Monday 27 May 2019

Make every roll impactful

Efficiency in a tabletop system is a nice thing to have. The more systems I try with my group, the more I'm bothered by rolls that don't affect the story on their own - either ones that you need to chain together, or ones that don't carry consequences with them.

Chain rolls


When my group started looking into playing some Exalted vs the World of Darkness, I started getting flashbacks to my old days of playing Vampire the Masquerade and the old mechanics that are still in that system. Of them, the most pertinent to our discussion today are the attack rolls.

To attack someone in Vampire the Masquerade, you roll your Dexterity and say, Melee. If you succeed, you take however many successes over 1 you got, add your Strength and the damage of the weapon you are using, and roll that again. That is the amount of damage you do. Now the enemy makes their soak roll and subtracts the successes from your attack roll. So you roll three times in order to get the result you want (you can also start adding the cost-benefit analysis of various manoeuvres like "if I strafe with my assault weapon and get +10 to hit but +2 difficulty, is that a net gain for me?" but let's keep it simple...).

Now, let's compare that to Vampire the Requiem. You roll Strength + Melee - your opponent's Defence. The amount of successes you roll is how much damage you do. Done. In one roll you accomplish everything you used to in three rolls.

This type of rule design can really speed up how you resolve each action in combat without lowering the depth of character builds. You can still make glass cannons, soak tank and what have you.

Try, try again


A thief walks up to a lock. They roll to pick the lock, and they fail. They roll again, and they fail. Someone else from the party decides to give that same lock a try, they roll, and they fail. Then the thief rolls again, succeeds and the party moves on.

A lot of you could probably think back to something like this happening in your game, probably even the exact same scenario. It's an example of a roll that's not impactful if you fail it. Sure, if you only had one chance to pick that lock, that would be something, but if you're picking a lock that's the only way through to continue your adventure, failure is not really an option.

There are two ways of addressing this issue - either ignore the roll entirely if the characters are skilled and equipped enough for it to not be a challenge, or think of some meaningful consequences for failed rolls.

The first approach can be found for example in the Vampire the Masquerade games - if your dice pool for a roll exceeds the difficulty of the roll, you automatically succeed at the roll (under certain conditions). Even if your system doesn't support it, you can usually tell when some roll is beneath your player's character - just roll with the fiction and move on.

The second approach is very prominent in the Powered by the Apocalypse systems like Fellowship. Each time you fail a roll, either there are set consequences to be had, or the GM can use Cuts against you. Maybe they'll "Show signs of an approaching threat" - you made noise and attracted the guards to your location, or "Use up or take away their resources" - your lock pics gear breaks and now you have to batter the door down, etc.

At any rate, you want the roll to be important, whether it succeeds or fails. If it's not important, it's not necessary.

Conclusions


If you can help it, try making every roll in your game be meaningful and impactful. Sure, sometimes it's fun to ace a roll you're really good at, but you can just as easily narrate how awesome you are when you auto succeed. Try giving your rolls weight for failure beyond "nothing changes" - that outcome is the most boring of them all.

Monday 20 May 2019

Asymmetric character complexity - cardboard cutout NPC stats

A lot of RPGs use the same complexity when describing NPC stats as they do PC stats. It's understandable - you spend a lot of time developing and polishing how PC-facing mechanics work, you write up a lot of cool powers and so on, so why wouldn't you use the same system for your NPCs? On the other hand, there is such a thing as information overload...

Godbound and simplified powers


In Godbound, the players control demigod PCs, complete with a suite of divine Words containing many Gifts. The PCs use these powers to up their damage output, do some cool stunts, synergies and what have you. By mid-game you can easily have 15 different Gifts bound to you and have access to some 15 more, taking a few pages of possible things you can do.
A page like this times three,
that's a rough approximation of the amount
of different things every Godbound PC can do

In contrast, NPCs can usually be described in one paragraph with a few key stats:

Typical Godbound NPC

Some more important NPCs also have access to a handful of divine miracles, but those are usually more limited.

To balance the challenge between PCs having access to a lot of powers and NPCs being a lot more simple, the game just gives the NPCs higher stats. While a PC might use a gift to get low AC, a gift to do 1d10 damage, and another one to attack twice, an NPC just gets low AC, two attacks and a high damage instead. All of the complexity and word count that would normally go into a set of gifts get instead distilled into raw stats. This way the GM doesn't need to internalise 10 different powers, instead they can just hand-wave "this NPCs has powers to support their stats".

What this design approach does is it allows the GM to much quickly introduce new NPCs and throw challenges at the PCs without having to keep too many powers in their head and forgetting half of them.

Similarly, scaling encounters up into battling armies just means giving the enemies more HP and more attacks per round. This way you can introduce 10 or 1000 enemies at once just as easily and not have to worry about tracking individual stats and positions.

Fellowship and simple threats


Fellowship (and many other Powered by the Apocalypse games) follow similar philosophy, only they take it even further. While a player character might have a a few pages of moves they can do, five different stats to roll and a bag of equipment, the NPCs might not even roll, instead being very reactive with what they do.

A PC wizard

An NPC wizard

This can further reduce the complexity of any encounter. Bigger groups of enemies are also rather simple - they just gain one extra stat and one new mechanic.

And honestly, even with this level of simplicity, you can still have interesting encounters and give your enemies unique powers to challenge the players with.

Conclusions


Complexity can be a fun thing, but it can also be a burden. It's fun to have options as a PC to what you can do, so you do want extra complexity on that side of the table. However, if you are a GM and you have to juggle many NPCs and enemies at once, you ideally want something simpler instead so you don't get lost. This way everyone around the table generally operates at a similar information load - players can keep a lot of intricate details about their PCs on their sheets and in their heads, and the GM can instead commit to managing a number of NPCs by themselves. Expecting one person to potentially deal with the same information load as 5 other people can be daunting.

Thursday 16 May 2019

Pointless labour multipliers and time as a resource

My group and I have played a lot of Godbound in the past, and I've always saw one Gift standing out as at the same time particularly useful and useless at the same time - Ten Thousand Tools. It's a "labour multiplier" type of power, where the work put out by your character counts as 1000 labourers per character level. I've come across similar powers in other RPGs, but this one is by far the highest multiplier:




On one hand, you can see these kinds of powers as pretty good - you are able to accomplish much more than a normal person could. Having this kind of power in real life would be really cool! However, there are a few problems here as well.

First of all, how do you compare the performance of a normal person to someone that is already supernaturally good at their craft? Do you multiply your supernatural output by 1000, or is your output equivalent to 1000 normal people?

Secondly, what can you do with that labour? Are there some time tables of how much effort it would take to construct a building? A palace? Make a ship? Not really, since generally you don't care about such minutia. Generally, you won't be playing Traveller where you can track how fast you can load cargo into your freighter down to an hour:

Traveller's cargo loading time

Thirdly, even if you had the breakdown, you mostly wouldn't care. I personally find the concept of time in most RPGs to be a bit distorted - what does it mean for our session that a character can finish their day's work in 2 hours if it's still one character out of a party of four? Does it change anything if instead of a month to do something it takes the PC a week? Even with Godbound's 1000+ times multiplier, you are already dealing with demigods working physical labour. A lot of things are generally hand-wave-y, since we usually don't play in a game where a strict deadline matters.

Time as a resource


If such kind of powers are to be useful, time needs to be somehow quantifiable in the game. For example, if a character only has 8 hours to pilfer a library they just broke into in the dead of night and each of their rolls takes an hour, that is a very solid use for the labour multipliers. Maybe every session counts as a week of time passing with something bound to happen in X months unless the characters finish their project. Or it could be as simple as "everyone gets a time slot for their projects, and if you have this power you can take two time slots".

At the same time, most of such scenarios are usually quite specific. I am yet to play in a game where such things would come up on regular basis.

Conclusions


Labour-multiplying powers, while at first glance very useful, end up only really applicable when paired with in-game time being a precious resource, and only for actions that already take a fixed amount of time to perform. Unless a system has both of these, such powers often end up being too nebulous to be useful.