Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Saturday, 3 October 2020

Homunculus characters, stat readjustment and character change in RPGs

My group and I play a lot of games with interesting mechanics. Lately, we've been trying Cortex, a modular RPG system where you can tailor the engine to your game needs. One part of the system you can plug into your game are Trait Statements - some statement that focuses and refines a trait for the character that's meant to be challenged in the course of the game. So for example, you can have a Perception trait at D10 with a Statement "Trust No One" attached to it. This would tell you about the character's worldview. Mechanically more importantly, you are supposed to challenge these Statements to get a bonus to a roll and to change your character. So if say, you decide that you can trust someone, you would roll 3D10 instead of 1D10 for that roll, but then you would have to either change the Statement, or change the die associated with the trait, either turning into "Perception D8 Trust No One (and a bonus to something else)", or "Perception D10 I Can Count On Others".


While this mechanic in itself is all well and good, from playing various games over the years, I'm yet to see anyone embrace such character changes / sideways growth as a part of their gaming experience. Let me elaborate.


Homunculus character


More often than not in my experience, when someone makes a character for an RPG they come out as a homunculus, a small version of what the character will be later in the story. When you make a warrior that's all about being honourable and just, they start out as a honourable and just warrior with weak stats, and over the course of the game, they grow into being a honourable and just warrior with strong stats and minor tweaks here and there. If you want to play a crafter, you build a crafter and invest in them being a crafter, etc. Rarely do you see a shift from one to another, or from one fundamental set of beliefs to the next.

Medieval art and homunculus baby Jesus - "perfectly formed and unchaned"

Sure, you could come into a game with a blank slate of a character and form them as they grow. From what I heard this was especially prevalent in oldschool RPGs where most level 1 characters of a given class were about the same, a lot of them wouldn't survive the meat grinder and you wouldn't care about their backstory if they would just die one session later. This kind of attitude is literally related to the term "grognard" in its original meaning.

Similarly, you could build a character and aim for them to have a character arc where they go from a naive child to a grizzled grognard and then to a quiet farmer, but unless you are playing something like Chuubo's where you can literally create an arc for your character, it might be hard to execute.

From my experience, you generally see homunculus characters - a fully formed idea of what the character will be like, with minor wiggle room for the details. If you want to play someone else, you generally don't shift your character from one thing to another using mechanics like the above, you just make a new character.

Similar mechanics


Cortex is not the only game that has mechanics for such character shifts.

In Star Trek Adventures every character has a set of Values, which basically reflect their moral centre. Things like "The Needs of the Many Outweigh the Needs of the Few, or the One", "Holds Everyone to the Highest Standards", "Duty above all else", etc. Those are used to either challenge the characters and make the situation more complicated because of their beliefs, or to let the character challenge that value and change their worldview based on that experience.

This of course is very much keeping with the themes of Star Trek and character development. However, in the game it can feel like you should make characters that don't believe what they should be believing, and your reward for having that character growth is a simple stat readjustment. I've heard a player be frustrated with the game expecting them not to make a character the way they want them to act and constantly questioning what they believe in, and perhaps giving a mechanic to what otherwise might be organic character growth is having the opposite effect (reminds me of Freakonomics...).

In City of Mist your character is built out of themes. Things like "trained boxer", "man of steel", "diviner", "the guy with a van". These themes accrue "fades and cracks" over the course of the game if they are neglected. If you don't show up to your boxing practice, solve problems with guns or generally make that part of your character not important, you will eventually have to replace that themebook for another to reflect what has taken its place in your character's life. While this can be an interesting flow of a story, especially when replacing your themes can turn you fully superhuman or fully mundane with some serious repercussions for either, if the players are too loss-averse or make their characters just right, they might not engage with this mechanic at all.

Many Powered by the Apocalypse games we came across feature an interesting character option for late-game levelling - "make a new character". This is example from The Veil:


In most games this feels a bit strange, but there is perhaps one game where an option like this works - The Sprawl:

The Sprawl is a Cyberpunk game, which comes with its genre expectations of character life being rather cheap and expendable. Since this character level up option costs additionally a good chunk of money, you can see it as "your character gets to retire", rather than being a given for any character. It's something you work extra hard towards.

How we handle these things


I hope our group is not alone in this, but seeing as True Friend needed to be a merit it might not be universal, but we have a relaxed attitude to character building. If you need to tweak your character, just do it, it's fine. If you want to do a complete rewrite of a character for new mechanics, the GM will usually agree (we've done that once in Heaven for Everyone after a new supplement with a new character splats came out). If you want to make a new character because the old one doesn't play that well, pretty much the same applies (we've done that in a yet unpublished Humblewood game).

Couple that with us generally knowing what kind of characters we want to play (and GM being pretty much always on-board with whatever the players come up with), we rarely engage in any of those mechanics. We have character growth and changes as a part of playing our characters in the world (for example in The Living Years demigod Atrus didn't want to form a religion around himself not to impose his worldview onto foreign people, but since they came to him for guidance and after being reassured by one of the NPCs he trusts it's fine, he changed his character's outlook organically).

So perhaps it would be good to make such kind of attitudes something acceptable in more games without necessarily needing to put in mechanics around retiring an old character and making a new one...

Conclusions


A number of games feature mechanics for tweaking your character's stats and worldview. Often, however, these might not be all that useful to the players if they already made the characters exactly the way they want to play them. It's good to give the players options to tweak their characters to better suit their games as they get some hands-on experience with how they play, but making entire mechanics around it might be a bit much...

Tuesday, 29 September 2020

Power Inflation in RPGs

For a few years my group had some fun playing a few games of  Godbound, a demigod OSR RPG. It was a game letting you play level 20 D&D characters and beyond pretty much off the bat, but with much streamlined rules. It was pretty fun at first, but since the game is very much focused on combat, you could notice a problem that in other games might've been obscured by complex mechanics - Godbound had a Power Inflation problem.

Basically, in Godbound and probably most RPGs, your character will grow in power as they gain XP, gather loot and so on. Their HP, damage output, etc. will increase and you will feel good because "bigger numbers are more better". However, at the same time, the game has to compensate for the extra power you gained. Now fighting low-level enemies feels too easy, so the GM has to throw bigger and meaner things at you, with more HP and higher damage output to challenge you. If you haven't noticed, nothing has changed with the level up - your numbers have increased, but enemy numbers have also increased, you still take a comparable amount of hits / turns to kill them, but now the numbers are bigger. This is basically Inflation, as you have entered a treadmill where you run in place...

Arms race ruining fun


Another aspect of the Power Inflation that might be even more explicitly worse would be an arms race between the players and the GM. Basically, if you have a rather open-ended character creation system that's vast enough, you can find some really broken combinations of spells, abilities or what have you that would let you punch way above your weight class. In response, the GM would have to throw even more challenging enemies at you, or possibly also resort to using some dirty tricks, broken combos or some other shenanigans to keep up "to challenge the party". This path pretty much leads to frustration if left unchecked:

"Narrated D&D Story:
How I Accidentally Triggered A Cold War
Between The Dungeon Master And The Party"

Basically, RPGs are supposed to be a collaborative storytelling tools that help both the GM and the players tell interesting stories, not a war gaming competition to see who can be the strongest. Sure, if that's the group's jam, go for it, but more often than not it's one or two players powergaming, while others might be left behind the power curve, making balancing combat harder than it would usually be. This is not to mention how much enjoyment players that aren't combat-focused would get out of sessions like these, or being told that they can't even hit the enemies.

One way or the other, it circles back to the same Power Inflation problem - combat gets too easy or too complicated, the other side of the table compensates and we're back to square one - combat taking X amount of hits / turns, except the numbers are bigger and the process is more complex. If one side overcompensates, then you have to get back to balancing things. This can get especially problematic when you have unstable combat systems (ones where it's hard to land the balance where you intend, often resulting in things being too easy or too hard).

Avoiding Power Inflation


Unfortunately, it's a bit hard to avoid Power Inflation in games.

Modules might sidestep the issue by giving you fixed enemies to encounter. This fixes the GM side of things to an extent, meaning it's up to the players to be the balancing factor - either doing some more prepwork if the going gets tough, or taking on a bigger challenge if things get too easy. If someone brings an OP build, they are ruining their own fun, which might not be that big of an issue. That being said, this assumes the module is well-balanced, which is a big problem in itself (although you'd expect some hard balancing work being done by the authors that were paid to make these, but that might be a pipe dream in the industry...).

Shorter games might not suffer from this issue as much, because the Inflation doesn't have time to set in, but this mostly avoids the issue by not engaging in character progression.

Similarly, there are games out there that have really slow progression system, like Star Trek Adventures. In that example you start as a fully capable characters on the level as Picard or Spock and you only get to directly increase your attributes every 6+ sessions. Even those increases are not that big, meaning the Power Inflation from levelling is glacial, and since you're expected to have a roster of secondary characters to use on adventures, the GM can expect the player characters to be competent and play their enemies accordingly.

This sort of approach practically means you don't level your character. You can shift their attributes and other things about them about more, but that's mostly it. Some games like Fellowship or other Powered by the Apocalypse also don't see much in the vein of character's power growth over the course of the game.

What else could be out there?


While the previously mentioned are about the only ways I've seen games avoid Power Inflation, but one could think of a few more that I haven't encountered in the wild.

You could have a game that's about players creating their own encounters in the spirit of Monster Hunter and "lets grind this for resources". This way it's up to the players to pick their own battles, prepare for them, get the rewards they want and so on. Add some time pressure in the vein of Kingdom Death: Monster and you have pressure on players to optimise getting as much from any given encounter as they can, so they are incentivised to push themselves to the limit and battle the meanest set of enemies they can survive. It would probably make the game very focused on that one loop unfortunately, and you're basically reinventing Kingdom Death:Monster...

A different approach would be to move the Power Inflation focus away from stats and onto a "scale factor". So say, a rookie warrior would be fighting with "+2 to hit Scale 1" and fighting "Scale 1 rats", resolve things as normal. Eventually they level up but instead of increasing their to-hit, you bump their Scale up. Eventually you are a veteran warrior with "+2 to hit Scale 10" and fighting "Scale 10 demon". If you want some growth, you could reset the "+x" each time you go up a Scale and then focus on buying it back.

This perhaps makes the Power Inflation very explicit, but allows game designers to laser-focus on refining the engagement at any Scale, because the Scale is only a set dressing. You could perhaps compare this to something like Dragonball - after awhile, the character power level is meaningless, but every arc you find a new villain that's stronger than the heroes, and then you have to train to get strong enough to beat them, etc. Everything is cyclical, you just move the reference power level sliding scale higher and higher to always have the characters in view. Every now and then show the players how weak lower Scale enemies are and introduce a big bad that's a higher Scale than them to show them they have a new challenge to beat and you have something to work with...

Of course, this might get into the criticism I sometimes hear about universal RPGs, where there isn't a difference between two snails fighting and two gods fighting, everything's still the same mechanically. You want those to feel different, but how you do that without over-complicating the mechanics and over-inflating the numbers...

Conclusions


Power Inflation in RPGs is a tricky problem to handle. On one hand, you expect your character to grow over the course of the game and become more capable, but on the other hand, you always want to be challenged on your adventures, so the enemies have to grow alongside you. Even if you over-focus on something to be the best at it, the GM only has to compensate harder to give you the challenge when it's needed.

It's hard to address the issue of Power Inflation without removing character advancement in its entirety, or making it really flat. Ideally, you'd have a system that deals with the issue and gives the GM the tools to balance things for their party, but that might be easier said than done...

Monday, 25 February 2019

Categories of XP Systems

For some, the XP systems are the lifeblood of the campaign, the juicy reward you work for through your adventure. However, as with any system, the Experience Points can be much more than a simple carrot to dangle in front of your players. Ideally, it would be one of the systems used to reinforce the themes of the game and the intended playstyle.

In a well designed system, any system should reinforce the intended set of playstyles or general things to happen in a session. Human brains are designed to optimise a reward-seeking behaviour, so if the characters in our game get rewarded with XP for doing something, we are naturally encouraged to do that thing more to get the same reward. If you get XP for killing monsters, you will seek out more monsters to kill, etc.

Below is a large compilation of various XP systems that I tried arranging into a somewhat cohesive whole. However, because sometimes the systems have odd edge cases with how XP is given out, some of them might not fit as neatly. I've also tried briefly explaining any important mechanics relating to XP in any given system, but by no means is it an exhaustive explanation - that would take too long. Finally the various sections feature an insight into what the given XP systems might encourage from the players and the game as a whole.

Goal-Based XP - Dungeons and Dragons, Stars Without Number


Goal-Based XP systems are very focused on characters accomplishing set goals.

Dungeons and Dragons is a staple when it comes to Goal-Based XP rewards. Most of you should have come across this infamous XP table for how much XP to reward based off what sort of adventure the party is having:


You use it to figure out how much XP to give out per encounter the party completes, and you multiply it by factors such as the number of monsters and so on. It's very cut and dry this way. In short - you have your goal ("a monster is attacking you, stop it") and you get XP for completing your goal ("kill the monster").

The Dungeon Master's Guide also gives you a few alternative ways to reward XP - for completing noncombat challenges, for reaching significant milestones, or per-story / per-session rewards. All of those are a variation of "Goal-Based XP".

Stars Without Number features a similar system. By default, you get flat XP per session, but you can change it to getting XP for achieving a personal goal, completing a mission, or more interestingly - loot. The group can decide they would tie their character progression based on how much money they get, or how much money they "waste" on things other than themselves.

All in all, Goal-Based XP encourages the players to think of the game as a series of challenges to overcome in a vein of more modern computer RPGs - "here is your quest, do a quest, get reward". It is a fairly straightforward system, but it doesn't encourage much nuance - you're not really rewarded for having an introspection as a character, having some meaningful interactions or the like.

XP by Practice - Cyberpunk, Call of Cthulhu, Mouse Guard


A different approach to gaining XP is to reward a player for using a particular skill. A few old-school and more modern RPGs use this system.

In Cyberpunk 2020, characters have a list of skills, stuff like Rifle, Drive, First Aid, Personal Grooming, etc. When a character uses that skill in a session and succeeds, they mark it, and at the end of the session the GM awards the player skill-specific XP (called Improvement Points) based on how critical that skill was to the character or the party this adventure. If you accumulate enough Improvement Points for that skill, you level it up.

While you will get the bulk of your IPs from using a given skill, you can also get some basic IPs from studying or training that skill as a way to get at least a few ranks in a skill in a safer environment.

An interesting paradigm my old GM pointed out in regards to this system is that you tend to get more IPs the more you fuck up a mission (while if you succeed a mission you get more cash). Surviving by the skin of your teeth by driving away action movie style is more important to the character than driving away from a heist that went smoothly, so it nets you more IP. If GM is generous, if you are the last person alive from the party, you count as the entire party, ergo netting you even more IP for critical successes.

 A similar but less bombastic system is in play in Call of Cthulhu. Whenever the character uses a skill successfully, the GM can prompt them to mark it. At the end of the session you roll for every skill you have marked - if your roll fails (aka - more often for things you are bad at, and less often for things you are good at), it goes up. Simple and straightforward.

Contact has a system where you get a flat XP (based on your int) for using a skill, whether it's a pass or fail (critical successes double the XP, critical failures net you a 0). When you accumulate enough points, your skill goes up. You can train / study for another flat XP gain.

Mouse Guard adds a twist to the formula - you track how many times you have succeeded and failed in a given skill separately, and you have to get both of those numbers high enough in order to level up that skill. During the GM turn you have to pretty much go with the flow as to whether you can succeed or fail, but during the players' turn, you can influence your odds by doing harder or easier challenges to get that specific pass / fail you need.

All in all, XP by Practice encourages the players to be active - to be the person that drives, shoots, talks, gets into trouble, etc. The more rolls you make, the better your character becomes. While this solves the issue of players being passive or not wanting to take initiative, it can be a dangerous tool if you have an attention hog in your party. The system encourages you to be active all the time, even if that would be hogging the spotlight from someone else. Even if that is not an issue in your party, it can encourage hyper-specialisation - "you are the best healer, therefore you should roll to heal. Because you rolled to heal, you become better at healing". You can break up the monotony by forcing characters into a situation where they have to roll out of their comfort zone, but if you are behind on some skill, you have to put in a lot of effort to catch up.

Character Growth XP - Apocalypse World, The Veil, Star Trek Adventures


Systems that use Character Growth XP tend to focus more inwards. The adventure of the session is a way for the player characters to reflect on themselves and the characters around them. These XP criteria can get a bit complicated, so please bear with me.

In Apocalypse World, you get XP for rolling a highlighted stat (stats that best highlight the character), but more importantly - for getting your relationship with another player character (the relationship is called Hx) to "roll over and reset" (either by being very positive or very negative). You gain relationships with other characters either by causing that character to get hurt, or at the end of the session by selection a character that "knows you better than they used to". You lose relationship if someone "doesn’t know you as well as they thought". You also get XP for being manipulated by another PC, or by a few other moves. All in all, the system revolves around relationships with other characters and moving them up or down, even if it has a few other things going for it.

In The Veil, you get a point of XP when you attempt to do something for your own benefit and fail, but also more importantly for things revolving around your Beliefs. A Belief is what it says on the tin - a belief that drives your PC. If your Belief is tested, you get an XP, if it gets you into trouble, you get 2XP, and if your Belief is erased, resolved or changed after being tested - you get 3XP. The system thus encourages you to have Beliefs that would be challenged every session so you can see what ideas will persevere.

Star Trek Adventures is another big and a bit complicated system. First, the character can earn Normal Milestones for challenging their Values ("duty above all else", "we will persevere", etc.) and Directives ("The Prime Directive", "Seek Out New Life", etc.), using those two in a positive or negative way, or getting hurt by an attack. These encourage you to test and question your beliefs and to better yourself - the reward for getting Normal Milestones is usually a shift in focus and replacing your Values, rather than adding more things onto your character.

Characters that were particularly prominent during an adventure receive Spotlight Milestones. Those are used to further shift the focus of your character, but also to alter your Ship's stats as well (refocusing it based on the major events of the adventure). Every few Spotlight Milestones you get an Arc Milestone, which allow you to improve yourself or the ship (by adding points, rather than shifting them around).

Similarly, your character can also gain and lose Reputation based on their actions. They gain it for acting according to orders and Directives, preventing combat, establishing an alliance with an enemy, saving lives and acting above and beyond the call of duty. You lose reputation for challenging a Directive, personnel under your command getting killed, resorting to lethal force without cause and taking unnecessary risks. Reputation is used to gain ranks, privileges and responsibilities in the Starfleet and it is a mostly roleplay progression.

All in all, Character Growth XP is pretty useful when you want the game to focus on the characters at play. Everything loops back onto them and their relationships with themselves and each other, and the adventures of a session are useful mostly when they let the characters have those moments of introspection.

Cinematic XP - Broken Worlds, Fellowship, Chronicles of Darkness


Systems with Cinematic XP put an emphasis on things you would see in a movie or TV show.

In Broken Worlds, you can get XP by using a Train move (which is required to actually level up), but more importantly you will be getting XP at the end of the session for "failing in some regard", "exposing yourself to danger, cost or retribution through your actions" and "progressing your story in a meaningful way". Those three things you could easily see in any TV series - you want the characters to fail because that builds more complicated stories. You want them to expose themselves to danger, since playing safely is boring. And finally, you want all of that to have a meaning to the overall story.

Fellowship has a similar system, although it could just as accurately be described as Goal-Based XP. At the end of the session, you progress if you "saved or protected a community in need", "strike a blow against the Overlord and their minions" and "learn more about the world and its people". The system fits the narrative structure of the Fellowship where you're supposed to be on a somewhat serialised quest like Avatar the Last Airbender.

Finally, there is Chronicles of Darkness, a system with many ways of earning experience. Firstly, a character can get XP for fulfilling or making significant headway towards an Aspiration. Aspirations are either short-term, or long-term things you as the player want to happen with the character. This distinction is important - Aspirations are a Doylist choice by the player, not the character ("my character Watson doesn't want to get hurt, but me, Doyle the writer want him to get into trouble"). For Vampires, some of their aspirations revolve around the vampiric world, and some around the human world instead of being short-term and long-term.

Then, you earn XP for dramatic things that happen to the character - when they get hurt badly enough to be in danger, when a Condition ("Guilt", "Fugue", "Spooked", etc.) impedes them or gets overcome, or when you make your failure a dramatic failure. These generally denote some serious complications the characters might face.

CoD gives you a standard 1 Beat (partial XP) automatically at the end of the session, any dramatic scene can reward additional Beats at storyteller's discretion, and similarly exceptional roleplaying, tactics or character development might merit another Beat.

Another major source of Beats is risking a Breaking Point - when you challenge what it is to be human, when you are faced with supernatural forces beyond your comprehension or the like (appropriate to the supernatural type you are playing), you get a Beat. The Breaking Point check usually also results in a Condition that gives more Beats.

Some supernatural splats also reward different kind of Beats. Playing a Mage you can earn Arcane Beats for following your Obsessions (Mage Aspirations), dealing with consequences of your Magic (Act of Hubris, Paradox), being tutored or tutoring others, and encountering supernatural creatures. Playing a Demon nets you Cover Beats for living under the radar, acting according to your Cover (fake identity / skin you wear to hide in plain sight), or for forging demonic pacts.

This long long list should about cover most of the Chronicles of Darkness splats and systems.

So all in all, Cinematic XP is focused on creating "cinematic" moments in your sessions - moments of high tension, high drama and high consequences. Your story might be one of beating up baddies wuxia style, being the hero that rises up against an evil Overlord, or of a film noire detective getting beaten up on the curb. Whatever it is, it is your story to tell.

Hodge Podge XP - World of Darkness, Exalted


For the sake of completeness and to contrast against the Chronicles of Darkness, lets have a look at Old World of Darkness (Vampire the Masquerade, etc.) / New World of Darkness (Chronicles of Darkness 1st edition - Vampire the Requiem 1st ed, etc.). The system presented by these systems is a bit hard to categorise. You get XP for completing a session, for your character learning something new, for roleplaying your character well, and for acts of heroism. At the end of a story arc, you get additional XP for succeeding at the adventure, for surviving dangerous situations, and for displaying wisdom and coming up with clever plans. In nWoD, you would also get bonus XP when a Flaw you took would impede your actions.

All in all, it's a bit of a Hodge Podge when it comes to categorising. Some are for Character Growth, some are for Cinematic, and some could be considered Goal-Based. The system generally seems to just give you rewards for things you are expected to have in an RPG, without any special focus.

A bit of a more focused Hodge Podge XP system can be found in Exalted. In the 3rd edition, you get a flat mount of XP per session. You also get a bonus Solar XP for two things - Expression and Role Bonus. Expression Bonus comes in when you are impeded by a Flaw, reveal something about your character by expressing / supporting / engaging their Intimacies or being challenged, endangered or harmed while protecting or upholding your Intimacy. Role Bonus comes into play when you cede your "spotlight" and let another character shine in their Caste, or by doing something impressive in accordance with your Caste.

Exalted's Hodge Podge system, despite drawing from Character Growth and Cinematic systems, works much better than World of Darkness since it is used to highlight the key mechanics of the system. Intimacies are important in the system, so you get rewarded for engaging with them. Castes are important to what the characters are, so you should express yourself with them. Sharing the spotlight is important, so even if you don't get to shine, you still get rewarded for not interfering with someone else's moment to shine. It's quite coherent in its design.

Conclusions


Well, that was a long and varied list. If anything, this goes to show how varied the RPG experience can be. You can try to draw a number of conclusions from the comparison.

First of all, if you are designing or homebrewing / homeruling a system, take a moment to think about the XP system and see what sort of games and sessions it encourages. Are those elements congruent with the themes of the system? If so - great! If not - you might want to tweak them. XP system is like any other part of the game you're playing - a tool to help you tell the stories you want to tell. It's best when it encourages the playstyle and experience you want to get, not work against it.

Secondly, you should be aware of what sort of playstyle is encouraged by the game you're playing. Just like other mechanics and themes of the game, it will shape your play. Keep that in mind.

Thirdly, if you are playing a system where the XP system feels bad or like an afterthought, you should probably change it to suit your individual playstyle. In our game of Exalted vs World of Darkness we did exactly that - we threw away the oWoD XP system and made our own that encouraged us to keep looping back into the core themes of our game (it being a game set in high school, we were encouraged to engage with the high school and home life setting, despite being avatars of ancient demigods that fight vampires on the regular basis).

Finally, comparing the systems, it seems that mostly "XP by Practice" could be a detrimental system for an overall constructive play under the wrong conditions. All other systems can be made to serve your story just as well. You can mix and match elements from either to create the perfect experience for your game as long as you are aware of what purpose a given system serves. You want an XP system to reinforce your themes and other mechanics, even if you have to draw from different inspirations. That is fine.

All in all, your XP system will shape your game to a greater or lesser extent. Just like with any tool in your arsenal, make sure it is aligned with the vision of what you want your game to be.

Sunday, 25 February 2018

Player agency over dice randomness

As I explained last time, I'm a mechanically-focused gamer. I enjoy engaging with various game systems to figure out in what ways they work, and in what ways they don't. Last time I covered the difference rolling two dice instead of one can have on game feel, and this time I would like to talk about how a few systems handle player agency over dice randomness. By that I mean various mechanics and resources the players can use to influence their dice rolls, especially the important ones.

The problem - roll and pray


At least once every session a player will come across a situation that is very important to them - perhaps they are down to one last hit point and need to kill the enemy before they themselves are killed, or the character is preparing for a hack that is a culmination of the adventure and their paycheck depends on it. Those dramatic moments where the players wish there was anything they could do to improve the odds, but alas - they can only roll and pray.

I really don't like such situations of being powerless and not having some mechanic one can leverage to improve those odds. Luckily, there are a number of options that various systems have implemented.

Rerolls


The simplest approach to addressing the issue is letting the players have a reroll handy. Those often are a resource shared either between the party or given to the characters individually. Stars Without Number has an Expert class that can reroll one non-combat roll each scene, Savage Worlds gives players a few Bennys per session they can use as a reroll, Godbound has a Word of Luck that is all about manipulating rolls and causing rerolls in various ways.

In general, rerolls are a good option when the characters are somewhat competent at a task and should be able to normally succeed at it. It's a bit less useful when the character is trying to tackle something they are woefully unprepared for - if it's unlikely they will succeed, they will likely still fail with a reroll.

Improving the odds


Another approach that can be taken is improving the odds of the roll before it is made. Chronicles of Darkness gives you more dice to roll if you have the proper gear, and you can further improve your odds by spending Willpower - a limited, refreshable resource. The system also features a number of ways to fudge the dice math to imrove the chance of an exceptional success by using 9-again or 8-again rules. Star Trek Adventures makes you accrue Momentum by performing tasks you're good as so you can buy more dice for a roll when it's really needed. CoD, STA and Stars Without Number give the option of other characters assisting the primary character performing a roll - usually a success by the assistant gives a small boon to the primary roll.

Overall, improving the odds can be especially useful when the character isn't as competent - even a small boon to an unskilled character usually translates to much better odds than adding a simple reroll. They also usually are simpler to justify narratively - you have a clear explanation of why you're getting that +2 to the roll.

Success, but at a cost


Success in a role playing game is often seen as binary - you either succeed, or you don't. Maybe you also have a botch or an exceptional success, but either way - the line is drawn hard. However, there are a few systems where there is a gradient to the failure.

In The Veil (or Powered by the Apocalypse in general), you almost always have two or three gradients of a success. You can outright fail, succeed completely, or in the middle - succeed at a cost. Perhaps you don't get everything you wanted, or there is some complication that occurred as a result of your actions. Star Trek Adventures gives players an option to Succeed At a Cost instead of accepting a failed loss. This allows the task to be successful, but some complication will arise as a result of that roll.

This option is useful for fudging the numbers a little - if the player is just slightly off from succeeding. It's always useful to have it as an option to allow the player to decide whether their task is important enough to warrant the extra cost.

Controlled botches


Somewhat related to the previous section, although distinct enough to warrant its own. In a lot of games you will find rules for botching a roll - failing so badly it's causing some trouble. World of Darkness up to Chronicles of Darkness had a rule where rolling 1s meant subtracting from successes and causing botches if their amount got too big for example. While fun in their own right at times, it's perhaps best when this option is left to the player - letting them decide when they want to be discovered, mislead and so on to create a more interesting game.

Chronicles of Darkness is perhaps a good example of how to give players agency over their botches. When a roll is a failure, the player can opt to make it a dramatic failure to get a beat (a point of XP basically). Outside of attempting a roll with only a chance die, this is the only way to botch in the system, giving the players agency over when it occurs, and rewarding them for allowing it to happen (hopefully giving the GM a chance to make the game more interesting as a result).

Trumping the roll


Some games allow the characters to outright trump the roll with some usually high-end powers or skills. Stars Without Number have some Psychic and True AI powers that roll back an entire turn or a single roll, or go as far as dictating an entire turn and all of its rolls completely (max level True AI power). The same system also features a Warrior class that can auto-succeed at one combat roll per scene, or negate an incoming attack completely. Godbound has one Gift that once per character's entire life they can succeed at any undertaking, albeit only at a basic level.

Those powers are neat, but they need to be carefully balanced not to throw the entire game off balance.

Conclusions


There are many ways RPG systems have figured out how to allow the players to influence their rolls. It's good to have at least once option available to the players, and multiple of these examples can be used simultaneously without feeling like they're overlapping too much.

Saturday, 23 December 2017

Finite vs infinite games

Our roleplaying group has tried a number of systems in the last few months. We've done Godbound, The Veil, the new editions of Vampire, Mage and Werewolf, and we were recently getting ready to play some Star Trek and Star Without Number. While figuring out what to play next, we got into a discussion about some theories of roleplay games. One of the more interesting topics discussed was trying to figure out which games could be played virtually in perpetuity, and which games have finite lifespans. This is the topic I would like to discuss today.

Finite games


So, what makes a game finite? Basically, if there is a point where the group says "we have done everything there is to do, there is nothing else left", you know it's finished. While you could hit some reset button or thread water with some new plots that aren't a continuation of the previous adventures, that's not the point. After you defeat the biggest evil, save the world, ascend to godhood and all that, the story is done, anything you add after that won't live up to the previous accomplishments.

Exalted might be one of the better examples of a game that is set up in such a way as to be a finite game. In Exalted, you play the titular Exalted, a hero imbued with the power of a deity. Your destiny is to achieve great feats, and the world is your birthright as ordained by on high. In the default setting, the world is in a low point, rebuilding itself slowly after it was nearly destroyed centuries ago. There is a power vacuum that formed a few years back after the disappearance of the Scarlet Empress, ruler of the biggest empire in the setting. Now with the reappearance of Solar Exalted, the world is at the dawn of the new era. More likely than not, your player characters will strive to take over this world and forge a new empire.

The setting is finite for a number of reasons. First off, the final goal is clear and achievable - your characters will want to conquer the world. Even if that's not the initial goal you set out to accomplish, you will gravitate towards it because of the second reason - the characters in the setting are meant to be entitled. They are the inheritors of the ancient heroes that saved the world from the tyrannical Titans - every creature, human and god in existence owes them an eternal debt, and their birthright has been proclaimed by the highest of the high gods - The Unconquered Sun. All they have to do is enforce it, which they can do because of the third reason - the characters get very strong very fast. While early on they might have problems surviving against stronger humans, they will soon blossom into the god killers they were always meant to be. The Exalted are the strongest force in the setting, having beaten an entire race of eldritch beings that created the world into submission and putting them all into the prison made out of their own flesh.

Because the characters are so strong, they become entitled. Because they are entitled, they will set out to conquer the setting. Because the setting can be conquered, the game has a natural end to it - it is finite. Once you conquer the world, assert yourself as the top dog of the top dogs, there is nothing you can add to the game to make it more meaningful, and the story ends. Our group played through that in 5 seasons of Princes of the Universe.

The same can be said about Godbound, a game where your end game is literally ascending onto the throne of god and ruling the entire world. To some extent, Chronicles of Darkness are similar - whether you are a Vampire aiming to become or puppet the Prince of your city, or a Mage aiming to achieve ultimate power over magic, there is only so much that can happen in the story before it reaches its natural conclusion.

There are a few other ways a game could be finite without having to be a result of power inflation. The game could be repetitive by its very nature. For example, the Shadowrun game to an extent is a variation on the same formula on repeat - you run a shadowrun. Sure, your guns get bigger, your enemies get tougher and all that, but in its core - run 20 is comparable to run 1. In a superhero genre, the story is generally about punching minions until you punch your way to the main villain, which you then punch and save the day...

Now, having the finite games in mind, let's figure out what games might need to do in order to potentially go on indefinitely.

Infinite games


Infinite games are those games that you could run potentially for years and not really get bored of them. You want them to have some staying power, a variety of things to do.

Our GM for example feels the Ravenloft setting might be an example of something that is conducive to infinite games. In Ravenloft, you play your D&D style adventurers in a gothic horror setting. There are dark powers moving in the shadows and mysteries abound. Foul creatures stalking the land, powerful evil lurking in their dark towers. Life is harsh, virtue is rare.

In other words, you have a rich setting, filled with endless mysteries and an attitude in which whatever good the players might do, it will be noticeable. The characters don't have to set out to defeat the biggest evil and to save everyone. There might not even be a way to accomplish that. However, if they set out to help one person, or a village, or even act virtuous in the uncaring world, they are already an improvement. Moreover, since the characters can only get so powerful, there is no real expectation that they will be able to face off against the biggest horrors or even become very significant players in the grand scheme of things.

On the flip side, you might look at games that mimic the episodic format of a TV show. Star Trek Adventures is a good example of that - the game sessions feel like episodes of Star Trek. In STA, the players take the tole of Starfleet officers. They are not just some low-level redshirts mind you - the PCs start off at the level of Kirk, Picard or Spock. They are every bit as capable, trained and heroic. The main thrust of the game doesn't come from overcoming bigger and bigger problems, but with immersing oneself in the universe of the show. The players can set out to explore new worlds, deal with deep philosophical problems, or try to make the best of a bad situation.

From session to sessions, the characters don't advance as much as you'd expect from a traditional RPG. After a session, the character might change, reflecting their changing values. The growth happens very infrequently and isn't that substantial in comparison to the power level the characters start at.

While this on one hand sounds like the problem mentioned in the past section where the game should be essentially the same in session 1 and 20, it solves the problem of power creep. The variety of stories that can be told with the system and the setting should be wide enough not to fall into a repetitive cycle of gameplay hopefully.

For another example, I think Stars Without Number might be a good candidate for an infinite game system. In the setting, the players play a group of space adventurers in the vein of Firefly. The world is recovering from a calamity that fractured the galaxy into disconnected sectors. After a long period of isolation, many new cultures formed and took to the stars. There are mysteries to explore, ancient ruins to plunder, and loot to find.

What helps the longevity is the sandbox nature of the game. The core rulebook is packed with ways of generating random planets, there are supplements for random adventures, and even books for running a specific style of game (space trader, naval officer, merc, espionage). Moreover, the game encourages the GM to simulate Factions - large interstellar entities that will struggle with one another in the sector (example of these Faction Turns being streamed). All of this is poised to create many opportunities for the players to get involved with the setting.

Lastly, there is only so much a single character can do on its own in the setting. This goes well with one of the philosophies expressed in the core book - "don't keep the players starving". If the group gets a lucky break and earns a bank, they can't really make themselves overpowered. There are no all-powerful artefacts in the setting, there is only so much gear you can buy and carry, starships are still very expensive and require a large crew, and if all else fails - flaunting your wealth is sure to invite someone else to try taking it from you. A very successful character might be an admiral of a fleet, a factor of a merchant guild, or perhaps a ruler of a planet. They are still a single, mortal person that is as likely to get stabbed as they were before. They might be better defended, but they have also became a bigger target. Or the characters might end up as a full-time for-hire adventurer like Han Solo, working with a trusted friend, travelling the stars and making a living through random jobs.

So to sum all up, here are some factors that might help a game reach the infinite game potential, based on the examples above:

  • The characters need to be small fish in a big pond - they shouldn't grow too powerful over the course of the game.
  • The world needs to be bigger than the players - it shouldn't wait for them to come in and solve everything, but move on its own naturally.
  • Focus on mysteries, but keep them contained - solving a mystery is always enticing, and they can be very varied. However, not all of the mysteries should be connected into some giant conspiracy - sometimes a problem happens in isolation and that's fine.
  • Vary the problems - sometimes you want to focus on combat, other times on a social problem, and yet another time on some deductive mystery. By keeping the problems the PCs have to overcome varied, it prevents the games from feeling stale.
With these guidelines in mind, you should be able to run a very lengthy game. After all, while short games or one-shots may be fun, sometimes you want to keep coming back to the same setting and player over and over again.