Showing posts with label Beats. Show all posts
Showing posts with label Beats. Show all posts

Wednesday, 17 April 2019

Flat shared XP and Geist's Beats per minute

In the past we have discussed a few topics related to what I'd like to bring up today - how Chronicles of Darkness improved the game experience with small tweaks, how it almost fixed minmaxing, how it failed with some Beat systems, and the general discussion of various ways of handing XP in RPGs.

With that in mind, today I heard Geist The Sin-Eaters 2nd Edition was doing away with the choice between Individual and Group Beats you could use in Chronicles of Darkness, instead making Group Beats the only option.

I don't have the PDF, so I'm going off what was mentioned here...

Personally, I think it's a good idea, but the reason for this needs a bit more explanation.

Beats mechanics


In Chronicles of Darkness, XP is awarded to the players in form of Beats. Five Beats make 1 XP. Those are earned in a number of ways - you can get a Beat for fulfilling your aspirations, for dealing with trauma, botching a roll, getting beaten up, and dealing with something that shakes your character's Integrity. All in all, whenever your character faces an important or pivotal moment in a scene, you earn a Beat.

Of course, the system can be gained a bit. You can build characters more for farming Beats, and if you play them right, you can get double the amount of XP other players do, which just can breed resentment at the table - never a good thing.

It becomes less pronounced when you just use the Shared Beats system, but that creates another problem...

Beats per minute


Under the Shared Beats system, whenever a player earns a Beat, it gets put into a shared pool. At the end of the session, you take the Beats and divy them up between all players equally. Everyone advances at the same pace and everyone's fine, right?

Well, there is a small issue with that. Tabletop games are a shared past time - you share the story and the time between a group of friends. However, the groups can be small or big, and that can affect the Shared Beats.

In any game session, you will usually have the flow of the game focus on and spotlight different characters at a different time. With how the Beat system is structured, if your character is in the spotlight you will usually get about a Beat or two per scene. However, it's usually harder to have scenes with multiple characters where everyone gets a Beat, unless you are fighting or facing off some horror (unless everyone starts to have the same encounters, same aspirations and so on, which detracts a bit from the individualism of the characters).

In other words, if this was a TV show, the more characters you have, the less spotlight each gets, and the less character development that is happening. Every session you will usually get a similar amount of story points (and thus Beats) no matter the amount of characters, but the more characters you have the more you have to divide the Shared Beats pool.

This is a similar issue to one discussed under "XP by practice" - there are only so many actions you can take in a scene, so many scenes in a session, so the more players you have the fewer XP you get.

Geist's solution


The solution to this issue is fairly straightforward - don't scale the XP to the number of players, make it more flat. Whether you scale it to "5 Beats and everyone gets 1 XP" (same as Individual Beats), or tweak the number a bit to hit some sweet spot, it's still going to be more enjoyable than "punishing" larger groups of players. This way if you have a scene where only one character is present, working away on their plans or dealing with a personal moment, you can take more time and focus on what's going on than trying to fit some time quota to make sure everyone had time to gain their Beats.

Honestly, I had this idea for this solution and this blog post for awhile, and I'm glad it was put into the system.

Conclusions


Geist's approach to dividing Beats / XP flatly between all the players at the table, without adjusting for character count is an interesting one. It alleviates the pressure to increase the game's "Beats per minute" to compensate for larger number of players at the table, while still keeping a similar per-session character progression for everyone involved.

This puts the game more in-line with systems like Broken Worlds or Fellowship.

Tuesday, 29 May 2018

Punch me in the face for XP - the failure of CoD beats system

Chronicles of Darkness is a pretty great series of games. It fixed a lot of things that were wrong with the oWoD and nWoD series and added a few interesting elements of its own as well. However, one thing I'm finding less and less fun the more I play is the beats system. While it seems fun at first, it starts to incentivise the wrong things after awhile. So today, let's talk about beat farming!

Beats - the small XPs


Beats system in CoD is a replacement of the traditional World of Darkness XP system. Both of them are radically different from systems like D&D - you don't get XP for killing enemies, but for things like accomplishing goals, roleplaying, or in general - having life experiences.

In the first edition of the New World of Darkness, you would gain XP at the end of the session or story based on things like "has your character learned anything?", "did you roleplay them in an entertaining or appropriate way?", "did you perform a heroic act?", etc.

Those were a bit hard to judge at times and often felt a bit contrived. "What did I learn today? Um, let me spin the Wheel of Morality real quick and come up with something". Worst yet - the system can also feel like a further downer after a session that might've not gelled as much. I remember feeling quite shitty after playing in a session that wasn't that great to begin with and the GM sternly proclaiming at the end everyone got the minimal, 1XP. Everything else about that game has since faded from my memory, but that one thing still feels bad...

But luckily, CoD is here to solve that problem with beats! Now each XP is broken down into 5 beats, and you accrue those beats through the game through a number of concrete ways. You get a beat when you accomplish a goal you set for yourself, when you complete a condition, when you get a dramatic failure, when you risk a breaking point (essentially losing sanity or humanity), or even when you get beaten up.

All of those conditions are concrete - it is clear when they are supposed to happen and you can proudly exclaim that you are getting that beat and why. The system is much neater and feels better. However, as anything that's driven by the actions of the PCs, it can get exploited a bit...

Beat farming - stopping the game to get your numbers up


Beat farming in CoD is perhaps the last vestige of minmaxing left from the older editions of the system. You can only get one beat from a given category of beat conditions per scene, but given that you have 3-5 scenes in a session, you can rack up quite the number of beats easily.

Generally, there are a few concrete ways you can reliably get beats in the game. First two are dramatic failures and Inspired cycling. You build your character up so they have at least one very crappy roll (1-2 dice max), and then at least one roll they can use often they are very good at. Usually for the last you combine high dice number with Professional Training 2 (9-again), or Trained Observer (9-again or 8-again).

Then each scene proceed to use your weak skill until you fail, upgrading that into a dramatic failure (giving you a beat), and then using your strong skill to get an exceptional success. While exceptional successes don't get you a beat straight away, the rules state that if that check doesn't have a specific exceptional success bonus, the character should get a beneficial condition. You opt to get Inspired, a condition that you can cash in for a willpower point, a beat, and an exceptional success on 3 successes instead of 5. This means whenever you roll your strong skill, you spend a willpower point (giving you extra 3 dice), spend the Inspired condition (getting that willpower back) and fingers crossed - you get that condition back again instantly. Rinse both each scene for 2 beats per scene.

In Mage the Awakening, I'm not sure whether by design or by accident, whenever a character completes an Aspiration (their short or long term goal), they get a new Aspiration. Moreover, higher-end Mages have more and more "Obsessions" - long-term Aspirations focused on supernatural things. You can cash both an Aspiration and an Obsession each scene for a beat and an "arcane beat" (beat you can only spend on magic stuff). This can start derailing the characters into "my current aspiration is to go to where the next scene is and do what we were planning to do anyway" and "I want to learn more about the particular supernatural creature we're currently investigating". This stops being conductive to "emergent gameplay" and just becomes a race to get more and more beats...

Moreover, Mages can also farm Arcane Beats by resolving conditions imposed by spells. The book even explicitly states that farming beats this way is normal. In a sidebar section called "The Beat Goes On..." we read - "At this point, you may be wondering what’s stopping you from loading up on Condition-causing spells in a relatively safe environment, resolving them all, and earning Beats by the bucket load? The honest answer is “nothing, mages do it all the time.”...". This means if you have a Mage with Fate 2 in your party, you can cast Exceptional Luck each scene, giving everyone in the party a beneficial condition they can use and gain a beat that way.

Finally, at the end of a scene, you can just punch each other in the face and get a beat (at least if you're mortal - supernaturals might have to cut one another up for it). If you take damage in your last three health boxes, you get a beat. For an average person, you need about 5 points of bashing damage, which heals after 75 minutes - most often enough for a scene change. Punch each other in the face each scene and farm those precious beats...

So if you're hard-core, each scene you can get a beat for damage, dramatic failure, fulfilling a condition and fulfilling an aspiration rather easily. That's a beat shy of a full XP each scene, so you might end up with about 4XP at the end of a session - which is an insane amount (1XP is healthy for a normal session). Would the game be fun though? Heck no...

Mechanics distracting from the game


Discovering an exploit in a game can be fun. It makes you feel smart for noticing the various mechanics that make something up, you go through the rush of research as you dig deeper into the problem and finally you have the sense of mastery as you figure out the most optimal way of abusing the exploit. It is fun, but that's not what Chronicles of Darkness, or RPGs in general are about.

Sure, you can have a group that's all about deriving fun from breaking a game and exploiting the mechanics, do that by all means. You can similarly enjoy the Ivory Tower Game Design, but after awhile it feels like a system that punishes sub-optimal play.

Recently my group and I have switched systems in one of our game from Savage Worlds to Chronicles of Darkness. A new player joined us that didn't have experience with CoD. We had fun with the session, but by the end I came out of that session with 6 beats, and the other players had only 3 beats a piece. I am by no means a better player than them, nor was my character a more important part of that story. The only difference was I knew how to farm beats and I made a character that allowed me to farm beats. Since we're all loss-averse by nature, seeing someone get twice as many beats was most likely not a pleasant experience. We started using group beats since that point...

In a different session, one of our players cared about a particular NPC - they were tied to their backstory and so on. When my character failed a roll related to helping that NPC investigate their missing father however, I decided to cash it in for a dramatic failure and a beat, much to the dismay of the other player. The failure was not important to my character, but it was going against what the party wanted to accomplish. If we continued on this path for a longer game, we'd probably all start screwing the party over with dramatic failures sooner or later. Luckily it was a shorter game and we learned our lessons.

Cut the beats


Honestly, I feel if the beat system was cut entirely from CoD, the system might be better for it.

Say, if the players and the GM agreed to say, give everyone 1-2 full XP per session, that might be a good pace. Aspirations wouldn't give beats, but would be a way to communicate with the GM and the rest of the party what you as the player want out of a given session. Conditions already either give you a bonus when you "cash them in", or get rid of a penalty if they're negative once you get rid of them. Getting beaten up and surviving means you survived a fun action scene and either continue your story, or have some new enemy to beat up in the future. Risking a breaking point is a dramatic enough moment that it is interesting on its own, and finally for dramatic failures - perhaps the GM could offer you a Doylist choice with some kickback if they believe a botch would add to the story. Some of them could give you Willpower - another important resource in the game, or perhaps a reroll you could cash in in the future. Either of those options would be meaningful, but not important enough to heavily encourage the players to derail the game for their own benefit.

So all in all, the beats system in Chronicles of Darkness is an interesting tool, but when taken to its "rational conclusion" - it starts to break down. It's possible the game might be more enjoyable if we weren't chasing that proverbial carrot at any given opportunity...

Thursday, 18 January 2018

How Chronicles of Darkness almost fixed minmaxing

The various World of Darkness games have a long history in the RPG community. The games have been around since 1991 and always had a strong following - not competing directly with D&D, but instead going for a more modern gothic horror settings with various staples of modern horror movies - Vampires, Werewolves, Mages and so on. Also for a long while they were pretty much a heaven for minmaxing. The most recent edition (Chronicles of Darkness) however, managed to largely solve this issue.

World of Darkness and minmaxing


World of Darkness (the old games, Vampire the Masquarade, etc.) had a very appealing character building and progression system. It was essentially a point buy system - you would have a budget of dots to spend on given categories and you could make your character within those boundaries however you liked. So if you had 7 dots to spend on your Physical Attributes, you could max out Strength and get your Stamina very high, but you would have very low Dexterity. Having 13 dots to distribute in your Knowledge Abilities you could be a PHD in Science and world's greatest surgeon at the same time, but you might know nothing about Law, Occult or Computers. You could also make yourself a generalist, having some basic knowledge across all fields but specialising in nothing.

You also had a few freebie points to spend at the end of the character generation, either taking Merits, or buying up more points in Attributes, Abilities and Advantages. If you really wanted to be the world's greatest hacker, surgeon, lawyer and politician in the same combination, you could invest in those dots.

The system was pretty straightforward and elegant - you didn't have any random rolls during character creation, you started off roughly at peak mortal level of competency and you could make your character however you wanted...

Unfortunately, there were ways to build a character optimally, and I'm not talking about "let's build a murderer so he survives longer".

See, after the character is created, you start earning XP. You don't level in this game, but instead can spend those XPs directly to raise your stats. So you can go from Strength 3, to Strength 4 to 5, etc. Again - very elegant approach, much more organic than hitting level milestones and so on. You're constantly improving yourself.

The main crux is that the higher the stat, the more it costs. Attributes cost current rating x4, so Strength 1->2 costs 4XP, while Strength 4->5 costs 16XP. Abilities cost current rating x2, Disciplines cost x5 or x7.

In other words, if you only focus on starting the game with a few very high stats you will be possibly hundred or more XP worth of dots ahead of a character that is an all-rounder. And this is a game where getting 5XP or more in a session is somewhat rare.

This pretty much meant a lot of characters were hyper-specialised early on and comedically incompetent in other areas. Not necessarily the best choice for a game more focused on more grounded narrative.

Chronicles of Darkness and minmaxing


World of Darkness came and went with its Time of Judgement. After a decade of a metaplot, the series got a reboot in a much less metanarrative-heavy setting called at the time the New World of Darkness. The new line of books focused on being more streamlined, chipping away some stranger bits and keeping the core more focused. Overall, it was a very good reboot, and the mechanics also got a small update.

For our discussion - the freebie points were gone, so you no longer had as wide of an option to push the minmaxing limits, and now the cost of the last dot of any given stat cost you double to further curb minmaxing. However, the old problem still persisted - generalists were punished, while specialised characters still got way ahead.

In comes Chronicles of Darkness, the second edition of nWoD. Not as large of a reboot as last time, but it was still a redesign of a few core mechanical concepts of the game. Something you didn't know you wanted until you got it. Once again, more streamlining and this time - the problem of minmaxing was almost solved.

You once again built your character a dot at a time, this time with no extra cost for the last dot. No freebie points, just a normal distribution of dots. Then, when you get into the game, you notice that one big difference - all of the XP costs are flat. Strength 1->2 costs 4XP, Strength 4->5 also costs 4XP. The costs are flat across the board. Since you didn't get any freebie points, every character has the same amount of dots in the various categories. This means the system is finally fair and even no matter what you do, right?

Well, there is a new, small problem - Beats.

Beats, Botches, Conditions and minmaxing


Beats are a really cool concept, certainly a welcome addition Chronicles of Darkness has introduced. Basically, each time the character fulfils an aspiration, or get into a really big fight, etc. they get a beat. You get five beats, you get one XP. Simple and fun.

Since you don't have to spend as much XP to push your stats to that final level, you get a lot less XP per session - one full XP is a generally good session, as opposed to about 4XP in the previous edition.

You get beats for a lot of activities - fulfilling your goals, getting beaten up, at the end of a session, etc. However, you also get them for taking "a dramatic failure" (a botch), or when a condition is resolved. Those two relate directly to dice rolling.

Another change Chronicles of Darkness introduced was that players had control over when they botch and not. The players don't just getting a bad roll and botch straight away (minus chance rolls, but those are infrequent). Instead, whenever the character fails a roll, the player can opt to turn that failure into a dramatic failure and get a beat that way. This gives the players a nice agency of when they really don't want to screw up badly and when they can risk it.Very neat.

On the opposite end, when a player rolls very well. When they roll an exceptional success, they get a condition - basically a short-term advantage they can use. Often, the players will get an Inspired Condition, which they can spend to make a roll turn into an Exceptional Success easier. That counts as resolving that condition, which means they get a beat. From our play, this also often ends up triggering the exceptional success and chaining into another Inspired Condition, giving players a perpetual way of generating beats.

Now, there is a small limit - you can only get a beat from any given source once per scene, so you can't just botch 5 times over and get an XP. You can, however, botch 5 times in 5 different scenes and get that.

So how is this minmaxing? Well, whether your roll fails or gets an exceptional success is heavily dependant on how many dice the character has in the given roll. If they have very few dice, corresponding to low dot amounts, they will fail more often, giving them a chance to take a dramatic failure more often. If they have a lot of dice in a roll, they are more likely to achieve an exceptional success, take the Inspired condition, resolve it on a similar roll, get another exceptional success and keep chaining it.

At either extreme, you get more opportunities to get more beats, therefore advance more. If you're average, you will often succeed, but not enough to trigger an exceptional success. So a minmaxed character will be able to both roll very poorly and very well, while a generalist will be stuck at being mediocre and neither getting the dramatic failure and a beat, nor the exceptional success and the condition resulting in a beat.

Overall, it's not really that bad in-game - you will usually have a way of getting beats one way or another, and introducing group beats means you don't feel like you fall behind other players. It's definitely an improvement over the previous editions!

Conclusions


World of Darkness and New World of Darkness gave a high XP-equivalent advantage to minmaxing characters as opposed to ones that spread their dots around. New World of Darkness curbed that a bit, but it wasn't until Chronicles of Darkness where that problem was largely solved. However, the last edition introduced new ways of gaining more XP that favour minmaxed characters. CoD is still a notable improvement over the previous editions, however.