Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Thursday, 28 November 2019

Meat and potatoes of RPG powers

When it comes to character progression in RPGs, you generally rely on two kinds of upgrades - boosts to stats, and new powers. The first one is simple, you get your +X to some rolls, HP or other things you need. These are your potatoes of the mix - a bit bland, but filling, they get the job done.

The second is a bit more complicated, with each power having its own little rule or condition attached to it. These are your Moves in Fellowship, Charms or even Merits in Exalted, or Foci in Stars Without Number. Those are the meat of things usually - something flavourful and interesting.

However, sometimes those powers are very bland, amounting to nothing more than a to-roll bonus under certain circumstances, essentially turning into conditional stat bonuses. It's important to keep this difference in mind when designing an RPG.

To illustrate this point a bit more, let's talk about some examples.

City of Mist - heavy on the stats


Our first kind of powers are essentially stat boosters - something that modifies some specific roll for your character. They can give flat bonuses to rolls, change the odds of a roll, give some conditional re-roll, or something to that effect.

Stars Without Number's Specialist Focus,
a good example of a bland power.

One of the more prominent examples of a game that is heavy on the stat powers that I've come across is City of Mist. It's a Powered by the Apocalypse game about being a super-powered person in a mysterious city. You build your character by choosing their themes (Mythos - magical powers, and Logos - mundane experiences) and picking power tags from those themes. For example, if you had a Divination Mythos, you could pick "Sense minute earth tremors" and "can hear a pin drop".

Power Tag questions and answers

Now, knowing that this is essentially a Powered by the Apocalypse game about being superheroes, one would expect the characters to have some cool, unique powers to play with. But no, most of the system is just the core moves everyone has access to. If you want to attack someone, you "Hit With All You've Got", roll your dice, and then add +1 for every tag that's appropriate. So if you have "fast as lightning", "predict a foe's next move", "see in complete darkness" and they apply to the situation, you roll with a +3.

The powers you have don't change what you can do, only reflavour how you do it. Someone with an Adaptation Mythos could throw lightnings, one with Mobility Mythos would strike fast, while one with Training Logos would punch them like a boxer, but the roll and the rules are the same in either case. Almost every power you get in the game is just a conditional +1 stat.

There are some other mechanics at play in the game of course, how if you specialise in one Move you can roll well and have some more interesting Dynamite effects, how your powers define who you are and if you neglect some aspects of yourself you get a replacement Mythos / Logos, etc. The core of the game, however, relies on powers that give you just stats.

Chronicles of Darkness - when quantity turns to quality


One asterisk that one could perhaps add to stat-heavy powers is that sometimes given a large enough shift in the stat, the game could feel vastly different. For example, in our Creepy Rashomon Marine Buffet game of Vampire the Requiem, my character had a Dynasty Membership Merit that let them become Tasked and give them an 8-again quality on rolls (basically - you could snowball your successes a lot easier, meaning you were more likely to get exceptional successes). This combined with some high dice pools meant that for a very specific goal my character turned into a hyper-focused, hyper-efficient machine akin to T-1000...

Nothing can stop a Tasked vampire! Exceptional success!

So eventually, given a power that shifts the probabilities of your rolls a lot, or otherwise helps your rolls a lot, even a bland stat boost power can feel amazing for a time.

Magic - mostly powers, few stats


While I couldn't think of a system that relies mostly on unique powers without much in the way of stats, one aspect of games that usually falls in this category is the magic system. Even in D&D a good number of spells each come with their own rules and special systems unique to that spell, and spells themselves take up about 1/3rd of the Player's Handbook.

Even a simple Alarm spell adds something unique to the game

Stats vs powers


So, on one hand of the spectrum we have bonuses to stats (numerical increases or other special but simple modifiers, rerolls, etc.), and on the other we have powers that each come with their unique rules attached. One is not better than the other, however.

Stat powers are easy to add and test. You can predict what changing a stat by +1 would do to a roll.

Powers that come with their own mechanic have to not only be tested by themselves, but also against and in combination with other mechanics and powers. Each is a special use case and an exception, possibly bloating the game (how many "harm someone" or "heal someone" spells do you really need?). Adding more and more special rules can also be a burden when you have to remember to use them, unless they are well segregated into their niches (you don't need to think about special hacking rules during a shootout, and your battle spells aren't needed during a conversation).

Ideally, you'd want a complimentary mix of both in your system - powers that rely on stats to perform better and better, and stats that are varied enough to cover the basic rules without having to resort to powers for everything. Chronicles of Darkness lines are a pretty good example of this.

Monday, 8 April 2019

Taste of things to come - Miracles and Improvised Spells

A few times I've found myself in an RPG saying "man, that one power I didn't take could be really useful in this narrow situation we are currently in". It's usually a game with a diverse move / power set, things like Godbound, Mage the Awakening, or even Fellowship. It's not just "I missed the roll by 1, I wish I had that extra +1", but more interesting powers like "being able to transform into someone else" or "being able to trace back emotional resonance of someone being murdered". For most systems, you would be pretty much out of luck, but some games let you have a taste of the powers you can wield before you buy them.

Godbound's Miracles


Godbound is a game where you play as an epic hero empowered with divine Words - portfolios of power like "Dragon", "Sorcery" or "Intoxication". A lot of your powers come in form of Gifts - codified powers you can use easily like breathing fire, or flying. However, the game also encourages you to use Miracles - improvised magic that either copies the power of an existing Gift or creates a new power from your portfolio. So if you had the Word of Dragon, you could miracle breathing fire if you don't have that Gift, or you could, say, spread terrors in the hearts of men at your sight.

All of your magic if fuelled by one resource - Effort. Using Gifts is usually free, or costs you a bit of Effort for the Scene, but Miracles are always more expensive and don't last as long as actual Gifts. Taking a Gift of flight would let you fly forever for free, while a flight Miracle would drain your Effort and you could only do it for a Scene.

Overall, it's a very versatile system that lets you improvise the solution you need whenever the situation comes up while still rewarding you for committing to certain powers.

Mage's Creative Thaumaturgy


Mage is a game where you play as the titular mage - a mortal imbued with the True Magic. Magic is divided into a few Arcana (Life, Matter, Space, etc.), and codified into Rotes (fixed, known spells). You can cast the Rotes pretty easily and often for free, but you can also try Improvising with Creative Thaumaturgy.

An Improvised Spell usually costs a bit more Mana than a Rote, and you have to work harder to get it to work, but you can easily mimic the effect of any Rote or improvise your own and even combine a few Arcana.

For example, calling lightning from the sky is a simple Forces Rote. However, if you want the spell to go off in the future when your target will be walking down the street, you would be combining Forces (lightning), Time (trigger condition) and Space (remotely targeting a specific target).

All in all, Mage allows and encourages you to go wild with its Magic system, while letting you commit some of your favourite spells into Rotes as needed as well.

Conclusions


Mage and Godbound both feature interesting systems that allow you to tap into powers you might not yet have bought, or improvise new powers as needed. Systems like these could be fun in a lot of other RPGs, like Fellowship, Legacy, Stars Without Number, etc. Few people would want to spend their precious XP on a shark repellent, but that one day when you actually do face off a shark, you just might want to pay premium to have it right there and then.