Monday, 24 August 2015

#RPGaDay 2015: Day 24 - The House Always Wins

Prompt: Favourite House Rule

I don't know that I have a favourite 'house rule'. I find them useful, but have yet to find one that I thought 'wow; yes. That.'

I do have a clear least favourite house rule, that comes from the old IoD chronicle. The ultimate power of the vampire discipline of Presence is called Sovereignty; it's a room control ability that prevents anyone acting in a way that would displease you. They can't attack you unless they beat you in an opposed contest or you are directly attacking them, although they can try to stop you attacking an ally. That's not a problem; it's a powerful effect, but it's a top-tier power.

The problem was that as written it was a high-maintenance power: Each time someone tried to act, the user and the opponent had to make a test and the one with the most successes won. If you managed to act, you didn't need to test again. This was a lot of tests, however, and the unofficial (despite claims to the contrary - see below - it was never incorporated into the addendum for the society) house rule was that a) the user tested once, when activating the power, and b) you had to test to act, and if you failed, that was it; you didn't get to test again. A meant that the user could pump what was already bound to be an imposing pool through the roof, and combined with B meant that any chance of a lucky roll getting you through was gone, which meant in turn that unless you were a complete monster (or had the right Carthian devotion) then you might as well not bring your game to a fight, because some motherfucker was more or less bound to have Sovereignty, and if you'd spent your points on being good enough to cut it in a fight using the appalling Mind's Eye Theatre rules, you sure as shit weren't going to stand a hope in hell against a long-term character's Sov.

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One of the things that made it impossible to ever change the above ruling was that when people remembered that it was a house rule at all, they assumed it was an official part of the addendum, when in fact it was neither. This is actually a common problem with house rules, from Monopoly (the most common rule that people assume is part of the official game is that fines go in the middle of the board and you collect them if you land on Free Parking) to any RPG with a complex enough rule set. For LARP in particular, people tend not to want to got to the rulebook any more than they have to, so the ultimate authority is whomever sounds confident enough.

Come back tomorrow as we enter the closing straight of RPGaDay 2015.

#RPGaDay 2015: Day 23 - Under pressure

Prompt: The perfect game for you

My perfect game would probably be a narrative/dramatic adventure game with aspects of anachronistic technology and alternate history, and some elements of the mystical (probably falling short of a full spell-casting system,) puzzles and conspiracies and strong collaborative elements.

I'm pottering on a very vague concept of the sort running on what I call the Steam Engine (I'm sure that's been done,) the central mechanic of which is Pressure. Players build up Pressure when they fail important rolls, or can voluntarily take harm or accept narrative complications to add Pressure to their pool, and then spend Pressure to boost later actions, resolve complications or otherwise advance the plot in an interesting way, thus ensuring that all characters get a chance to do something, because even if the dice hate them, they'll eventually have enough pressure to do something awesome.

#RPGaDay 2015: Day 22 - Welcome to the jungle, we got roleplaying games

Prompt: Perfect gaming environment

Nice quick catchup here, because I've already talked about gaming environments in posts about the advantages of playing tabletop at an actual table, and virtual tabletops (and c.f. Day 14.)

Job done.

Friday, 21 August 2015

#RPGaDay 2015: Day 21 - I can show you the world...

Prompt: Favourite gaming setting
Don't be fooled. These daft looking buggers will quack you up (although... I
don't know what's going on with that shield.)

So, my knee jerk response to this one is Warhammer 40,000, which I do adore in all its overblown, grandiose, Gothic-punk, sometimes-ironically macho glory, although as an observer from outside the wargame I am aware that the setting has undergone some changes I don't care for, like the implication that the Emperor gained his powers (aside from immortality) from a pact with the Dark Gods of whom he is the antithesis. Aside from this making little sense cosmologically, from a narrative standpoint it harms the purpose of the Emperor, which it always seemed to me was to illustrate that in the grim darkness of the far future, even a godlike, entirely benevolent superbeing can't do shit in the long run to make the universe less crappy. That just be how it is.
Also available in webcomic form.

This being the case, I'm going to go with Glorantha, which I love simply for its absolute commitment to a realistic anthropology (allowing for the proven, indeed unquestioned existence of gods, spirits, magic and anthropomorphic ducks.) In the computer game, King of Dragon Pass, the only road to victory is to immerse yourself so much in Orlanthi culture that you can make the most Orlanthi decisions, rather than necessarily the most rational from a real world perspective. Moreover, when undertaking Heroquests it was necessary to memorise the story of your quest, then adjust for the existence of Chaos and any other variations, again by being totally Orlanthi about your decisions.

Anyway, I have no doubt that once more James Holloway is doing a better job of selling Glorantha* than I am. Again, it's one of his focus areas.

It's odd, given that one of the things I like about 40K is its vastness, that what makes Glorantha more appealing to me is the limits to its scope; that what lies beyond your borders is a total mystery, which means that your focus is on the here and now. You might look to the horizon, but ultimately that won't get the pigs in.

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So, what about writing settings, because when push comes to shove, I'm a writer and a world-builder. Another friend of mine is currently working up a world-building project on his blog, so you can check that out, but it's made me think about my own process and my own flaws in setting writing (short version - way too much detail, leaving no space for the PCs to inhabit.) We were talking on G+ recently about gods and godly 'domains', which is a kind of D&D concept, I guess, but not an uninteresting one, and about how magic affects society, but I think more importantly from a writing perspective, how much information is needed to sell the setting.

Consensus on that one seemed to be about 1500 words, preferably with something to break up the text like an image or timeline; enough to give a taster of the world without overloading your poor readers. I suspect that it might also be advisable to write this before fleshing out the details, at least in draft format, as for a game setting the appearance is arguably more important than the finer points, which are ultimately something for the players to find out, change and possible even define in play. Fate Core is very specific about this, and part of the game prep process is sitting down with your players to a) determine what kind of game you all want to play, b) generate characters, and c) define certain fixed points in the world. In play, it is possible to invoke aspects for effect to change the world on the fly; it's all part of heroing.

Also an intriguing setting in its own right, with
its fusion of  magic and science.
While rarely enshrined in the mechanics, this is something of an assumption with RPGs in general; that your PCs are free agents and can change the world. It's not going to be easy to rig the ballots, assassinate the king, or overthrow the deerocracy in favour of a system of government founded on the altogether more rational basis of strange women lying in ponds, but you could do it. If you were so inclined, you could walk straight past the tavern and camp in the woods, or mug the old storyteller and steal his stuff. In some cases this would be a total dick move, but consider - for example - The Ashes of Valkana. No spoilers, but if you've seen that through to the end you'll know that the party would have been entirely justified in telling one particular Quest Giver where to shove his giant, rotating exclamation mark, even if it would require the GM to wing it while they became fugitives from justice.

This is why 40K RPGs tend to favour a local setting. You're never going to overthrow the Adeptus Terra, the sheer scope of such an enterprise boggles the mind and would test the most robust of mechanics, involving as it would millions of ships the size of city blocks and a number of people that the brain can not comfortably encompass acting across a substantial percentage of the galaxy. You probably could do it, with a lot of effort and a highly narrative system, and it would be a very long shot, but manipulating planetary or even sector politics is a much more achievable goal, which makes it fun to try, while the difficulty of moving such a calcified system makes it potentially rewarding even if you fail, so long as you fail interestingly (cf. small victories in CoC.)

I'm out for the next couple of days, so I'll be back on Monday with a round-up of the next few topics. That will be 'perfect gaming environment', 'perfect game for me' and 'favourite house rule'. In the meantime, check out the hashtag for posts by folks who get at their keyboards during the weekend.

* Not that I've watched today's vid yet, so more fool me if he's talking about Puppetland.

Thursday, 20 August 2015

#RPGaDay 2015: Day 20 - The horror!

Prompt: Favourite horror game

Duh.
Yeah, the immediate answer on this one is a bit of a no brainer. Call of Cthulhu may not be quite everyone's cup of gibbering cosmic terror, but it's kind of the horror game. Once more, James Holloway covers this better than I could, being a colossal Lovecraft nerd where I am more of a colossal dilettante nerd (not to say that he doesn't have his share of dilettantism, but Lovecraft is a bit of a specialty.)

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So, to talk about something other than Lovecraft, what is the purpose and place of horror in gaming?

While the Big C... No, wait... While Cthulhu looms large in the background of any discussion of horror games, there was a time - the 90s - where the first and last word belonged to White Wolf's World of Darkness game series. Sort of. Vampire the Masquerade was billed as 'the storytelling game of personal horror' and Werewolf the Apocalypse as 'the storytelling game of savage horror', but Vampire games often ended up more towards a mafia-based soap opera in feeling, and Werewolf as Captain Planet: The Furry Years*, due to the former's emphasis on byzantine vampiric politics and the latter's on combat against truly and unequivocally monstrous foes. It was only with Wraith the Oblivion that White Wolf really produced a game that focused on horror thematically, rather than mechanically, but Wraith was an agonisingly difficult game to play well and a pain in the arse if you were playing it wrong.

I think in the end, the old World of Darkness failed as horror because their rationale for incorporating horror into the games was almost certainly, because this was the case with just about anything else, because it was cool, and horror that is cool is seldom really horror. I mean, did anyone ever watch The Lost Boys for the horror thrills?

In Call of Cthulhu and it's ilk, and perhaps in general, the primary purpose of horror is cathartic. As James notes in his video, the fact that you ultimately never win in CoC means that it's okay to lose, but it also means that small victories become triumphs as you overcome the unstoppable, if only for a moment. To me, that is part of the appeal of horror; not the inevitable defeat, but the small moments of triumph along the way. In vampire horror it's a major win making it to daybreak; in zombie horror a night of sleep is worth more than 100 gold and a really big party. Mere survival becomes a victory when victory becomes unattainable.

I guess that's why, for my money, Changeling the Lost is the most successful 'horror' game in the old and new WoD series, because it really is about facing something that you can never defeat; not just your Keeper, but your past. In some ways it ties in with the Lovecraft theme, because Lost is about characters who don't know who they are; whose very psyches are prone to collapse whenever the fragile networks of validation which they create are breached. Like Lovecraft himself, the Lost cling to evidence of identity and value that they know to be a lie, because they have nothing else. Creeping dread is difficult to maintain in the atmosphere of a gaming group - easier in many ways in LARP, which is more immersive - but identity crises can be managed with any group with a reasonable level of character investment.

And perhaps that's the real challenge to horror gaming: To find investment in a character you know to be short-lived. Certainly it's the real trick to horror writing, to snare the reader's sympathy for someone they know to be doomed.

* I'm being flippant, but I've enjoyed many games of both.

Wednesday, 19 August 2015

#RPGaDay 2015: Day 19 - You'll Believe a Man Can Fly

Prompt: Favourite supers game
Oh, man; old White Wolf straplines. That was some
pretentious shit.

I've not played many superhero games, so while Marvel Heroic Roleplaying is almost certainly better, I'm going to pick out White Wolf's Aberrant - the second game of the Trinity Universe, set in the unimaginably far flung future Libertarian paradise of 2008 - as my favourite of those I have played.

Aberrant's advantage is not really its setting, which like all old White Wolf games is pinioned by the weight of a sacred metaplot, although there are aspects of that which I quite like. The basic spiel is that a disaster in an orbital space station bathes the world in phlebotinum radiation and superheroes are born when ordinary humans spontaneously manifest a nugget in their brains that allows them to control quantum energies and do stuff. What they can do varies massively, from 'supernormals' who are simply extraordinarily good at mundane skills, to Superman-style flying bricks, elemental manipulators, teleporters, speedsters, telepaths and everything in between. The in-all-other-games-largely-benevolent Aeon Society establishes itself as a registration agency for 'novas' and uses this to keep Earth's superhumans controlled, occupied and chemically sterilised.

What Abberant did pretty well was allow different power levels of Nova to play in the same ball park, although at the top end there wasn't much you could do about canon characters like Caestus Pax (black, officially sponsored Superman) or Divis Mal (godlike continuity-wide antagonist who might in fact have been able to just create his own world and fuck off into it if he got bored.) The only time you got to do anything involving them was in the canon campaign where you could watch Mal hand Pax his ass (oh, White Wolf.) But yeah; overall there was equal play in being a badass supernormal or the human bunsen burner, although the former tended to require a little more effort from the player*.

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Scale is difficult in superhero games, and the reason for this is simple. Batman. As Captain Atom once pointed out, on the basis of his abilities, Batman is a comically underpowered C-lister. In universe he walks among the gods of the DCU because of his intelligence, tactical ability and the liberal application of headology (he can fight alongside the likes of Superman because he fights alongside the likes of Superman,) while in 'real' terms he does it because, well... he's Batman, and while most people accept that he's a bit of a cock, that doesn't stop them enjoying seeing him punch an uppity metahuman or alien god in the face***. If it wasn't for Batman, martial arts detectives would probably stay happily in their own genre, karate kicking mafiosi in the throat. Not even Frank Miller would envisage a scenario in which the Green Hornet and Kato went toe-to-toe with Superman.

But Batman is a superhero, and that makes things complicated****, because narrativism be damned, all RPGs contain an element of simulationism and superhero games in particular really like to define power sets, and that means you need a mechanic in which Batman doesn't just spend all his time in traction. Many approaches have been tried, from fate point-based meta-mechanics to the 'ah, fuck it' approach of early supers games, which just didn't try to balance. One I haven't seen yet - although Marvel Heroic Roleplaying's affiliations are similar - would be to link characters and stories to themes or genres, giving different characters an edge when a particular story is clearly taking place 'in their book'.

Advancement is also difficult. Most superheroes plateau fairly quickly, as the alternative is the kind of power creep that results in super-ventriloquism, whereas RPGs thrive on steady progression. D20 supers games are among the worst for this, since D20 assumes a protracted mook-punching phase in your career path, where most superhero narratives require a much quicker escalation (unless you're playing something more like Smallville, in which case you probably want the Smallville RPG,) and a system which requires you to jump over 10 levels of power progression to play what you want to play is the wrong system.

I guess what I'm saying is that superheroic roleplaying is hard because the mechanical side of RPGs entails the kind of specific analysis that superheroic fiction was never intended to weather. Superhero stories thrive on the willing suspension of disbelief, the acceptance that a man can fly. As soon as you start talking about the physics of it - well, once you get past the whole 'but science says a bumblebee can't fly'***** business - you're no longer willing that suspension, you are asking to be convinced, not just that Superman can fly, but that Batman, an ordinary human of extraordinary skill, could evade Darkseid's inescapable Omega Beams. Despite the massive crossover in fanbase, the gamer instinct to dissect and model is almost completely opposed to the comic reader instinct to accept and marvel; it's a curious phenomenon.

Come back tomorrow, when I think we're talking about horror. In the meantime, do look out the hashtag and in particular, while I've not seen it yet, I would be very surprised if James Holloway's video for today didn't have some interesting things to say, because the man knows his comics.

* One of the PC in my old campaign was a tactical genius, but the player never talked to me as the ST about what might be a genius tactic in a given situation, nor listened when I said something might not be**, thus never gained any advantage from the ability.
** Seriously; there is a particular class of player who ignore GM cautions and seem to believe that the world that the GM has created and the situations that they have crafted will somehow prove the GM wrong. This is not the same as coming up with solutions that the GM didn't think of, which is awesome. It's as if you were doing the Monty Hall problem, but instead of Monty revealing one of the doors you didn't choose had a goat behind it, he opened the door where the car was and you still chose a different door.
*** The Golden and Silver Age mash-up series The New Frontier had my favourite take on the Batman vs. Superman fight ever; I won't spoil it for you if you've not read it.
**** Starting with screwing up the definition of superhero.
***** It says no such thing. What it used to say was that it didn't understand how a bumblebee could fly and wouldn't it be nice to have faster cameras so we could work it out.

Tuesday, 18 August 2015

#RPGaDay 2015: Day 18 - SCIENCE!

Prompt: Favourite sci-fi game

And when we say that in the grim darkness of the far
future there is only war, what we mean is that changing
tagline over 6 editions is for wussies.
Despite the picture, Warhammer 40,000 isn't my favourite SF game, largely because it's not an RPG and I don't wargame. There are plenty of 40K RPGs, of course; almost too many, each with subtle rules variations, but in the end mostly too complicated to be my favourite game (but wait until we talk about settings.)

SF gaming, as I mentioned yesterday, has fewer iconic games than fantasy. James Holloway touches on the same topic in today's video*. I think what it comes down to is that SF fandom is more compartmentalised than that of fantasy. Plenty of fantasy fans are willing to argue over whether David Eddings or Robert Jordan or The Chronicles of Thomas Covenant: Rapist are good or bad, but very few who care to stand up and say that by failing to adhere to the Judeo-Christian framework adopted to a greater or lesser degree by Tolkien or Lewis, they aren't really fantasy, whereas what is and isn't SF or scifi or speculative fiction is a discussion that can get real nasty, real fast (never mind Trek vs Wars, hard vs soft** is a regular bag of cats.) Fantasy is a melting pot; SF is an uneasy federation of mutually antagonistic sub-genres.

Traveller is the ur-hard SF game, and displays one of the major problems of that subset. By undertaking to be hard SF, is simultaneously demands a vast array of technologies real, theorised and speculative, and a gritty, simulationist approach, which is why there are editions of the game in which you can spend upwards of an hour designing a gun and calculating its stats from its barrel length, calibre, propellant and other specifics. I was well into that when I was thirteen, but these days I treasure simplicity.

At the far end of the spectrum is Paranoia, a game with minimal stats and technology that works (or doesn't) just because (blue lasers are higher clearance than red lasers, thus blue lasers pierce red armour, but red lasers don't pierce blue armour, despite the only described difference being the colour.)

Somewhere in the middle lie the vast - and I mean vast - array of licensed SF RPGs. SF vies with superheroes for the title of most licensed RPG genre (or would if that was a title anyone cared about) and that again is an oddity, because an RPG invariably demands more detail than the show or movie provides and thus the creation of a whole mess of fragile and occasionally contentious deuterocanon (the arguments over the canonicity of the described nature of Ra from the Stargate movie in SG-1 terms in the latter's RPG were rivaled for ferocity by little on the Gateworld forums.) Also in this hinterland are the likes of White Wolf's old Trinity continuity, which in and of themselves ran the gamut from pulp action (Adventure) to comic book supers (Aberrant) and into psy-fi (Trinity,) representing the increasingly fine detail of the powers as a shift in genre to a harder style of SF.

In summary, the SF RPG market is splintered because SF fans... I'm not sure how to put this. It's not that fantasy fandom doesn't have opinions, oh gods does fantasy fandom have opinions, rather than opinions in fantasy tend to be qualitative and continuous, whereas SF fans make discrete, even binary judgements not of whether a thing is good SF, but whether it is SF at all***.

* And yes; I wish I'd thought to call my post Science Fiction Double Feature.
** Dating back at least to Verne vs. Wells.
*** And not just fans. Margaret Atwood is arguably an SF author (sometimes), but she denies it (always.)