I've been thinking some more about the Ask the Stars system.
I wrote that last blogpost with a focus on solo play, but the bridge to co-op seems pretty effortless. Similarly, I'd be interested to try it out in a more traditional GM/players structure.
But most of all I'm excited to continue this "make a simple core and put it to work" thing that's been stuck in my head recently.
Putting the Core to Work
I've touched on this a few times but maybe I should be ultra-clear what I mean by this.
The games that I really connect with, both tabletop and digital, have a very simple mechanical core and then fully explore the possibilities of that core while remaining faithful to the original concept.
For videogames think N++, Outer Wilds, Into the Breach, all of which I've spoken about before. For Tabletop RPGs it's trickier. There are lots of complex games that go deep into exploring their system, but they tend to lack that simple core that I crave. Similarly, rules-lite games often carry their lean presentation over to content, leaving much of the exploring to the individual game groups.
Risus, when read alongside the Risus Companion, stands out as a good example of what I'm describing here. Mothership is almost there, with its lean Rulebook serving mainly to support a diverse set of adventure modules that explore the system's possibilities. PBTA as a whole seems like a perfect fit at first, but they're a massively mixed bag, and I feel like overall there's still too much focus on the intricacies of the mechanics rather than what you can actually do with them.
Yeah, I know I'm being super fussy here, but as always the point here is about identifying my own tastes, rather than trying to prescribe anybody else's.
And what's the point of all this? Well it's all so that I can make the game that I want.
Putting Ask the Stars to Work
So Ask the Stars boils down to
- Make Notes for anything that seems important. Similar things stack up to three, when it generally becomes a more critical and permanent in its impact.
- When you're unsure, roll d12 on the Ask the Stars table for a Yes/No answer or a cryptic oracle.
- Advantage/Disadvantage on rolls that are more/less likely to answer Yes.
The Conversation
It's sometimes useful to think of a game as a conversation. There's that Sid Meir quote that "A game is a series of interesting decisions" which I quite like to twist into "An RPG is a series of interesting questions". In actuality it's not a perfect fit, but I've noticed I often find the questions part of a game more interesting than the actions part.
So, whether you're acting as soloist, player, or GM, keep the following questions on hand.
When a character is taking an action, consider asking:
Action: What exactly are they doing?
Objective: What is the desired outcome?
Leverage: What established fiction makes this possible?
When you are unsure what to do, consider asking another player or the GM:
Information: What if I examine this more closely or in a different way.
Choice: What are some alternatives here?
Impact: What’s the likely outcome in the case of success or failure?
- Free Entry: It just happens.
- Enhanced Success: If you succeed then you get more than you normally would.
- Lower Risk: If you fail then the consequences aren't as bad.
- Barrier to Entry: You can't do it. Find another way.
- Mixed Success: Even if you succeed there will still be a complication.
- Increased Risk: If you fail then it'll be extra-bad.
Hey Chris. I've been trying electric bastionland, but I have some reservations. The combat seems brutal ("overly decisive" you might say.) Could I use 1d6 vs strength instead of 1d20 without messing up the balance? Also, could I use 1d6+2 instead of 1d8 for weapon dmg, if I have no 1d8s? Please advise, thanks.
ReplyDeleteHi. You could use d6 for your STR Save but it would mean combat lasts longer, and there's more chance for a character to suddenly hit STR 0 and die outright.
DeleteFor d8 you can use d6+1,, as it has a the same average result with a slightly narrower range.
I'll have to try that, thanks for the info.
DeleteHave you played or read Ironsworn? You and Shawn Tomkin are brothers, but just don't know it.
ReplyDeleteNot played it yet, but reading through it and watching some actual plays really helped me formulate what I wanted to get out of a solo game.
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