points or not. Too see those few points dwindle just reinforce how close to death I just came.
Secondly I want to mention the Drama Dice of 7th Sea. In that system you roll dice depending on your stat and your skill, as a pool. But, you only keep as many as your stat's value. Using the Drama Dice, you basically get more dice to choose from to keep. So, using this mechanic you make it likelier that your character succeeds. These Drama Dice you get for acting in a heroic and swashbuckling manner, i.e. it reinforce the theme of the game. It's a reward mechanic. When I was running 7th Sea, I noticed that the psychological effect of getting a physical token (poker chips in our case), and comparing the amount to the guy sitting next to you, made it work really well to reinforce the theme of the game. Sure, sometimes people chucked in token after token (you can commit them after the fact) on a roll they really wanted to succeed at, but it mostly worked as a prod to act thematically correct.
Thirdly, and finally, I'm coming to Type IV D&D. I played in a campaign up to "Paragon Tier"? See, I have already managed to dismiss the jargon from my head. Anyway, up to what used to be called Name Level. I remember that I once in a while used a Action Point when I wanted to do something, but in that game the "respawn time" of powers was dominating the game so much that yet another mechanic, like getting "blooded" and triggering new effects, made it down in the general noise of game mechanics. Basically, I barely noted those points and they never affected our actions as far as I could see. They surely never did mine.
So, what am I trying to say? I'm saying that having some kind of points or game mechanic to "save your bacon" can work out in many different ways. I would claim, with some emphasis, that the brittleness of characters is not the defining factor of old school play, and that there are more than one way to skin a cat. The cat in this case being giving those points to players. Compare getting xp for gold to the Drama Dice in 7th Sea. Those are both reward mechanics. Also, having dwindling resources can in fact give the game an even tenser feel, and reinforce the dread. If that's what you're after. But, when you add something like a new mechanic to the game, make sure you are not conflicting with other systems in the game, making the effect lessened by it being forgotten or drowned!
I am vary of the idea of giving more spells to neophyte magic users. It change the tone of the game, but I don't think a scarce resource like the Fate Points in WHFRP does. Is it a valid comparison? I don't know.
The idea was that points which players can use to change probabilities and/or change the game world is bad in a old school game. The perceived threat was that of eliminating the deadliness of the system. Here are some direct feedback on that, and some further thought on the matter.
There are multiple kind of systems for giving the players a way out, and for changing the fact of the game world. I have played multiple systems using those and have some experiences to share.
First, in Warhammer FRP there are something called Fate Points. Those can be used to "save the character from certain death". Suggestions are mitigating the effects of a fall from a cliff, or a critical hit. But, and it's an important but. Once they are gone, they are gone! In a game like WHFRP, which is quite deadly, this is literally a life saver. Will it rob the game of something? Well. I have played with quite a few characters in WHFRP and I tell you that I sweat every time my character takes a hit! Fate points or not. Too see those few points dwindle just reinforce how close to death I just came.
Secondly I want to mention the Drama Dice of 7th Sea. In that system you roll dice depending on your stat and your skill, as a pool. But, you only keep as many as your stat's value. Using the Drama Dice, you basically get more dice to choose from to keep. So, using this mechanic you make it likelier that your character succeeds. These Drama Dice you get for acting in a heroic and swashbuckling manner, i.e. it reinforce the theme of the game. It's a reward mechanic. When I was running 7th Sea, I noticed that the psychological effect of getting a physical token (poker chips in our case), and comparing the amount to the guy sitting next to you, made it work really well to reinforce the theme of the game. Sure, sometimes people chucked in token after token (you can commit them after the fact) on a roll they really wanted to succeed at, but it mostly worked as a prod to act thematically correct.
Thirdly, and finally, I'm coming to Type IV D&D. I played in a campaign up to "Paragon Tier"? See, I have already managed to dismiss the jargon from my head. Anyway, up to what used to be called Name Level. I remember that I once in a while used a Action Point when I wanted to do something, but in that game the "respawn time" of powers was dominating the game so much that yet another mechanic, like getting "blooded" and triggering new effects, made it down in the general noise of game mechanics. Basically, I barely noted those points and they never affected our actions as far as I could see. They surely never did mine.
So, what am I trying to say? I'm saying that having some kind of points or game mechanic to "save your bacon" can work out in many different ways. I would claim, with some emphasis, that the brittleness of characters is not the defining factor of old school play, and that there are more than one way to skin a cat. The cat in this case being giving those points to players. Compare getting xp for gold to the Drama Dice in 7th Sea. Those are both reward mechanics. Also, having dwindling resources can in fact give the game an even tenser feel, and reinforce the dread. If that's what you're after. But, when you add something like a new mechanic to the game, make sure you are not conflicting with other systems in the game, making the effect lessened by it being forgotten or drowned!
I am vary of the idea of giving more spells to neophyte magic users. It change the tone of the game, but I don't think a scarce resource like the Fate Points in WHFRP does. Is it a valid comparison? I don't know.
Tuesday, March 23, 2010
Am I a jerk? Are you?
I noted a short while ago that on some of the blogs I read, people were agitated because some guy somewhere had criticized the OSR gang for some kind of crime. Oddly enough nobody seemed to have bothered to link to the poor guy, probably because they didn't want to help him get any more hits in the visitor statistics.
Personally I think that is a bit rude. If you are bothering commenting upon something, I think it's just decent to acknowledge the existence of the guy standing in the same room as you, and whom you are talking about! Come on guys, you can do better than that.
So. I think I managed to find who it was everyone was up in arms against. One think this guy mentioned I found interesting, and I'm going to comment on that even if it wasn't what everyone found so infuriating.
Why do we speak of "educating" players, and "teaching" then proper play by playing rough? I know the idea of Player Skill, and I know all about brutal character killing adventures. I play T&T, remember? Take a look at those solos. Many of them are so deadly it's just silly. Quite a few are still fun. Most of the time. If you have read my blog some you also know I like that Player Skill part.
Now, imagine real physical people telling you about this cool kind of game where you play a scoundrel doing dirty deeds and some heroics for gold and glory in dank dungeons. Also, try to imagine those people acting like total jerks when you sit down to play and telling you they only stabbed your character in the back to "teach you" to become a better player.
I think we have a problem here.
While I think the idea is still valid, maybe the fact that some people tell you that "old school" just mean some jerks trying their best to rob you of fun means that we have a public relations problem.
While I don't think we need a OSR feel-good-ambassador or anything, I think that if a complaint comes up more than once, it might be a good idea to give the whiner the benefit of a doubt and see if there's something to be learnt. He might still be a whining moron, but you can learn something.
That's my two cents.
Personally I think that is a bit rude. If you are bothering commenting upon something, I think it's just decent to acknowledge the existence of the guy standing in the same room as you, and whom you are talking about! Come on guys, you can do better than that.
So. I think I managed to find who it was everyone was up in arms against. One think this guy mentioned I found interesting, and I'm going to comment on that even if it wasn't what everyone found so infuriating.
Why do we speak of "educating" players, and "teaching" then proper play by playing rough? I know the idea of Player Skill, and I know all about brutal character killing adventures. I play T&T, remember? Take a look at those solos. Many of them are so deadly it's just silly. Quite a few are still fun. Most of the time. If you have read my blog some you also know I like that Player Skill part.
Now, imagine real physical people telling you about this cool kind of game where you play a scoundrel doing dirty deeds and some heroics for gold and glory in dank dungeons. Also, try to imagine those people acting like total jerks when you sit down to play and telling you they only stabbed your character in the back to "teach you" to become a better player.
I think we have a problem here.
While I think the idea is still valid, maybe the fact that some people tell you that "old school" just mean some jerks trying their best to rob you of fun means that we have a public relations problem.
While I don't think we need a OSR feel-good-ambassador or anything, I think that if a complaint comes up more than once, it might be a good idea to give the whiner the benefit of a doubt and see if there's something to be learnt. He might still be a whining moron, but you can learn something.
That's my two cents.
Saturday, November 14, 2009
Harn, anyone?
After my discovery of the lethalness of infection in DragonQuest, I have become quite curios about this phenomena in other games. Anyone out there know how it works in Harn? That game have a reputation as being for the realism striving gamers, so it sounds like a good candidate for infection, if you see what I mean.
Friday, November 13, 2009
The deadliness of combat
I just managed to strike a really good deal on eBay for the old fantasy rpg classic DragonQuest. For some of us it's one of those games which the old grumbling grognards seemed to like, but we never bought ourselves when it was in print. I've been reading it a while now, and it have some interesting ideas, and one of the more verbose ways to present the rules I've ever seen. I'm going to talk a bit about the combat system today.
Everyone have probably heard the criticism leveled at AD&D, that with escalating hit points jumping off a mountain was always an option when a fight with a dragon went bad. Later editions have exacerbated the phenomena, and it sure can get silly sometimes.
Then we have those games where your stalwart hero marches into combat, only to be slain by a fist to the jaw. I own a few of those as well. DragonQuest made me think of another way to kill characters.
How many of your fantasy rpgs have rules for infection and gangrene? Harn probably have it, and maybe you, dear reader, can mention a few more. In DragonQuest the rules say like this:
In comparison I decided to check GURPS, which usually have a rule for everything. To my great surprise it was not that detailed, and the chance to avoid infection was a simple HT+3, which for a average human with 10 HT would mean roll over 13 with 3d6. Sounds very doable. I tried to calculate the percentage chance of success on that roll but my math skills just wasn't up to it.
Another game I checked was my old BRP derived Drakar & Demoner which had rules for infection, but far less tough than DragonQuest. 1% per hit, or 3% for dirty or natural weapons, and 5% to develop the infection into gangrene in 1d4 weeks. Those 61% start looking very grim indeed.
I am amazed by these numbers! While I am no longer very concerned by realism in my games, I start to wonder which of these games actually provide a picture of how it really works?
I guess everyone have heard of Papers & Paychecks, the rpg that they play in one illustration in AD&D? I am getting these ideas of a rpg where most of the time is spent is bed, coughing or lying on a battlefield with your guts spilled out, and the big drama is not combat, but the hours spent rolling on tables for disease, disfigurement and permanent injury. A new game called Injuries & Illness, maybe? Grim, is the word. It almost goes into silly territory for a moment there. Still, I find it fascinating.
Everyone have probably heard the criticism leveled at AD&D, that with escalating hit points jumping off a mountain was always an option when a fight with a dragon went bad. Later editions have exacerbated the phenomena, and it sure can get silly sometimes.
Then we have those games where your stalwart hero marches into combat, only to be slain by a fist to the jaw. I own a few of those as well. DragonQuest made me think of another way to kill characters.
How many of your fantasy rpgs have rules for infection and gangrene? Harn probably have it, and maybe you, dear reader, can mention a few more. In DragonQuest the rules say like this:
The Base Chance of infection is equal to 10%. If the figure took any damage to Endurance, add (20 + the amount of Endurance damage in points). If the damage was inflicted by bite, claws, or talons, add 20. Specific Grievous Injuries may rise the Base chance even further.Tough going! So if a Troll manage to rake you with his claws for 1 point of damage (note that there's less serious Fatigue damage before taking Endurance damage), you suddenly have a 61% chance of infection! I wonder what will kill most characters, infection or the damage points?
In comparison I decided to check GURPS, which usually have a rule for everything. To my great surprise it was not that detailed, and the chance to avoid infection was a simple HT+3, which for a average human with 10 HT would mean roll over 13 with 3d6. Sounds very doable. I tried to calculate the percentage chance of success on that roll but my math skills just wasn't up to it.
Another game I checked was my old BRP derived Drakar & Demoner which had rules for infection, but far less tough than DragonQuest. 1% per hit, or 3% for dirty or natural weapons, and 5% to develop the infection into gangrene in 1d4 weeks. Those 61% start looking very grim indeed.
I am amazed by these numbers! While I am no longer very concerned by realism in my games, I start to wonder which of these games actually provide a picture of how it really works?
I guess everyone have heard of Papers & Paychecks, the rpg that they play in one illustration in AD&D? I am getting these ideas of a rpg where most of the time is spent is bed, coughing or lying on a battlefield with your guts spilled out, and the big drama is not combat, but the hours spent rolling on tables for disease, disfigurement and permanent injury. A new game called Injuries & Illness, maybe? Grim, is the word. It almost goes into silly territory for a moment there. Still, I find it fascinating.
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