Sunday, 21 August 2011

Some Difficult Truths Pt 2

Continuing from here.

People don't want to play pretend.
Roleplaying is still seen by many as the domain of children. Many would feel embarrassed about posting something like "I try to sneak past the dragon and snatch the magic lamp", and understandably so. It's just the nature of our culture that this sort of play is seen as childish. So how can we ease people into taking part in such games?

Limiting choices is one option. If the player is simply choosing from a set of existing options they won't feel as exposed as if they came up with the idea themselves. Of course, this goes against the Unique Selling Point of RPGs, their complete freedom, but the two ideas are not mutually exclusive. Why not provide two options to the player and a third option of "or anything else you can think of". This will ease players into suggesting their own solutions to problems while still giving them the fallback of some GM-provided options.

Part of the problem lies in the perceived pointlessness of playing pretend. Of course, fun is its own reward, but when you're easing in someone new they might like to feel they've achieved something by the end. This is where we can draw on our knowledge of video games. Have a way for the players to win. Get to the end of the dungeon and kill the dragon, it's the classic example, and one that fits perfectly here. The game should be able to end so that your players can decide to play again, try a more traditional RPG or run their own game. If you want to be really fancy you can provide multiple goals in the way of achievements. That alone is a topic for another post.

Social networks do not normally have built-in dice rollers.
Yes, you can probably get them through an add-on or use a website like invisible castle, but why? Remember, if this idea works you aren't going to be stuck playing with some guy you know loosely through a forum and think may be a jerk. You're playing with whoever you want, so choose people you know and trust. The GM will have sole charge of the dice.

Everyone's here to have fun and if the GM wants you dead there are easier ways to do it than fixing some rolls. If you don't trust each other why are you friends again?

The smallest obstacle will put people off.
I have to register with this forum? Screw that. Download an applet? Tab closed. Visit this url? I'll do it later.

This play experience will have zero obstacles to entry. You ask a friend (through whatever medium you like) if they want to play, or they see the game happening and ask you to join, and they're in. The GM starts asking them questions and their answers are the start of the game.

People don't want to play a PbP.
So far you may be thinking of PbP games you've played in before that sound like this. I've GMed and played in a fair number of PbP games myself and I could write at length about my issues with the format. The bottom line is that they've always felt like a big commitment to me. Even if a post only takes me five minutes to hammer out at times it feels like work. I feel obliged to fill posts out with poetic description and consider whether or not I'm making the right mechanical choices. This game isn't going to require either of these. You can be plain in stating what you'd like to do and the GM and other players are sure to appreciate it. The GM, on the other hand, may be more tempted to get flowery with their writing.

Don't do this.

Writing a long post is one thing, but reading a wall of text will daunt even the most literary of us. I've talked about what I think an RPG is and is not. I do not believe an RPG is creating a work of collaborative fiction. Sure, when the dust has settled you'll have a cool story to remember and one that you might even want to write into a piece of fiction yourself. During the game is not the avenue for this. Sure, throw in a nice detail or two when you're describing the environment, but keep it bite-sized. You're not writing a story, you're playing a game. The story is a product of play, not the play itself.

People are more interested in videogames than a paper-based approximation of one.
RPGs are not going to be the best at the type of gameplay videogames excel at. Let them have it. If I want a racing simulator, action-packed gunplay or bone-shaking martial arts combat my console will provide. With even the best system and GM rolling a d20 to see if my car skids off the track is going to be a weaker representation of what I could be doing with a videogame. It's a good job that RPGs have an entirely different type of gameplay that videogames are completely unable to emulate.

I've mentioned before that the unique selling point in RPGs is the total freedom the GM and players have in their actions. A video game is completely opposite to this, even when it might appear otherwise. I'm confident that what I'm proposing will be entirely different to a videogame experience, enough so to differentiate itself in videogamer's minds. The RPG they're playing might be something they just dip into on facebook. It doesn't stop them playing their xbox all night or grinding away at an MMO. It offers something different and both can be consumed without interfering with each other. When you sit and play a videogame for the first time you think "what can I do?". When you play an RPG it's "what will I do?".

Most non-gamers would rather try this out online than commit to an evening of play.
Completely understandable. Draw them in with some online play throughout the week and then when you're all in the same room together why not play for another half-hour before you go out? If everyone's on Google+ why not play in a hangout? The game should be able to occur online and offline, with no obstacles between the two.

To be concluded next time in Part 3.

Some Difficult Truths Pt 1

Continuing from this post.

The Difficult and Questionable Truths of this project.
In my planning I made a list of the things my brain shouts at me when I consider this topic. I'm by no means saying these statements are completely true, but they're things that come to my mind. Some of them aren't pleasant to hear, but they'll all need to be addressed to do what I want to do with this project.


People don't want to play RPGs now.
Perhaps the hardest truth of all. Sure, you can draw in new initiates to the hobby with traditional RPGs, but this is mostly through hard work on the part of the GM. The fact is that most of the masses that played D&D at its peak don't want to play it anymore. Most other people are aware that gamers sit around a table and play an RPG with character sheets, funny dice and rulebooks, and generally they don't want to get involved. This is the reason I want to build a play experience from the ground up. Something isn't working.

People don't want to learn rules.
This is very simple. The players will not learn any rules. They will consider the situation they are currently in, say what they want to do and let the GM do the rest. The GM is solely in charge of the rules.

People don't enjoy number crunching.
As mentioned above, there is no number crunching for players in-game, but what about character creation? Everyone loves rolling some stats, right? Sure, but here I think it might be best done another way.

The player states interest in playing and the GM asks them some questions about their character. These questions are subject to limitations the GM has randomised and require no knowledge of the setting or rules. These limitations will either make the question multiple choice or else suggest a few clear choices immediately. Think "As a child were you more brainy or brawny?" or "Your character was conscripted to join the army to fight in a way they thought was unjust. What did they do?". Certain assumptions about a character's background will be implicit to the launch of the game. In D&D terms think "you will play a group of miners trapped underground" or "you are the employees of a wealthy noble".

Luckily, RPGs are not about rules or number crunching.
Picture some people playing D&D around a table. Just like in the good old days. The GM describes a situation to them and the players say what they want to do. There's some die rolling and the GM looks at some stuff behind his screen before explaining what happens. Hopefully this is fun!

This is what an RPG is, at it's core. This is what I want to do with my non-gamer friends. Painstakingly creating a character by choosing from a thousand options, moving miniatures around a grid to carry out tactical combat and flipping through rulebooks to check if the GM's using the vehicle rules correctly are not part of this experience. These are parts of some RPGs and will remain long into the future, but these are not the parts that are going to draw in new people on the scale that we should be doing.

The unique selling point of RPGs is that moment when the GM says "what do you want to do?" and you consider your options. This isn't multiple choice. This is infinite choice. Forget about using one of the powers on your character sheet. Forget about working out the quickest way the four of you can kill the dragon. This isn't "what rule are you invoking to do what you want to do?". Strip it back. "What do you want to do?".

Fantasy and SciFi are only popular with nerds and goths.
Some of the most popular films of the last few years have been Harry Potter, Lord of the Rings, Avatar, Iron Man. Tell me these don't fit into fantasy and scifi. If we look at 2010s highest grossing films we see Toy Story, Alice in Wonderland, Inception and How to Train your Dragon. 2009 has 2012, Transformers 2, Twilight, Sherlock Holmes, Angels and Demons and The Hangover. 2008 has The Dark Knight, Wall-E, Quantum of Solace and Indiana Jones. For the releases aimed at children I'm assuming they must have also appealed to adults in some part.

For a moment put aside the quality of these films. I've listed a few obvious scifi and fantasy settings, but what about Inception, The Hangover and Wall-E? All these films had clear mass appeal amongst non-gamers. Can you imagine playing an RPG based around each of these settings? If you can't, try harder!

If RPGs are going to grab your friends then you've got to strongly consider whether you use a setting that feels like something that came out of 2011 or one that came from the 1970s. This may be tough to hear, but maybe save Greyhawk for the second game. It doesn't have to be as radical as modern-day Las Vegas, just consider your choice carefully. Is your player going to have to read a setting wiki or look at a hexmap to understand your setting? If so, you've just lost a player.

I love reading a hardback book of setting info, but your friends are going to need to be eased into that. A few sessions down the line they should be asking you for a map or more info on the world they're playing in. Let it grow, don't force it.

Saturday, 20 August 2011

Mass Appeal in 2011

Tavis Allison over on The Mule Abides has written a post that sends sparks flying through my brain. I'm incredibly excited to see if this question could be answered, or at least if attempts at answering it would create a new avenue for the hobby.

Thanks to Google+, we no longer have to worry about not having a game to play in. Twitter has also been explored as a home for RPGs, with apparent success. I believe these two examples go further to answer Tavis' challenge than the most well planned induction game of D&D could.

In the comments of Tavis' post, zhai2nan2 points out that the world of the 1970s was ready for D&D. A bunch of teenagers or adults could gather together without the distractions of smartphones, internet, a console in every home and practically any form of media on-demand. There's an argument for the worlds of elves and dragons having more appeal back then, too, but I think this is a secondary concern. The larger issue is how we socialise with our friends in 2011.

When I look at how I socialise with my non-gamer friends I see that social networks and technology are inescapable. If we're gathering to watch a film I'll get the invite through a message on my phone or Facebook. After a social event the photos are uploaded for all to comment and reminisce. When I want to play a new console game with friends there's as much chance we'll do it online as in the same room. I could go on, but you all know the end result. Socialising through technology has firmly rooted itself into the masses.

Can understanding how the people of 2011 socialise make RPGs appealing to our non-gamer friends?

I think so.

Over the next week or so I hope to hammer out a plan we can all put into action. A way we can use the social technology of 2011 to drag RPGs kicking and screaming from the 70s. Do I want to lay waste to all the traditions of our hobby that so many of us hold dear? Absolutely not. I want to play RPGs with people, not some chimera of collaborative fiction and Farmville. I want an experience comparable to what I think of as a traditional RPG. We already have play by post, by irc, by voice and even by video chat, but, as much as I love these forms, they exist as a round-the-table game lifted onto another social platform. If we're making this move to playing our RPGs online we should have a game that reflects this and understands the link between our online and offline socialising. That link is there, let's use it.

A point I can't stress enough is that I don't want to replace the traditional RPG. I want you to be able to "play D&D" with whatever comes out of this project. I want you to be able to do that with some work colleagues, old friends or even your family that never showed more than a passing interest before. As heretical as my idea might sound to traditionalists I want you to be able to run the Tomb of Horrors with this thing. The method may vary but I want that RPG feeling to remain.

I'll leave you hanging with lists of what I want from the end result of this project.

Primary Goals

  1. To be able to launch a group of my non-gamer friends into an RPG without them having to read a single rulebook or gather in the same room.
  2. To have the game feel like a traditional RPG without the biggest obstacles to entry that non-gamers face. It's not a computer game, it's not a forum game, it's not a boardgame, it's an RPG that understands its roots but is thoroughly modern.
  3. To extend the "play time" of the RPG beyond the traditional all-nighter session around a table without removing that experience. I socialise with my friends 24/7 and the game should take advantage of that.
  4. Break down the separation between our online and offline gaming.

Secondary Goals

  1. To make a first-time gamer want to, and be able to, run their own game after one session as a player.
  2. To understand the traditional fantasy and scifi origins of RPGs while exploring the possibilities that are likely to hold more appeal in 2011. This does not necessitate moving away from fantasy and scifi, but will look at what those words mean today.

Monday, 4 July 2011

The Grey One's View of the Elements

It was there, but also not there. Sumaj had never seen an Origin in the flesh before, and he could not be sure he was seeing one right now. The smoke around its loosely humanoid form shifted and lightened. As it spoke, Sumaj knew it was addressing him.

"The Elements are all. All comes from these four. The night sky and the endless ocean are from the same seed as the tiger and the man. It is how these intertwine that we have created infinite variety."


The smoky form started to twist and tighten in a funnel before seeming to exhale, somehow still having the hint of a human form.


"That which is only Earth is the stone. It exists in the physical, it is absolute and easily understood, but forms the basis for the greatest mountains and finest wonders of architecture."


"That which is only Earth and Water is the tree. It leans to the sun, draws upon water and blossoms every spring, but will never strive for more."


"That which is only Earth, Water and Fire is the beast. It cries out in anger and whimpers in pain. It beats down its rivals and surveys its territory with pride."


"That which is Earth, Water, Fire and Air is now above the stone, the tree and the beast. When all four near a balance we have Man, and it is to each of the Elements that you owe a part of yourselves."


A Wanderer's Romance is available for free on RPGNow with Stargazer Games.

Thursday, 30 June 2011

A Wanderer's Romance now on RPGNow

With help from Mike at Stargazer Games I've finally managed to get a pdf of A Wanderer's Romance onto rpgnow.

I'm really happy with how the pdf looks, and I'd like to credit Pavel Elagin for his beautiful artwork.

Best of all it's still free! Go and grab your copy now. If you're still not sold here's the freshly written blurb.

A Wanderer's Romance

A Wanderer's Romance is a game of martial art duels and tea-making contests set in a world of unnatural islands on an endless sea. It draws on its Wuxia influences but focuses on a character driven game with scope for incredible environments and a true sense of exploration.

Features of the game include:

  • A fast, simple and easy to learn system for task resolution that spreads consistently across duels, contests, activities and group tests.
  • Dozens of combat styles for characters to learn as well as countless other types of contest they can specialise in.
  • A setting outline designed for maximum creative freedom. Every group's world will be different but will share in similar themes.
  • Multiple ways to support your allies from teaching them lessons in defeat and envigorating them through activities to training them in combat styles and preparing tea and food that will balance their elemental forces.

Thursday, 14 April 2011

The Big Bug Hunt

The Big Bug Hunt
A Big Action Heroes Scenario

Want to try out Big Action Heroes but running low on planning time? Just show up to the table with this and let random tables plan out a bug hunt for your space-victims!



The Group may be hardened marines, tough survivors or greedy mercenaries, but either way they're on an alien-infested ship and have an objective to fulfil. What objective you say? Roll.

Objective
1: Find and kill the Queen. She will be in the [3d6]th room the group enters and has the stats of a Hulk, but her Scream is upgraded to a 1d6+1 attack and she will be protected by 4 Clawbugs. When this is done return to your point of entry without getting killed.
2: Incinerate the Nest. The first batch of Alien Eggs you find will in fact be a huge nest. One of the players gets a Flamethrower for free (see the gear index) and must use it to torch the eggs. When this has happened return to the point of entry without dying, but any groups of aliens you meet on the way will have an extra 1d6 Clawbugs.
3: Survive. If the group can survive encounters with 2d6 groups of aliens help will arrive to rescue them.
4: Escape. Get to the exit. This will be in the [3d6]th room the group enter.
5: Clean Out. When the group has killed 6d6 Aliens the ship infestation has been cleared.
6: Self Destruct. When the group finds a Control Room they may trigger the ship's self-destruct sequence. As long as they can get back to their point of entry in time they will escape the ship, leaving the aliens to a fiery death.


Want to give the group a better chance? Give them some Mechanised Armour (see Gear Index) for an added level of power. To compensate for this have every alien encounter contain an extra 1d6 Clawbugs.

Every time the group passes through a door roll to see what the room is, its description and how many exits it has. When entering a room roll 1d6. If this is a 1 roll up a bug encounter, if it is a 6 roll up a non-hostile encounter.


Aliens are sneaky and won't be just waiting around for the group to find them. Roll a die occasionally when the group are exploring. On a 1 roll up a Bug encounter immediately to pounce upon them.


Room
1: Junction.
2: Vehicle Bay.
3: Lab.
4: Living Quarters.
5: Control Room.
6: Corridor.

Description
1: Pitch Black
2: Slimed
3: Functional
4: Ravaged
5: Smoking
6: Untouched

Exits
1: Dead End.
2: 1 Blocked.
3: 1 Free.
4: 1 Free, 1 Blocked.
5: 2 Free.
6: 2 Free, 1 Blocked.

Non-Hostiles
1: Crippled Survivor.
2: Sane and Armed Survivor.
3: Alien Eggs.
4: Corpse Pile.
5: Mad Survivor.
6: Dead Spitter.

Hostile
1: 6 Clawbugs
2: 1 Stalker
3: 3 Clawbugs, 1 Spitter
4: 3 Spitters
5: 1 Wounded Clawbug
6: 1 Hulk


Alien Clawbug
Stress Limit: 2
Feat Dice: Athletics 4, Other 2
Class Actions
Scurry: Move a short distance. You have 1 defence.
Pounce: Move a short distance and make a 1d6 melee attack.
Shred: Make three 1d6 melee attacks.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Spitter
Stress Limit: 5
Feat Dice: Athletics 3, Bulk 3, Other 1
Class Actions
Scurry: Move a short distance. You have 1 defence.
Spit: Make two 1d6 short ranged attacks against a single target. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Spray: Make three 1d6 ranged attacks at one target within close range. Alternatively, one of these attacks can be used to dissolve a piece of cover.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 2 Stress.

Alien Stalker
Stress Limit: 10
Feat Dice: Stealth 8, Athletics 6, Other 1
Class Actions
Stalk: Move a short distance. You have 3 defence.
Hunt: Move a short distance and make a 2d6 melee attack. Make this a 3d6 melee attack if you Stalked on your last round.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1 Stress.

Alien Hulk
Stress Limit: 20
Gear: Armour Plating
Feat Dice: Brawn 8, Athletics 4, Other 1
Class Actions
Slam: Move a short distance and make a 2d6 melee attack.
Scythe: Make three 2d6 melee attacks.
Scream: Make 1d6-1 Ranged attacks against all enemies in Short Range, ignoring Defence.
Bonus Powers
Death Splat: If you are killed in melee your killer takes 1d6 Stress.

Armour Plating (Armour)Add a bonus of 2 to your defence against all attacks and ignore any attacks that would cause less than 2 Stress.

Friday, 4 March 2011

Hexmapping...


...feels good.

Click for big.