Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Sunday, 26 July 2020

The Criminal Class - Rogues, Night Caste and their ilk

Many RPGs let you play character types that can only be described by our modern sensibilities as "criminal" or "outcast", whether it's talking about characters that are thieves, assassins, necromancers or something else. This can create an attitude problem, especially when the rest of the party sees themselves as "righteous", or the world doesn't see the "criminal hero" as a "hero".

Scoundrel amongst heroes - the Night Caste


In the base game of Exalted the players play Solars, returning heroes of the world in the vein of Gilgamesh and Hercules. The character "classes" are named after the stations of the sun. The Dawns are the generals and warriors. Zeniths are the priests and leaders. Twilight are sorcerers and scholars. Eclipses are the diplomats. All of them you can see as heroes to be glorified, praised and love by all of their people, getting along and being praised by their fellows. And then you have the last Caste - the Night Caste, the assassins and spies - doesn't sound like something you can trust or be friends with.

Sure, the Night Caste are very valuable when you want to get things done and they compliment the rest of the Castes pretty well, but as far as RPG mentality goes, they feel different.

First of all, they appear less trustworthy than other party members because they are sneaky. They can steal from you, sabotage you, backstab you, lie to your face, etc., that's what they are good at. If you are a paranoid player, you will be paranoid about them, and that's never good.

Secondly, by their nature of being assassins and so on, most of the things they excel at they will try doing alone. This gives them a lot of opportunity to do things without oversight and often give them free reign to call some shots or get the first pick of whatever they steal. They can negotiate with your enemies, steal the best treasure, keep secrets to themselves and so on that the other party members wouldn't be privy to. This again breed more paranoia.

Thirdly, they can be hard to balance encounter-wise and fun-wise. An assassin is supposed to kill people, so if they infiltrate the base of the BBEG, they might want to kill that BBEG by themselves. If they are able to, the rest of the party doesn't get to do some cool fight. If they can't, they might feel like they can't have fun their way. So it's a hard balancing act on how strong they should be vs opponents that might be designed to take most of the party to beat.

Fourthly, if they are too good, they can negate the need for a lot of encounters. We had this problem in Heaven for Everyone - we had a character that cranked Stealth to such a ridiculous degree they could infiltrate whatever they wanted, get all the information they need and sneak out without leaving a trace and avoiding all human and even supernatural guards. We joked that they could just sneak their way to figure out who's the person at the tippe top of a conspiracy pyramid, kill that one person and solve the entire campaign by themselves, but that wouldn't be fun. So we opted not to do that so everyone can have fun.

Fifthly, a lot of what they do is "villain-coded". A Night Caste is all about doing things sneakily, and a lot of activities that require being sneaky are often also shady - running a criminal underground, stealing, assassinations, kidnapping people, espionage, blackmail, stalking, etc. all have negative associations to them, even if they are used for "good" in big quotations. All of these fall under what a Night Caste could easily do, but if they do engage in them they are seen as the bad guys, and perhaps rightfully so.

And finally, these kind of characters are not something you typically glorify - a famous spy is an oxymoron. Sure, in-universe it might not be uncommon, but it still would take a perspective shift for the players at the table to glorify someone running a secret stasi-esque police and a criminal underground silencing dissidents and killing people for future-crimes against the state, in comparison to a Twilight that makes pretty music. All of these sound like something a villain would do from our, modern day perspective, and defending it often is a Thermian Argument.

While a Night Caste might not be the most common go-to when discussing the problem of a criminal RPG class, it is perhaps one of the more fully realised because of the high character agency and power level in Exalted. I've had some experience with that - even in a group of five larger than life narcissists a hero that was all about human sacrifice did not trust me because my character was capable of shady dealings...

A killer is a killer


Going down to more D&D-like things, another similar attitude was perhaps well encompassed by a recent video from All Things DnD:

A paladin and an assassin are one and the same...

Beyond the usual fears of a sneaky character wanting to steal from the party, the characters can argue about the morality of their professions, the honour they possess and so on while at the core of things most if not all D&D characters are killers. This is not through the fault of their own, but by the focus of the game - a combat-focused game like D&D informs the combat-focused characters that play it.

Whether you're a warrior, a paladin, an assassin or the like, in D&D, you kill. One might kill for glory, another for a deity, and yet another for money, but they all kill. To hold that one is immoral while others aren't above one character class can feel bad to play. Sure, most of the time the player opted to play that class on their own "so they should accept its downsides", but it can still be demoralising when other characters boast about how heroic they are or how everyone welcomes them with open arms while potentially shunning the rogue because they are clearly criminal. If they get past that and are all treated like "adventurers" then the situation can graduate upwards to being a Night Caste problem...

Dark magic, evil races, taboo things


In a similar vein you can run into similar type of hang-ups from different kinds of characters. Obviously necromancers, warlocks, orcs, tieflings, or any characters that by default fall on the "evil" side of the alignment chart can be similarly discriminated against by the setting or other players at the table. All such hang-ups should be cleared up before the game starts so everyone would know what they are getting into, how will the game world react to their characters, how will the other players react, etc.

One time we played a game of Godbound in a zombie post-apocalypse setting with one of the characters being a demigod of death. We forgot to discuss how the people of the setting and the PCs from the land that got ravaged by zombies would treat someone that will raise more undead as their main powerset, so we had an argument about it during the game before realising that it would be a really shitty thing to do to tell a player that they couldn't use a large part of their power set due to a hang-up like that mid-game. It was an important lesson to learn.

A pirate is a pirate


On a flip side, sometimes you have to acknowledge when the players are criminals.

A few months back I was looking into running a Stars Without Number campaign. Someone suggested I ran The Pirates of Drinax, one of the more well known campaigns from Traveller. In it, the party is given letters of marque by the king of Drinax so they can be privateers helping restore the kingdom to its former glory.

However, all things considered, it just means the party is a bunch of pirates. The kingdom might have some history, but it's been reduced to a single floating palace. The party will be raiding ships passing by, taking over planets, etc. The only difference between what they are doing and piracy is some descendant of a ruler putting their name on it. Until the actual kingdom is rebuilt, those letters of marque mean nothing.

It's good to call things by what they are so that the players won't be surprised when someone hunts them down like pirates down the line or they get the idea that maybe they should be in charge in this new kingdom. As long as everyone's onboard, have fun!

The same applies to all other potentially criminal or evil activities, like usurping a throne of a kingdom in D&D, or aiding the BBEG...

Conclusions


Before you start playing with "a criminal class" PC in a party that features "good" or "righteous" PCs, it's best to talk with one another about how the characters might be perceived in the setting, the GM or by other PCs. As long as everyone's onboard with how things will be handled, that should be fine. Just remember to stick to it - if you agree that an assassin will be treated like any other adventurer, don't complain about them doing their assassin business (provided they don't betray the party's trust more than other PCs, etc.).

Similarly, it's important for game designers to put extra consideration when introducing "a criminal class" into their game and how they should be treated. Ideally you'd write it broad enough that you could use that same class or character option in a more positive manner, or maybe just let anyone "minor" in the sneaky, subversive arts without making any one class specifically "the criminal class" - warriors could turn into ninjas, diplomats could turn into criminal bosses, sorcerers could turn necromancers and so on so anyone would have the potential to see themselves in heroic or villainous light as needed.

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.

Thursday, 3 January 2019

Ships, Shares and Startups

A primer on economics in space mercantilism.

Introduction


This post discusses a few ideas on how to apply real-world economics to handle low-level space mercantilism and distribution of earnings between PCs and NPCs. The baseline discussion will use the concepts introduced in Stars Without Number Revised book, as well as the supplements Suns of Gold, Skyward Steel and Scavenger Fleets.

The discussed scenario focuses on low-end space merchant groups, ones with relatively small amount of crew where you expect to take big risks and get big rewards. On high-end scale, you’d expect the majority of people employed to have a relatively stable income and fixed payouts for whatever loot they gather. On that scale, refer to Skyward Steel, especially section “Prizes and Captures” on page 19.

If you are looking for some high-crunch mechanics around everything related to space trading and trucking, Traveller's Far Trader might have everything you need and more.

The Problem


Say Gaius and Hixon have earned some money together and managed to buy themselves a ship. They both contributed $500k, bought a ship for $900k and have $100k left over to invest in buying cargo for trading. They agree that they both own half of the ship and are contributing equally to running it, so everything is perfectly balanced. Whatever money they earn, they split 50-50.

Now, let’s say after a while Hixon wants to make a monetary contribution to his academy and wants to cash $10k out to do so. How do you handle this withdrawal from the ship’s funds to keep things fair? You could withdraw $20k and give Gaius $10k to spend on whatever he wants, but maybe he doesn’t have anything he’d want to buy and would rather buy more cargo to turn more profit. Keeping track of that cargo separately would be a problem, so maybe we should find a different solution…

Meanwhile, turns out running the ship with two people isn’t enough. The ship needs another crewmember. They want to hire Magnetar for the standard rate, but she knows working on a dinky little ship is a very risky line of work, as well as that if they score a big score she won’t see any of the extra profits. Now the crew has to figure out how to properly integrate Magnetar into the payout structure so as not to make anyone feel cheated…

And here is where we bust out our computers and engage in a bit of Spreadsheets in Space!

Ship Shares, but different from Traveller


Before we talk about a solution to our problem, let’s briefly touch on similar concepts you might be familiar with.

In the Traveller RPG, your character could earn Ship Shares, which represented 1% ownership of the ship you were on. While an interesting concept, it’s a bit too rigid and doesn’t do enough for our needs.

In Scavenger Fleets you had the concept of Cargo Shares, representing a claim to a certain amount of cargo space on a scavver ship. While an interesting concept in itself, it’s also not what we’re looking for. Cargo Shares are more useful for running small-scale trading on the side of a campaign where the PCs are tied to a specific ship, rather than being more in charge of things like what we are looking for.

In our scenario, Ship Shares would represent a proportional claim to the ship, its cargo and everything associated with it. The number of Shares is not fixed, it can increase and decrease as needed. The value of the Shares is also not fixed not to make them a stand-in for Credits. Ship Shares thus are closer to real-world shares in a company.

Practical example 1 - cashing out


To be able to use the Ship Shares, we have to determine their value. We simply start at some point where we’re liquid - when we have a freshly bought ship, all the credits and no cargo. So in our previous example we have a ship worth $900k and $100k in credits:

What is it?
How much is it worth?
Ship
$900k
Cash
$100k
Total:
$1’000k

We decide to create 1000 Ship Shares and divide them equally:

Who?
How many shares do they own?
Gaius
500
Hixon
500
Total:
1’000

So with our simple math, each Ship Share is currently worth $1’000 credits.

Now, if Hixon wants to cash out $10k out of his own pocket, he has to “sell” his Shares. So our adjusted tables look like:

What is it?
How much is it worth?
Ship
$900k
Cash
$90k
Total:
$990k

Who?
How many shares do they own?
Gaius
500
Hixon
490
Total:
990

The value of the Shares is preserved, but their number has decreased. Gaius owns the same number of Shares he used to, but he owns proportionally more than Hixon.

Practical example 2 - paying with shares


Now let’s say we want to hire Magnetar. She wants a cut of the future profits, but also wants a salary at the end. We agree to pay hey $10k and 10 Shares at the end of our trip.

Who?
How many shares do they own?
Gaius
500
Hixon
490
Magnetar
10
Total:
1’000

Practical example 3 - round trip


Everyone is ready and we lock things in. Now we’ll be dealing with a lot of cargo and other things, so cashing out will be really hard. We spend our $80k and get some guns, and we’re off with a bit of liquid cash.

What is it?
How much is it worth?
Ship
$900k
Cash
$10k
Guns, 80 tonnes
$80k?
Total:
$990k?

We don’t really know how much those guns will sell for in the end, so we don’t try to keep their value too closely. We have a few adventures, our ship takes a beating, we trade cargo a few times, and our spreadsheet looks like a bit of a mess:


What is it?
How much is it worth?
Ship, damaged
<$900k? $700k maybe?
Cash
$1k - we’re kind of illiquid
Cats? Why do we have cats? 1 tonne
???
Roses, 30 tonnes
???
Computers, 10 tonnes
???
Total:
Heck if I know...

At this point, if someone wanted to cash out, we couldn’t give them a fair payment since we don’t know what anything is worth. We could try negotiating what would be a fair cat-to-share payout, but let’s keep things simple and assume you can only cash out when everything is liquidated. So at the end of our journey, we cash out our cargo. Now it’s time to cover our costs:

Item
Net amount
Cash balance, starting
$1k
Cats
+$70k
Roses
+$40k
Computers
+$300k
Refuelling fees
-$1k
Ship repair
-$100k
Magnetar’s Salary
-$10k
Final balance
$300k

Okay, our final cash balance ended up being $300k! We turned a profit! Time to update our sheets:

What is it?
How much is it worth?
Ship
$900k
Cash
$300k
Total:
$1’200k

Our final total balance is $1.2M, so we’re up 20% from our starting point. Not bad! We still have 1’000 Ship Shares, but now each of them is worth $1’200! This means Gaius has earned $100k ($500k investment, current shares worth of $600k), Hixon has earned $98k due to cashing out early, and Magnetar has earned $10k in salary and $12k in Ship Shares! Not bad!

Share salaries and investments


There are a few more concepts you should keep in mind when using this system. First, if you intend on paying the ship crewmembers a regular salary in Ship Shares, you shouldn’t forget to pay the important people on the ship as well. In our example, if Gaius and Hixon would keep paying Magnetar 10 Ship Shares per each trip and she wouldn’t cash any of them out, in 50 missions she would own one third of the ship. It might not be the ideal solution to go for.

Instead, you could pay each member of the crew a certain salary in Ship Shares. Say, everyone would be paid 20 Ship Shares, and they could take a smaller amount of Shares in exchange for a fixed salary. This way the final ownership would tend to represent how much everyone contributed to the ship over the whole campaign, etc. You could increase and shrink your crew easily without worrying about the regular crew being edged out completely.

Similarly, you could also allow people to “invest” in the Ship by purchasing Shares with their own money. If you’d invest in the Ship as a whole, you’d put the money in the pile and get new shares proportional to how much you contributed (in our example, investing $60k at $1’200k per share would net you 50 Shares). If you want to purchase someone else’s Shares, they’d get the money and you’d get their Shares - the Ship wouldn’t see the money.

Finally, if you want to kick someone out of the crew in a fair way, you could force-liquidate their Ship Shares at a fair market value (if Magnetar decided to leave, Gaius and Hixon could force pay her $12k from the Ship to buy back her 10 Ship Shares). This could be useful if you don’t want people that aren’t on the ship to be still eating into your future profits. On the other hand, if you’re strapped for cash, you might want to hold off on that…

Everything else


Now that you are basically running your spaceship like a startup, you can open the game up to a whole world of fun stuff you can find in the real world. Angel Investors that invest in new ships to earn a fair bit of money. Doing Seed Rounds to sell Ship Shares and raise money for future endeavours. Multiplying or dividing the number of shares to keep their value within a certain range (say, if 1 Share becomes worth $100k, you can multiply all Share balances by 100 to make the new Share be worth $1k again). Being straddled with debt for owning some Shares that went belly up, or perhaps re-inventing Limited Liability Company. Etc. Etc.

Your only limit is how much do you want to play Spreadsheets in Space, and how many Space Lawyers do you want to include ;).