Showing posts with label lrp. Show all posts
Showing posts with label lrp. Show all posts

Thursday, 6 August 2015

#RPGaDay 2015: Day 6 - Core competences

Prompt: Most recent RPG played

Like Feng Shui before it, Fate Core rocks the
appeal of combining gunplay, swordplay, magic and
cyborg apes.
The most recent game I've played is my by-Skype Fate Core game, Operatives of CROSSBOW. If this were the prompt for Monday it would be No Rest for the Wicked. So it goes. I talked about Fate Core a fair bit last year, I think, but what I love most about it is its flexibility. It's designed as a moderately universal system, and it is in terms of content. You can run pretty much any sort of story under Fate Core, which is not to say that it is the only game you'll ever need. It only has one style of play; as crunchy as you might make the skill set, it is fundamentally a collaborative narrativist game and will never be hardcore simulationist or competitive.

The content customisation is vast, however. Permanent and transitory qualities of people, objects and places are described by Aspects, the abilities of animate beings by Skills and special abilities by Stunts. Anything else can be tacked on. I created three magic systems for CROSSBOW in about an hour, although I'd spend longer if they were a major part of the game or if how they worked mattered.

The next game I have planned will likely also run in Fate Core, because I like being able to stat an NPC in seconds and because an 80s action TV inspired game isn't right for Gumshoe.

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So, my broader discussion is on adaptability.

Generally, the simpler a system, the easier it is to adapt. Fate Core is designed for it, and keeps things nice and simple. Skills are trained abilities and give a flat bonus for rolls based on that skill. Aspects define intrinsic properties and can be invoked by spending Fate points or by Creating an Advantage, an action which either creates or exploits an existing Aspect and usually gives free invokes. Stunts either provide a narrow +2 bonus or some means of bending the rules in a specific situation. Stunts can easily be expanded to provide systems of magic and superpowers, and Aspects to include a heroic origin or mystical nature. Skills are tailored to setting.

Power systems are always the most complicated, often requiring substantial front loading (see for example the Dresden Files RPG,) and the one restriction I would tend to go with in any similar game having played The Dresden Files is 'all wizards or no wizards'. They're just too much more complicated, and while an all-wizard group would all know the rules pretty well (we hope) the players of a vampire, a sea monster and a faerie have no cause to learn those rules and you can end up with the wizard's player and GM spending a lot of time referring to the book (seriously, they're complex as hell, and I played Ascension.) I guess you could be more flexible once you were comfortable with the system, but not at first.

Unisystem Lite was my old go-to for conversion, but again it requires a lot of front-loading. My Stargate and Star Wars ports each had a few bits of description and a crap tonne of Qualities and Drawbacks. Still, it worked pretty well. Gumshoe would almost certainly port easily to pretty much any investigative setting, again with a bit of front loading on career profiles.

D20 on the other hand, basically needs a core book to use. You could work from just the basics, but creating and balancing classes is hard to do and pretty much impossible on the fly, and just look how many professionally produced licensed games screwed it up. This is because D20 is complicated. Its simplest iteration is D20 Call of Cthulhu, best described as an interesting experiment, which pares the system to the bones (its classes are 'offence' and 'defence' and are only very slightly different.) D20 works pretty well for a game with a zero to hero ethos, where PCs start off weak and become mighty, facing appropriate enemies all the way up.

Similarly, anything gritty and simulationist is likely to be rules heavy and thus hard to adapt, even though it should be pretty straightforward since its job is to be a simulation engine and thus relatively free of fiddling narrative conventions. The problem is that each setting then requires fixed rules for anything specific to that setting, which are often difficult to develop on the fly.

Ironically, the worst system to approach for adaptation is something like GURPS, which was to all appearances designed to be a universal, largely simulationist game engine and then incorporated a massive corpus of specific exceptions, including rules for simulating narrative conventions such as Anime Hammerspace.

Monday, 9 March 2015

No Rest for the Wicked - When Angels Fall

This weekend was my first field LRP experience, crewing in a No Rest for the Wicked event at Castle Featherstone near Haltwhistle.

The Castle is in many ways an awesome venue, but it is right up in the borders, in the middle of nowhere and it's an old (but not ancient) listed building. Since I was up there with +Ian Porter this meant that there were significant access issues for him, as well as a four hour drive (of which I slept two either way.)

We arrived on Friday afternoon and helped with prep before briefings and dinner. I was a largely silent partner in the Inquisitorial meeting, since I didn't have much background on the business at hand, but it was quite fun just watching +Rob Collins heave to as the Lord Inquisitor and I had provided some of the IC paperwork that +Jamie Smith was given (including the encrypted copy of Wordsworth's Daffodils that he painstakingly decoded. I played Inquisitor Daedalus of the Ordo Malleus as a grumpy, slightly puckish veteran, largely because I knew my other main role was going to be a complete stiff.

I asked +syen iess's PC to look into whether the Lord-Militant (Ian's main NPC) had been cursed or hexed, but in retrospect I was way too oblique and by the morning word was going around that he was making deals with the forces of chaos. Oops.

I largely failed to bring that other character in on Friday, as I was too tired to drum up the confidence to break in on PC conversations. Huge thanks to +Timothy Edwards for providing someone for my self-entitled failure to bounce off. We blamed the weather on the 'harmonic convergence' and moved away from the windows at one point.

Towards the end of the night I was in the crew room while a group of crew ran through the ritual I wrote up for their cultist NPCs. They didn't stick completely to the script, but if I'd realised that they were going to perform the ritual rather than have people turn up the notes, I wouldn't have required the victim to be 'clad in naught but skin' in the first place.

On Saturday my rubbish politico basically got rolled on by the PCs. First the Inquisition got heavy with local politics (my guy didn't have the leverage to fight this, but the outraged response from the other noble NPCs was excellent) and then, having made the first selfless decision of his life, he was arrested because someone told one of the Lord-Captains that he was trying to steal her thunder (+Hazel King has made no bones about her PC's motivation, but I share Rob's disappointment that we just didn't have time to run the arrest as a linear.)

This took him out of play from the afternoon on, so I played Daedalus again for a bit. Finding evidence of heresy he joined a snatch raid to arrest another of the planetary nobles, inadvertently shifting the mission to a live capture. I promptly handed her over to the Ordo Hereticus, who failed to give a fuck as they seemed to be distracted trying to take control of a planet, or something. This was just part of the whole socio-political sector of the game swinging wildly off book; two of the three candidates for planetary governor ended up arrested on the PCs' orders and there were serious plans to cosh the third and take her off-world for her own protection. I don't think any of their dark secrets were actually unveiled, largely because no-one actually felt the need to get a handle on them.

I switched to my third NPC, an adventurous Navigator, for the Navigators' party, which had some culinary grotesquerie (gummi worms in advocat) and lots of cool storytelling; we ended up comparing the death cults which seem to spring up in the bowels of the 40Kverse's vast voidships with embarrassing regularity.

I had planned to go to bed after that, but instead I ended up dressing as a fishman and menacing players in company of a ratman and a giant lobster. How I managed to ambush PCs in that suit I do not know. Also, the head came off as I did my last death, so they carried it away with them. The whole thing was the highlight of the weekend for me, even if it did leave me knackered the next morning. Pictures of this will follow as soon as I get them (+Ben Brown - Catriona has a lot of pics; could you pass on my email?)

On Sunday I played Daedalus again, and finally got some PCs to bring me things. Sadly not an actual daemonhost - I think they took those to the Hereticus and they were already dead before I could spirit them away to the maximum fun chamber - but I did get a partial host and a set of notes. I also got to bring a heavy bolter to a party (explaining 'it looks like it's turning out to be one of those sorts of party.')

And then home, which took a long time (drive, plus a couple of hours on train and bus) but ended with a series of notes from +Johanna Scott-Bennett reminding me to look after myself.