Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts

Friday, January 31, 2025

Weird West: Characters and magic in Outgunned Adventures

 Following up on my article about using Broken Compass for the Weird West setting, here’s one on using its sibling game engine, Outgunned Adventures for the same thing. I only currently have the core OA book, and its supplements so far focus on modern action genres, so we have less to adapt than with BC. Out of the core book, all of the Roles and Tropes are appropriate and only need some thematic tweaking to make work in an alternative wild west world; The ‘Ace’ being more about horses, carriages, and trains than automobiles and airplanes. This may impact some Talents and they should be adjusted accordingly.

Gifted characters

While baseline characters in Outgunned Adventures are a combination of a Role and a Trope,  heroes in the Weird West get a third choice for their Gift. This identifies the nature of their magical power plus Feats, Attributes and Skills to support the choice. Every type of magic is empowered by an Feat relevant to that type of magic: “Elementalism” for an Elementalist, “Enchantment” for an Enchanter, “Shifter” for a polymorph, etc. With this initial acquisition, the character gains 3 Mana points, which are used and regained as outlined in the “What If” supplement for Broken Compass. 

If you don’t have “What If” here’s the skinny on Mana: Treat your Mana pool as a Magazine with 3 starting uses. An additional Feat called “Mana” can be acquired multiple times, each of which adds one more Mana point to the character’s pool. Adrenaline and Grit can be spent instead of Mana on a 1:1 cost. 

Small common uses of magic don’t cost Mana but big impressive and flashy uses should. To borrow a term from Burning Wheel: "Color" scenes uses of magic that don't invoke dice rolls don't cost Mana. If you're using magic to get a mechanics benefit, you're spending Mana. Some uses of magic should last an entire scene: a shifter who turns into a bear for an entire fight should only spend one Mana for that entire fight. If they shift into a different form for a different benefit during the scene, that requires another Mana expenditure. 

You recover all your spent Mana when you get a Time-Out (pg 184 of OA); this takes one of your Time-Out actions. Items like “Mana Potions” restore 1 Mana each immediately and can be consumed/used during an action scene with a Basic action.

Your choice of magical Gift also grants +1 FOCUS Attribute point and one Skill point based on the type of GIFT you have.


Magical GIFT: Talent:        +1 Skill:

ELEMENTALIST Elementalism    Force

SHAMAN Shamanism       Leadership

SHIFTER Shifting        Survival

STORMTECH Electrotech Fix

DIVINE FAITH Faith Heal

PLANESWITCH Witchcraft      Survival

ALCHEMIST Alchemy         Know

ENCHANTER Enchantment Stunt

HEXORCIST Exorcist Awareness

ARCANIST Arcane Know


I want to cast Fireball!

So how do heroes use their magic? Characters use their magic to give them an opportunity for action that they wouldn’t otherwise have without their magic; the difficulty of the challenge depends on how applicable their approach is to the situation. Skill rolls are still made with a dice pool of their relevant Attribute and Skill. Throwing a fireball? Roll NERVES + Shoot. Turning into a Bear will give you a bonus to your BRAWN + Fight dice pools. 


Saturday, January 25, 2025

Weird West: Characters and magic in Broken Compass

Having already outlined the world and some sample characters for my Weird West setting, it’s time to detail some mechanics and character creation. The following assumes you already have knowledge or experience with Broken Compass which has a lightweight game engine and a focus on the narrative and speed and does not have a lot of ‘crunchy’ details. This isn’t a game with ten circles of spells, casting times and strict area-of-effect templates. ‘Magic’ is a general ability or calling; a method special to that character to solve problems that is different than other characters might have. 

I’ll write a separate article about integrating with Two Mice’s other RPG game which is a fraternal twin to Broken Compass, named Outgunned Adventures. It has the same core mechanics as Broken Compass, but different attributes and skills and slightly different terms for character creation.


Gifted characters

The magic of this module draws a lot from the “What If” supplement, specifically the Wild West and Fantasy Quest chapters as they are the most relevant to the Weird West setting. From the core rulebook the following TAGs are appropriate character choices: Action Hero, Cheater, Explorer, Gunslinger, Hunter, Medic “Healer”, Playboy/Femme Fatale, Professor, Rebel, Soldier, Spy, Techie, and Thief. From the “What If” Wild West chapter: all the character TAGS are appropriate to Weird West.

While baseline characters in Broken Compass are a combination of two Tags (like Action Hero, Professor, Thief), the heroes in Weird West choose a third special Tag for their Gift. This identifies the nature of their magical power plus an Expertise, Field and Skills to support the choice. Every type of magic is empowered by an Expertise relevant to that type of magic: “Elementalism” for an Elementalist, “Enchantment” for an Enchanter, “Shifter” for a polymorph, etc. With this initial acquisition, the character gains 3 Mana points, which are used and regained as outlined in the “What If” supplement. An additional Expertise/Trait called “Mana” can be acquired multiple times, each of which adds one more Mana point to the character’s pool. Your choice of magical Tag also grants one FIELD point and one Skill point.


Magical TAG: Expertise: +1 FIELD: +1 SKILL:
ELEMENTALIST Elementalism GUTS Cool
SHAMAN Shamanism SOCIETY         Charm
SHIFTER Shifting WILD            Survival
STORMTECH Electrotech KNOW Tech
DIVINE FAITH Faith SOCIETY         Eloquence
PLANESWITCH Witchcraft WILD Survival
ALCHEMIST Alchemy         KNOW First Aid
ENCHANTER Enchantment KNOW Tech
HEXORCIST Exorcist GUTS Tough
ARCANIST Arcane KNOW Observation

I want to cast Fireball!

So how do heroes use their magic? Characters use their magic to give them an opportunity for action that they wouldn’t otherwise have without their magic; the difficulty of the challenge depends on how applicable their approach is to the situation. Skill rolls are still made with a dice pool of their relevant Field and Skill. Throwing a fireball? Roll Guts + Shoot. Turning into a Bear will give you a bonus to your Action + Fight actions.

Small common uses of magic shouldn’t cost Mana, but big impressive and flashy uses should. To borrow a term from Burning Wheel: "Color" scenes uses of magic that don't invoke dice rolls don't cost Mana. If you're using magic to get a mechanics benefit, you're spending Mana. Some uses of magic should last an entire scene: a shifter who turns into a bear for an entire fight should only spend one Mana for that entire fight. If they shift into a different form for a different benefit during the scene, that requires another Mana expenditure.

Saturday, November 18, 2023

Returning to Crunchy design systems

 So i said 'hell with it' and pulled out my Mekton Zeta books and starting stating out mecha and ship designs for a theoretical game, because sometimes you just gotta crunch some numbers.

I pulled some pics from Pinterest that looked interesting and started writing some setting-fluff and then designs inspired by the artwork. [We'll ignore for now the issues of piracy and using others artwork for personal benefit; the short of it is as long as I am not making money and can give the artists credit, i feel fine about this.] This spun into more worldbuilding ideas, and then a major side-quest of creating a sub-design workflow that made things simpler. Mekton is a system that can be as simple as you want, or as complex as you want. It recognizes that most supporting and background mecha don't need as much detail as the 'hero' units, and thus can do with less crunchy detail. 

And then I realized I was going in the wrong direction; over twenty-four 'supporting' mecha designs (mostly capital ships and support craft) to two -two- 'hero' units written up so far. The focus had shifted from a setting with an emphasis on a few Hero units to huge capital ships and fleet composition. The original idea was to have lightly detailed units that support the setting, but now I worry I've gone too far down this rabbit hole. So, do I scrap what I have and start over? Take what I got so far and just change focus? The stuff I have written up so far is good within its own framework, I think. But I'm not sure its what I was originally going for. This is partially because of the variety of inspiring artwork, drawing from vastly different genres and settings. Trying to create a cohesive setting from highly disparate sources means a hodgepodge of elements. If I were planning to commercialize this setting, I'd either redo all the artwork myself, or commission some artists for new art.

This reminds me of the importance of 'setting bibles' and vision statements; writing down the vision and goal then referring to it later to check course and progress. Or, acknowledging that your initial idea needed some modification.

All this crunch, however, leads to the next step: actually playing a crunchy game systems. The point of lower-complexity designs for non-Hero units is to make the GM's life easier. Let the players have full-page sheets of details to track for their lone Hero units; the GM needs to track everyone else in the scene. That's what the side-quest was for: create a streamlined system for designing and using these supporting units; as GM I want to track an NPC unit on a 3x5 card, or half a page at most.

Monday, February 1, 2021

Incentivizing Failure, or “Making failure fun”

Classic Dungeons and Dragons games, and some modern hardcore ones, may end in ‘total party kills’ or ‘wipes.’ Sometimes this is because the characters choose to take on something they really weren’t prepared for or even capable of defeating; sometimes it’s bad planning and sometimes the best possible plan fails because of a couple bad dice rolls.Aside from the gravitas and potential hilarity of these events, not to mention elevating the perceived threat of whatever did the party in, what’s the next step? Start with a new cast of level one characters? There’s a certain appeal to starting over, trying new concepts and tactics. However, I happen to be one of those kinds of players who get rather invested in their characters; their death by arbitrary dice outcomes is an emotional cost that’s anxiety inducing. 

I wonder sometimes if this is how George R. R. Martin ended up writing his infamously character-lethal novels; he couldn’t find anyone willing to roleplay tabletop with him again after arbitrarily murdering off everyone’s characters?

It also depends on the conflict system: D&D rolls dice twice per melee attack or offensive spell casting; one could just miss outright, one could hit but then roll very low for damage; or miss a saving throw against a spell. Characters often have enough hit points to survive several attacks. This all combines to make conflicts decided over several rounds of exchanges so the averages tend to even out: you might have missed this turn, but critically hit next turn, and so on.

Other game systems are more abstract in their conflict handling; In a Powered by the Apocalypse game, for example, an entire conflict could be resolved in a single roll, and in PBtA, you either completely fail 45% of the time, succeed ‘at cost’ 27% of the time (you win but get hurt), and perfectly succeed the other 27% of the time (before you take into any modifiers). That’s potentially a lot riding on one roll.

Of course, character death is the extreme example of bad dice luck. Negotiations, investigations, crafting and other ‘systems’ that are determined by dice rolls (or card draws or whatever your resolution mechanics are) can fail at dramatic moments and derail stories and even end campaigns abruptly if not handled well.

Some games already take failure into account, mechanically speaking:

Burning Wheel games, for example, track success and failure on every stat and skill roll. When you reach a certain number of ‘tests’ against your current skill or stat rank, it goes up by one instantly and automatically and your progress of tracking tests starts over again. In Mouse Guard, you need failed tests as well as successful ones to advance.

In the Dragon Ball Z rpg, by R. Talsorian games, characters have an overall Power Level (something characters actually talk and brag about in the fiction, and is also a stat in the RPG mechanics). Comparing this stat to your opponent’s determines how much experience points you gain just for encountering them. Win or lose. This incentivizes challenging characters more powerful than yourself to grow stronger. An excellent example of game mechanics modeling story/world themes.

Aside from the mechanical aspects, most modern Game Master’s guides and ‘how to roleplay’ essays address -to a greater or lesser extent- not letting dice rolls derail a good game or story. However I feel this is often unclear, and information provided a little too late. Mechanics that enforce design goals is more direct, and sometimes a more subtle way to guide a game. 

It’s worth also pointing out that succeeding all the time gets boring; the anime One-Punch Man being a wonderful exception; but Saitama’s end solution to his problems is the punchline (pun intended) to the comedy; it’s what leads up to that point that’s the story. Let’s stick a pin in that for later, because it gives me ideas...

So. How do we structure play, mechanics and stories that make failure not only tolerable, but even desirable in some cases?

Failure can be tied to growth, like in Burning Wheel games. BW emphasizes characters challenging themselves (and the failure that comes with that) to get better at things. The point of a Burning Wheel game isn’t always character growth: growth is just the natural outcome of testing one’s abilities. In a game where character death is quite the possibility, however, striving to grow means walking a tight line of challenging your character’s abilities but not going so far as to die from it. 

Some games make character death much harder to achieve; in 7thSea 2nd Edition when your character takes their fourth Dramatic Wound they become ‘helpless’ for the rest of the scene. To kill a helpless character requires a special effort on the part of the villain, one that can be easily interrupted by another character. Also, in the genre of 7thSea, proper Villains are often too busy in their schemes to bother with the effort to kill a hero (unless that hero has time and again foiled the Villains plans and royally pissed them off). The fiction of the genre influencing how the game mechanics work, and the mechanics support the genre of the fiction. 

A clever GM can make failure lead down alternative and interesting paths when the characters fail to do something. Can’t pick the locks to the dungeon you’re trapped in? Introduce a lazy, corruptible or sympathetic guard to the scene and let the players make another different approach. Let there be an earthquake that damages the structural integrity of their prison. Unfortunately this can lead to too many Deus Ex Machina moments, and really make the characters (and players) feel disempowered. 

Now so far we’ve looked into mechanics and characters, but not considered the player in all of this. FUN is had by the players, not necessarily the characters, and defining what’s fun for the players directs us to how to make character failure interesting and entertaining. There’s a strong reliance on the social contract here, with players trusting GM’s to try and make the game entertaining and the GM trusting the players to participate fairly with each other and respect the GM’s role in the game. After all, GM’s are players too, and deserve to have fun at the table as well.

Here’s where having a clear scope of genre and play established between the GM and players is so important. Sure your players characters may have goals, but what are the players definitions and limits on having ‘fun’? What’s fun for one player may be torture for another and knowing that distinction is critical. 

Ask yourself: when the character’s metaphorical (and maybe literal) back is against the wall due to circumstances and bad dice luck, what’s the players ideal way out of the situation? Then go with that. 

Let us introduce some example player archetypes: the role-player, the storyteller, and the tactician. There are plenty more variants and alternatives to these but for the purposes of demonstration let’s start with these three:

The “Roleplayer” is deep into playing their character and will likely get more out of pushing their characters boundaries than clever tactical decisions or min-maxing their character’s design. When a roleplayer’s character fails at their initial attempt at something, they’re probably going to be more happy to roleplay their way out of the situation than any other method. They will make decisions in character and accept the consequences because “they were acting in character”.

The “Storyteller” player is into what’s best for the drama: With character goals and motivations and natures in mind, they’ll pursue what both tells the best story and advances that narrative, rather than rely on dice or mechanisms. 

I’ll give a personal example here. At the climax of a long campaign, my character met their nemesis for a final confrontation. The fate of the kingdom and the fragile treaty holding four cultures together was in the balance.

Now, I have rather terrible dice luck; I prefer to roleplay/storytell, and i didn’t want to trust dice to decide the outcome of this crucial moment. I asked the GM for a sidebar and we talked about how we both wanted the scene to play out. What would satisfy us both. With that in agreement we went back to the table and together told of their epic final duel and how James Covington saved the day and redefined the covenant of Avalon forever after. Not one die was rolled.

Best damn conclusion to a campaign, ever. We still talk about the outcome and the ramifications of how it ended to this day.

The “Tactician” will enjoy gaming the system for the best possible outcome. Their knowledge of the game world, combined with their understanding of the game system will be their way out of the situation. They probably have a greater grasp of the mechanics of the situation than any other player; it’s their preferred playground.

Now these are all generalizations, but they’re useful starting points for conversation between everyone at the table.

This is where we bring Saitama back into the conversation. For those not familiar with the anime/manga One Punch Man, it’s a spoof of the superhero genre where the titular hero can defeat anything with one punch: Underworld demons, city-stomping kaiju, extinction-event sale asteroids, and even rainy days. Each with a single punch. What he can’t do is qualify as an actual superhero, or even hold down a regular job. If One-Punch Man were a role playing game Saitama wouldn’t even have a combat stat or skill: just a trait: “Can defeat anything with one punch.” And it’s his get-out-of-trouble card as well: When all else fails, punch the problem. Perhaps the point is to see how long a situation can go (and how absurd it can become) before Saitama resorts to punching something.

This gives us a framework: For each character define their absolute go-to problem solver. It can be a skill, talent, quirk, whatever. It doesn’t even have to be something intrinsic to the hero and certainly doesn’t have to be something under their direct control: weird and extreme luck; a face and personality that turns the head of even the vilest and most sadistic member of the opposite sex; they will fall head over heals in love or infiltration with the hero (a la Tenchi Muyo and other ‘harem’ anime). Whatever it is, it has to be something the player enjoys. The character may not understand it, or hate when it happens, but in all cases and circumstances, the player must be enthusiastically onboard with it. 

I think this process can either be done proactively (“I can always punch my way out of problems”), or on the fly as game is played, or some combination of the two. The important thing in all cases is the earnest conversation about expectations, goals and comfort levels. Don’t force a player who’s not a great in-character talker to roleplay his character fast-talking out of a situation if the player isn’t into it. Don’t expect the roleplayer to know the best combination of dice and character details necessary to game their way out of a tactical nightmare. 

In descending order of importance it should be: player FUN, fidelity of character and world next, and implementing mechanical systems last. Another way to look at it is this: Mechanics exist to support and formulate the world and character concepts; world and characters exist to support and enable player fun. Different players have different definitions and limits to fun. So not all characters, world and game mechanics will 'work' for all players. Communication of expectations and deciding what mechanics support those expectations is the framework we want to utilize.

What do you think?

Thursday, December 20, 2018

No One Game Engine, part 3

As a continuation of my No One True Game, train-wreck-of-thought, consider Mephit James' gaming blog and their recent roundtable post about what game engine would you use when playing in the Civilization: Beyond Earth video game setting.

What I find particularly interesting is that this isn't just the author's take on what they'd do but has the disparate input of several fellow GM's and their take on how they'd run their own games in a common setting.

The discussion exemplifies that there's no such thing as one universal system and that the choice of game engine really depends on what you want to emphasize and embody when telling your stories. The GM's that contributed identified such game systems as Infinity, Uncharted Worlds (an Apocalypse World variant), Coriolis, Mutant Year Zero, and one of my personal favorites: Eclipse Phase. Each of these games has a different focus, different emphasis, and different 'character' and therefore color how your experience playing that setting with those rules would be.

It's rather like asking: "What would a Harry Potter-verse movie be like if directed by Ron Howard? Or Michael_Bay?
Or Uwe Boll?
"
(but seriously: don't consider the latter two)

Such discussions expose lesser known game systems to a wider audience (I now need to check out Uncharted Worlds, and its many supplements, for example). This can only be a good thing in the long run, even if it introduces some short-term hits to the wallet and adds to the what-do-i-run-next windmill of thought.

In nearly all cases the GM's also talked about how they'd tweak, modify or otherwise adapt those engines to suit the setting. That's another important takeaway from this discussion: Its okay to hack your core rules to align closer to your setting goals.

Lets shout that out again for the lizard brain: It's okay to hack core rules when a tweak or two will make them even more suitable to a different setting.

The Apocalypse World Engine is a great example of this kind of fan-made alteration. I've seen offshoots focusing on MechWarrior-style mercenary campaigns to crash-landed-aliens-trying-to-adapt-to-modern-human-culture (think an anime version of Alien Nation).