When I don't get immediate fawning attention for a post on Story Games, I take it to my blog.
Here's a thing I said about how I run red box D&D*, expressed as Apocalypse World agendas and principles.
Agenda:
Make the world seem real
Play to find out who survives
Show off the thing you've made
Do this by saying:
What your prep demands
What the rules demand
What honesty requires
What the principles require, namely:
Principles (not exhaustive):
Look at the player's characters through crosshairs (and your own monsters even more so)
Jump forward with quirky and memorable characters
Interpret the characters' actions charitably - give them a chance to reconsider
Digress occasionally - describe the mushrooms on a cave-wall or the stonework on an archway
Treat your monsters as real, living beings.
Look to the fiction first, and the rules second - roll as a last resort, but always roll when it's called for
Think offscreen (especially about adjacent rooms)
Revel in violence and gore - describe the terrible results of an axe-blow, the screams of dying goblins, the sound of arrows hitting flesh.
Principles for Prep (i.e. dungeon design):
Design an interconnected dungeon (see here for advice)
Include unbeatable threats
Make opportunities for experimentation and exploration
Make your dungeon part of the natural world
But also make it fantastical and weird
Include non-combatants, neutrals, and possible allies
*Mentzer, mostly. Moldvay is for RPG hipsters.
Tuesday, October 12, 2010
Monday, October 4, 2010
World of Conan
I'm having just about the most fun possible noodling away on a Conan hack for Apocalypse World. Mostly I'm just reconfiguring and rewriting the regular classes, but check it out:
For the Tyrant:
When you send your armies to do battle, roll +army. On a 10+, you drive your enemies before you. You can:
- Capture territory along your border
- Quell rebellion and crush dissent
- Secure contested territory
- Loot and pillage an area, extracting slaves, food, and wealth
On a 7-9, choose one of the above, but:
- You must face your enemy on the battlefield
- You take heavy losses (take -1army forward)
- You incite rebellion and dissent
On a miss, you are exiled, besieged, or face a coup or assasination attempts.
Now I'm working on a replacement for open your brain. I'm thinking "when you give yourself over to the inexorable urgings of your blood..."
For the Tyrant:
When you send your armies to do battle, roll +army. On a 10+, you drive your enemies before you. You can:
- Capture territory along your border
- Quell rebellion and crush dissent
- Secure contested territory
- Loot and pillage an area, extracting slaves, food, and wealth
On a 7-9, choose one of the above, but:
- You must face your enemy on the battlefield
- You take heavy losses (take -1army forward)
- You incite rebellion and dissent
On a miss, you are exiled, besieged, or face a coup or assasination attempts.
Now I'm working on a replacement for open your brain. I'm thinking "when you give yourself over to the inexorable urgings of your blood..."
Wednesday, September 8, 2010
Conflict and Task
Task vs. Conflict resolution is one of my favourite subjects, because it's straightforward, easy to explain, and immediately useful to design and play. This came up in a post on the Barf Forth Apocalyptica forums, and I thought it would be worth sharing more broadly, if only to provide me something to link people to, rather than swamping threads all over the internet.
Here's a task: "Swing my sword at a guy"
Here's a conflict: "Kill a dude"
Here's a task: "Drive my car real fast through the city"
Here's a conflict: "Get to the hospital in time to save my buddy"
Here's a task: "Climb in through a window"
Here's a conflict: "Get into the tower without being seen"
Tasks are what your character is doing. Conflicts are about what your character wants. It doesn't matter what scale your conflicts and tasks are at. Tasks are what the characters are doing - what's happening in the fiction. Conflicts are about the outcome - what do we care about?
All instances of play have task resolution. A character does a thing, and there's a way of finding out whether they do it well or badly. That system could be explicit in the text, or it could be implied (usually they're explicit though). The system could use some kind of randomiser or other resolution "Roll a d20, add your skill, and try to beat the number the GM says" "See if your Skill score is high enough for the task you're doing, and if it is, you do it well" or it might not: "Say how well your character does a thing. That's how well they do it".
I say "all instances of play" because although the text of the game's rules might not say anything about it, as soon as you have fictional characters in your game performing any kind of action, you have a system for deciding how well they do them.
All instances of play have conflict resolution. A character wants a thing, something is in the way, and there's a way of finding out if they get what they want or not. That system could be explicit in the text, or it could be implied (in traditional games, they're often implied or absent). The system could use some kind of randomiser or other resolution "roll a d10, add your strength. Subtract that number from their hit points. If they've got none left, they're dead" "See if your Will is higher than theirs. If it is, they tell you what you want to know" or it might not: "See how well you did the task, and then the GM will tell you whether that got you what you wanted or not"
That last example is the most common kind of conflict resolution in traditional games. Call of Cthulhu, AD&D (outside of combat), World of Darkness (mostly), all of those pretty much exclusively have systems where the dice tell you how well the character does a thing, and then it's entirely up to the GM whether that gets them what they want or not. People call those "task resolution" games, but in play they have conflict resolution too, it's just handled almost entirely by the GM.
A common thing GMs in those games do is to make conflict resolution depend on task resolution. They'll say "If you make your driving roll, you'll get to the hospital on time" or "If you make your climbing roll, you'll get into the tower without anyone seeing". That's not written down anywhere in the rules text, it's just a thing a lot of people have learnt to do.
Another thing a lot of GMs of these games do is make their decision dependant on their sense of drama and timing "Ok, you've succeeded on your roll, so you're driving fast through the city, and you're nearly at the hospital. But your buddy in the seat next to you, he's burst his stitches and he's bleeding out. You're gonna need to put pressure on the wound and drive at the same time!"
One more thing some GMs do is make their decision based on the needs of the story they have planned in their heads, or that they're imagining the players want. "You're driving fast through the city, you don't hit anything, and you pull up outside the hospital. You run around to the other door to drag your buddy out, but by the time you get there it's too late. He whispers one last thing: "Project... ...Manticore"
So that's one way of doing conflict resolution. Now lets look at an explicit (as in, contained in the rules text) conflict resolution system. D&D3E.
I know. You're all like "But!" and I'm like "Deal with it, haters." D&D3E has an unambiguous conflict resolution system. It's just really difficult to use, time consuming and fiddly, and frequently ignored in play. Except for combat. Combat is the most straightforward conflict resolution system in the game. Let's take a look:
You want to kill a thing, so you take out your sword and hit the thing with it. That triggers the combat conflict resolution system. There's some fussing with initiative and such, but the core of the system determines two things: How well you hit the thing with your sword, and whether or not that kills it. That's task and conflict resolution right there:
"Roll a d20, add your strength and attack bonus, plus any other modifieres, and try to get over the target's AC" This is task resolution. Do you hit it with your sword?
"If you hit, roll a d10, add your strength, and subtract that number from the target's hit points. If they've got zero or fewer left, they're dead." This is conflict resolution. Have you succeeded in making them dead?
All right? Now lets look at non-combat conflict resolution. Your dude wants to climb up a tower into the window, and he doesn't want anyone to see. The DM has prepped this area, so we know where the guards are and how high the window is off the ground, and all that. Lets assume right now that the guards are all elewhere, and all we need to worry about is getting in that window. The system says (and I'm paraphrasing right now because I don't have the books with me) "Roll your climb skill against a difficulty set by the DM. The difficulty is 15 for masonry walls, +5 if it's slimy or wet (which it isn't, according to the GM's prep). If you succeed, you move your speed score in feet up the wall. If you fail by less than five, you move half your speed. If you fail by five or more, you fall."
We roll the dice, you get a 20. So your dude moves 30 feet (your speed) up the wall. That's task resolution.
Is that high enough to reach the window? We look to the DM's prep. If so, you're in, if not, you have to roll again. That's conflict resolution.
In practice, most groups don't rigourously apply the conflict resolution rules in D&D3E, and end up leaving conflict resolution entirely up to the DM, who uses one of the process I described above. D&D3E conflict resolution requires immense dedication to following a lot of fiddly rules, as well as detailed and comprehensive prep from the DM. It's a huge pain in the ass, and hence, in my opinion, not a good set of rules.
Apocalypse World has an explicit conflict resolution system because if you follow the procedure set out in the books, conflicts between fictional characters will be resolved, without the decision being left up to the MC or to any player. Sometimes the MC will have to make a judgement about the fiction of play (will they suck it up, or give in?), and sometimes the player will have to make a decision (inflict terrible harm, or take little harm?), but those aren't usually in and of themselves deciding the outcome of the conflict. Sometimes conflicts won't be resolved by a single move. Sometimes there'll be a whole snopwball of moves before a conflict is resolved. We don't always know whether a given move is going to resolve the conflict right now or not. Sometimes it will be left unresolved for a while, but the immediate situation will have changed. This is what makes Apocalypse World different from explicit stakes-setting games like Dogs in the Vineyard or PTA, and more similar to other conflict resolution games like Sorcerer or D&D3E.
Here's a task: "Swing my sword at a guy"
Here's a conflict: "Kill a dude"
Here's a task: "Drive my car real fast through the city"
Here's a conflict: "Get to the hospital in time to save my buddy"
Here's a task: "Climb in through a window"
Here's a conflict: "Get into the tower without being seen"
Tasks are what your character is doing. Conflicts are about what your character wants. It doesn't matter what scale your conflicts and tasks are at. Tasks are what the characters are doing - what's happening in the fiction. Conflicts are about the outcome - what do we care about?
All instances of play have task resolution. A character does a thing, and there's a way of finding out whether they do it well or badly. That system could be explicit in the text, or it could be implied (usually they're explicit though). The system could use some kind of randomiser or other resolution "Roll a d20, add your skill, and try to beat the number the GM says" "See if your Skill score is high enough for the task you're doing, and if it is, you do it well" or it might not: "Say how well your character does a thing. That's how well they do it".
I say "all instances of play" because although the text of the game's rules might not say anything about it, as soon as you have fictional characters in your game performing any kind of action, you have a system for deciding how well they do them.
All instances of play have conflict resolution. A character wants a thing, something is in the way, and there's a way of finding out if they get what they want or not. That system could be explicit in the text, or it could be implied (in traditional games, they're often implied or absent). The system could use some kind of randomiser or other resolution "roll a d10, add your strength. Subtract that number from their hit points. If they've got none left, they're dead" "See if your Will is higher than theirs. If it is, they tell you what you want to know" or it might not: "See how well you did the task, and then the GM will tell you whether that got you what you wanted or not"
That last example is the most common kind of conflict resolution in traditional games. Call of Cthulhu, AD&D (outside of combat), World of Darkness (mostly), all of those pretty much exclusively have systems where the dice tell you how well the character does a thing, and then it's entirely up to the GM whether that gets them what they want or not. People call those "task resolution" games, but in play they have conflict resolution too, it's just handled almost entirely by the GM.
A common thing GMs in those games do is to make conflict resolution depend on task resolution. They'll say "If you make your driving roll, you'll get to the hospital on time" or "If you make your climbing roll, you'll get into the tower without anyone seeing". That's not written down anywhere in the rules text, it's just a thing a lot of people have learnt to do.
Another thing a lot of GMs of these games do is make their decision dependant on their sense of drama and timing "Ok, you've succeeded on your roll, so you're driving fast through the city, and you're nearly at the hospital. But your buddy in the seat next to you, he's burst his stitches and he's bleeding out. You're gonna need to put pressure on the wound and drive at the same time!"
One more thing some GMs do is make their decision based on the needs of the story they have planned in their heads, or that they're imagining the players want. "You're driving fast through the city, you don't hit anything, and you pull up outside the hospital. You run around to the other door to drag your buddy out, but by the time you get there it's too late. He whispers one last thing: "Project... ...Manticore"
So that's one way of doing conflict resolution. Now lets look at an explicit (as in, contained in the rules text) conflict resolution system. D&D3E.
I know. You're all like "But!" and I'm like "Deal with it, haters." D&D3E has an unambiguous conflict resolution system. It's just really difficult to use, time consuming and fiddly, and frequently ignored in play. Except for combat. Combat is the most straightforward conflict resolution system in the game. Let's take a look:
You want to kill a thing, so you take out your sword and hit the thing with it. That triggers the combat conflict resolution system. There's some fussing with initiative and such, but the core of the system determines two things: How well you hit the thing with your sword, and whether or not that kills it. That's task and conflict resolution right there:
"Roll a d20, add your strength and attack bonus, plus any other modifieres, and try to get over the target's AC" This is task resolution. Do you hit it with your sword?
"If you hit, roll a d10, add your strength, and subtract that number from the target's hit points. If they've got zero or fewer left, they're dead." This is conflict resolution. Have you succeeded in making them dead?
All right? Now lets look at non-combat conflict resolution. Your dude wants to climb up a tower into the window, and he doesn't want anyone to see. The DM has prepped this area, so we know where the guards are and how high the window is off the ground, and all that. Lets assume right now that the guards are all elewhere, and all we need to worry about is getting in that window. The system says (and I'm paraphrasing right now because I don't have the books with me) "Roll your climb skill against a difficulty set by the DM. The difficulty is 15 for masonry walls, +5 if it's slimy or wet (which it isn't, according to the GM's prep). If you succeed, you move your speed score in feet up the wall. If you fail by less than five, you move half your speed. If you fail by five or more, you fall."
We roll the dice, you get a 20. So your dude moves 30 feet (your speed) up the wall. That's task resolution.
Is that high enough to reach the window? We look to the DM's prep. If so, you're in, if not, you have to roll again. That's conflict resolution.
In practice, most groups don't rigourously apply the conflict resolution rules in D&D3E, and end up leaving conflict resolution entirely up to the DM, who uses one of the process I described above. D&D3E conflict resolution requires immense dedication to following a lot of fiddly rules, as well as detailed and comprehensive prep from the DM. It's a huge pain in the ass, and hence, in my opinion, not a good set of rules.
Apocalypse World has an explicit conflict resolution system because if you follow the procedure set out in the books, conflicts between fictional characters will be resolved, without the decision being left up to the MC or to any player. Sometimes the MC will have to make a judgement about the fiction of play (will they suck it up, or give in?), and sometimes the player will have to make a decision (inflict terrible harm, or take little harm?), but those aren't usually in and of themselves deciding the outcome of the conflict. Sometimes conflicts won't be resolved by a single move. Sometimes there'll be a whole snopwball of moves before a conflict is resolved. We don't always know whether a given move is going to resolve the conflict right now or not. Sometimes it will be left unresolved for a while, but the immediate situation will have changed. This is what makes Apocalypse World different from explicit stakes-setting games like Dogs in the Vineyard or PTA, and more similar to other conflict resolution games like Sorcerer or D&D3E.
Saturday, August 28, 2010
A Thing I've Been Thinking About
At the risk of stirring shit up just when folks were starting to have productive conversations.
"Play should be personally and socially fulfilling" is the one big thing to come out of the Forge in the last ten years, apparently. I'm like "Yup. Cool." Creative Agenda, as a thing that exists and makes play personally and socially fulfilling is something I can get behind, no problem. Things happen in a game, stuff changes, on your character sheet, in the fiction of the game, and in the social relationships between the players, and you notice and appreciate that change. You see it as "progress" rather than just change, because you've got a creative agenda.
So no problem with that.
But! I'm not sure that the specific formulation of creative agendas as falling into three general categories of "Story Now", "Right to Dream", and "Step on Up" is a useful way of thinking about Creative Agenda. I don't see it helping in design, nor do I see it helping in fixing problems in play. I do see specific understandings about how to design for Story Now play as being useful, but I don't see correlated insights into Step on Up and Right to Dream play. I do see a lot of arguments and explanations and wars over definitions.
So, anyway. Maybe related to that, maybe not, here's a thing I've been thinking about: There are three general things going on in roleplaying games, all of which seem rewarding to players in greater or lesser degree.
Theme
If you looked at the fiction of play as if you were reading a book, what would the book be saying? What's the game "about"? Is it about good triumphing over evil (or failing to do so)? Is it about what difference one person can make in a corrupt society? In the ficton this looks like when you find out that no, your Dog isn't going to shoot that woman in the face, or oh shit yes he is. It's when you discover (to little surprise) that there are no repercussions for killing all those orcs. On character sheets, it's you scratching out that "I will become King" belief, and writing in "I have no use for Kings". It's you checking off that last experience point for killing that dragon, and leveling up your character. Socially, it's having this shared understanding of an issue or an idea not because you've argued about it or maybe even talked about it, but because you've shared a story about it, and maybe you don't quite agree on how to interpret that story but you both see the story itself as true and right.
Experience
How does it feel when you're playing? Are you feeling what your character is feeling? Are you sweating over tough decisions for your character, or do they come easy? Is it scary? Is it sad? Is it hard to do or is it easy? In play this looks like how it feels when you are playing The Mountain Witch, and you're looking around the table trying to figure out what Dark Fate the other players have drawn. Or in Apocalypse World, your character is pinned down, under fire, and the MC gives you an ugly choice and you can feel that knot in your stomach. Or in Bliss Stage, that kind of weightless, shadow-punching feeling the first time your character goes into the dream, where you don't know how to make it work and you and the anchor play feel it out together. Most noticeably, it's that thing some people get where if their character is sad, they're feeling sad themselves, or angry, or whatever. I don't experience that so much myself, but it totally happens. I don't know what this looks like on character sheets. Maybe it's the feeling of leveling up a character - choosing different options and thinking about their consequences. Socially, it's that thing where, hey, our characters slept together and we both know that it's just a game and doesn't mean anything, but at the same time it totally does mean something and you flush a little when you think about it.
Performance
What skills are you showing off when you play? Acting skills? Like, you're speaking for your character, trying to give a convincing portrayal of emotions, an entertaining performance. Also, it's when you're showing off other skills, like, putting your guy in the right spot in a combat so you improve your chances of winning, or when you think of a smart plan and enact it well. In play it's any time you're speaking for your character, but especially when everyone is watching you speak for your character, the big moments. It's when you spend an hour arguing semi-in-character about the best way for your made-up dudes to attack a made-up fortress. On character sheets, I guess it's choosing the best options to level up your dude, or to demonstrate that you can make a better, more creative, more interesting character. Socially, it's like, when you are around the table, who shines brightest? Who is the best? How well did you do last week, and how well will you do this week. More charitably, it's like, we're all playing at a certain level, and we're all egging each other on, trying to see if we can take it to that next level. How far can we go, as a team? How good can we get?
"Play should be personally and socially fulfilling" is the one big thing to come out of the Forge in the last ten years, apparently. I'm like "Yup. Cool." Creative Agenda, as a thing that exists and makes play personally and socially fulfilling is something I can get behind, no problem. Things happen in a game, stuff changes, on your character sheet, in the fiction of the game, and in the social relationships between the players, and you notice and appreciate that change. You see it as "progress" rather than just change, because you've got a creative agenda.
So no problem with that.
But! I'm not sure that the specific formulation of creative agendas as falling into three general categories of "Story Now", "Right to Dream", and "Step on Up" is a useful way of thinking about Creative Agenda. I don't see it helping in design, nor do I see it helping in fixing problems in play. I do see specific understandings about how to design for Story Now play as being useful, but I don't see correlated insights into Step on Up and Right to Dream play. I do see a lot of arguments and explanations and wars over definitions.
So, anyway. Maybe related to that, maybe not, here's a thing I've been thinking about: There are three general things going on in roleplaying games, all of which seem rewarding to players in greater or lesser degree.
Theme
If you looked at the fiction of play as if you were reading a book, what would the book be saying? What's the game "about"? Is it about good triumphing over evil (or failing to do so)? Is it about what difference one person can make in a corrupt society? In the ficton this looks like when you find out that no, your Dog isn't going to shoot that woman in the face, or oh shit yes he is. It's when you discover (to little surprise) that there are no repercussions for killing all those orcs. On character sheets, it's you scratching out that "I will become King" belief, and writing in "I have no use for Kings". It's you checking off that last experience point for killing that dragon, and leveling up your character. Socially, it's having this shared understanding of an issue or an idea not because you've argued about it or maybe even talked about it, but because you've shared a story about it, and maybe you don't quite agree on how to interpret that story but you both see the story itself as true and right.
Experience
How does it feel when you're playing? Are you feeling what your character is feeling? Are you sweating over tough decisions for your character, or do they come easy? Is it scary? Is it sad? Is it hard to do or is it easy? In play this looks like how it feels when you are playing The Mountain Witch, and you're looking around the table trying to figure out what Dark Fate the other players have drawn. Or in Apocalypse World, your character is pinned down, under fire, and the MC gives you an ugly choice and you can feel that knot in your stomach. Or in Bliss Stage, that kind of weightless, shadow-punching feeling the first time your character goes into the dream, where you don't know how to make it work and you and the anchor play feel it out together. Most noticeably, it's that thing some people get where if their character is sad, they're feeling sad themselves, or angry, or whatever. I don't experience that so much myself, but it totally happens. I don't know what this looks like on character sheets. Maybe it's the feeling of leveling up a character - choosing different options and thinking about their consequences. Socially, it's that thing where, hey, our characters slept together and we both know that it's just a game and doesn't mean anything, but at the same time it totally does mean something and you flush a little when you think about it.
Performance
What skills are you showing off when you play? Acting skills? Like, you're speaking for your character, trying to give a convincing portrayal of emotions, an entertaining performance. Also, it's when you're showing off other skills, like, putting your guy in the right spot in a combat so you improve your chances of winning, or when you think of a smart plan and enact it well. In play it's any time you're speaking for your character, but especially when everyone is watching you speak for your character, the big moments. It's when you spend an hour arguing semi-in-character about the best way for your made-up dudes to attack a made-up fortress. On character sheets, I guess it's choosing the best options to level up your dude, or to demonstrate that you can make a better, more creative, more interesting character. Socially, it's like, when you are around the table, who shines brightest? Who is the best? How well did you do last week, and how well will you do this week. More charitably, it's like, we're all playing at a certain level, and we're all egging each other on, trying to see if we can take it to that next level. How far can we go, as a team? How good can we get?
Monday, August 16, 2010
Review Manifesto
Here's what I want to see:
"I played this game X many times, with Y people, in Z circumstances."
"I think the circumstances in which I played the game had the following effect on play:" (If you do a bunch of stuff in play that's not in the text, talk about that and why you did that stuff. If it's in the text, but maybe not obvious, point it out.)
"I was expecting this from the game, but the experience it gave me was like this"
"The effect of this mechanic on play was to..."
"This aspect of the game was effective in producing this kind of play"
"Games with similar mechanics are the following... ...here's how this game is the same, here's how it's different"
Criticism sandwich! Say something nice about the game at the beginning and the end of the review. Even if you don't really mean it. Even if you have to work hard to think of something. I cannot overstate how effective this technique is in making people actually read and understand things they don't want to hear.
Comparison with other games, or other techniques (in terms of effect on play, not in terms of quality).
Discussion of principles of design.
I care about what the experience of play is like, and how the game's mechanics influence that experience.
Oh! Make the review as short as you reasonably can, without compromising the content.
Here are some things I don't want to see:
A review of the game as a product. I don't care whether you would recommend I buy it.
A biography of the designer. It's cool to put the game in historical context, but it's a review of the game, not of the designer.
Words like "good" or "bad" or "quality". I think words like "useful", "effective" and "taste" are better (and more useful).
A review of the text. I don't really care if the text communicates effectively or not. Let someone else review for that.
Argument from authority. Don't reference theory in the body of the review, unless it's straightforward enough to be explained right there. It's cool to link to "further reading" at the end though. Quotes in the body are iffy. Only do it if it's really the best way to communicate the idea, not to make it sound like some important internet person agrees with you.
Don't make a whole bunch of other essays required reading for your review. Absolutely draw on that knowledge and those ideas, but if it's too complicated to explain in the review, it's probably not that clever anyhow.
Don't affect academic language. The Academic style is a shibboleth for excluding those who haven't paid their dues to the academic hierarchy. Just write like regular. Conversational.
Here are the kinds of games I think should be reviewed:
Any game. All games. Probably your decision about what to review should be informed by how useful your review will be to helping people understand broader concepts of design and play. So, probably a bunch of reviews of near-identical trad games isn't super useful. But I'd be pretty interested in a good review of a few of the more diverse traditional games.
"I played this game X many times, with Y people, in Z circumstances."
"I think the circumstances in which I played the game had the following effect on play:" (If you do a bunch of stuff in play that's not in the text, talk about that and why you did that stuff. If it's in the text, but maybe not obvious, point it out.)
"I was expecting this from the game, but the experience it gave me was like this"
"The effect of this mechanic on play was to..."
"This aspect of the game was effective in producing this kind of play"
"Games with similar mechanics are the following... ...here's how this game is the same, here's how it's different"
Criticism sandwich! Say something nice about the game at the beginning and the end of the review. Even if you don't really mean it. Even if you have to work hard to think of something. I cannot overstate how effective this technique is in making people actually read and understand things they don't want to hear.
Comparison with other games, or other techniques (in terms of effect on play, not in terms of quality).
Discussion of principles of design.
I care about what the experience of play is like, and how the game's mechanics influence that experience.
Oh! Make the review as short as you reasonably can, without compromising the content.
Here are some things I don't want to see:
A review of the game as a product. I don't care whether you would recommend I buy it.
A biography of the designer. It's cool to put the game in historical context, but it's a review of the game, not of the designer.
Words like "good" or "bad" or "quality". I think words like "useful", "effective" and "taste" are better (and more useful).
A review of the text. I don't really care if the text communicates effectively or not. Let someone else review for that.
Argument from authority. Don't reference theory in the body of the review, unless it's straightforward enough to be explained right there. It's cool to link to "further reading" at the end though. Quotes in the body are iffy. Only do it if it's really the best way to communicate the idea, not to make it sound like some important internet person agrees with you.
Don't make a whole bunch of other essays required reading for your review. Absolutely draw on that knowledge and those ideas, but if it's too complicated to explain in the review, it's probably not that clever anyhow.
Don't affect academic language. The Academic style is a shibboleth for excluding those who haven't paid their dues to the academic hierarchy. Just write like regular. Conversational.
Here are the kinds of games I think should be reviewed:
Any game. All games. Probably your decision about what to review should be informed by how useful your review will be to helping people understand broader concepts of design and play. So, probably a bunch of reviews of near-identical trad games isn't super useful. But I'd be pretty interested in a good review of a few of the more diverse traditional games.
Tuesday, June 29, 2010
Master of Illusion
GM's Guide
When the characters aren't doing anything, choose one of the following:Threaten something they care about
Offer a clue to a mystery
Hint at a greater threat
Introduce immediate danger
When a character does something chancy, have the player roll a die, then choose one of the following:
They get what they want, but with a price
They don't get what they want, but they do get something else
If they rolled a 6, add:
They get exactly what they want
They get what they want, and something else as well
If they rolled a 1, add:
They don't get what they want, and now they're in even worse trouble
They get what they want, but it lands them in even worse trouble
When a character is seeking information, have the player roll a die, then choose one of the following:
They get a small clue, enough to lead them further
They get nothing about what they wanted, but they spot a different opportunity
If they rolled a 6, add:
They get a major break
They get nothing about what they wanted, but some other advantage instead.
If they rolled a 1, add:
They get stonewalled: Nothing
They get nothing, and they land themselves in trouble
In all cases, always:
Misdirect: Don't tell the players which option you chose from the lists. Pretend something in the fiction made it happen.
Make them Work for it: The more the character cares about something, the harder it is for them to get it.
Player's Handbook
Character Creation
Create a character which is a product of your unique artistic vision, and reflects what you desire from play
Make sure your character is compatible with the other characters in the group
Make a character which fits into the setting and story of the game to be played
Players, at all times:
Have your character act as you believe that character would, if they were a real person in those circumstances
Ensure your character is willing and able to follow clues provided by the GM
Speak for your character and have them only act on information available to the character
Express your character's unique personality, and try to "immerse" yourself in the game
Stick with the other characters, and don't fight with them too much
Do not question the Player's Handbook, or the GM
If anyone breaks any of the above rules, choose one of the following:
Accuse them of "metagaming" and make a scene
Complain to the GM that they are hogging the spotlight and being a primma donna
Put up with it, but sulk
Feel smugly superior, and look for a better group
If the player is a woman, add:
Tell them that girls don't understand roleplaying games
Explain to them in simple terms exactly what they did wrong
If you are the GM, add:
Have their character fail more often, until they learn how to do things right
Saturday, June 12, 2010
Modular Pre-gens
I wrote a Story-Games post about the Cold City game I ran at Day of Games, but I wanted to pull out here what I think is the stand-out technique that I used in that game, a technique for producing pre-generated characters, suitable for a convention game or a one-shot, that gives the players some choices about their characters. I think it helps make the players feel connected to their characters and to play them with more nuance and empathy.
I did this for a game of Cold City, but I think it'd work for any game where the characters have shifting agendas or motivations, and where revealing those in play is part of the fun.
I wrote four characters, each with a different national background and a different draw into the situation. By themselves, the characters were fairly stereotyped, straightforward archetypes. An American ex-diplomat, a Russian former soldier, a French Resistance fighter, and a German Bureaucrat.
I also wrote up four "secret agendas", representing a mission given to the character by the spy agency they work for, organisations like the CIA, Gehlen Org, and so on. Here's an example one:
My hope was that building the character themselves, out of pre-generated pieces, the players would feel a little more ownership of the characters, and play them with a little more nuance. I've found that sometimes in convention games, players can play their characters as slavishly devoted to whatever cause or motivation they're given at the start of the game. For this game, as I think Cold City requires, I wanted the characters to have multiple conflicting goals. I think having the players work on their characters themselves helped them buy into the characters' goals, but also helped them see those goals as negotiable.
In play, it worked out pretty well. The players all reported feeling pretty connected to their character, and they enjoyed answering the questions before and during play. I was really happy with how that aspect of the game worked out.
I did this for a game of Cold City, but I think it'd work for any game where the characters have shifting agendas or motivations, and where revealing those in play is part of the fun.
I wrote four characters, each with a different national background and a different draw into the situation. By themselves, the characters were fairly stereotyped, straightforward archetypes. An American ex-diplomat, a Russian former soldier, a French Resistance fighter, and a German Bureaucrat.
I also wrote up four "secret agendas", representing a mission given to the character by the spy agency they work for, organisations like the CIA, Gehlen Org, and so on. Here's an example one:
CIAAs well as the secret agendas, I wrote "personal motivations", individual motives for the characters, these were also randomly assigned. Here's an example:
Your Mission: There’s a Soviet mole in the RPA. Intercepted transmissions indicate that they’ve been assigned to this mission, but don’t give any clues to their identity. Find the Russian agent and eliminate them. You have a syringe of insulin which will kill someone without leaving any traces.
Questions:
Answer now: How did you come to work for the CIA?
Answer during play: Are you willing to kill a colleague, and possibly a friend?
AbsolutionSo you'll notice that in those examples there's a bit that says "answer now". After the players chose their characters, I randomly handed out the secret agendas and personal motivations. The players then had to work out how these three elements fit together into a whole person.
You did something terrible during the war, something you can’t forget. Maybe this mission is your chance to redeem yourself, or maybe it’s where you finally meet your punishment.
Answer now: What terrible thing did you do?
Answer during play: What will it take for you to find absolution?
My hope was that building the character themselves, out of pre-generated pieces, the players would feel a little more ownership of the characters, and play them with a little more nuance. I've found that sometimes in convention games, players can play their characters as slavishly devoted to whatever cause or motivation they're given at the start of the game. For this game, as I think Cold City requires, I wanted the characters to have multiple conflicting goals. I think having the players work on their characters themselves helped them buy into the characters' goals, but also helped them see those goals as negotiable.
In play, it worked out pretty well. The players all reported feeling pretty connected to their character, and they enjoyed answering the questions before and during play. I was really happy with how that aspect of the game worked out.
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