Tuesday, 30 August 2011

Project Odd: Abilities and Saves

The main way I will make Project Odd unique is placing Ability Scores and Saving Throws firmly at the the core of the game. First we look at what makes up a character.

Rolling a Character
Characters are created by rolling their Ability Scores. Roll 3d6 for each Ability Score. Characters that have no scores above 10 may be rerolled.


Strength - Overpowering others, surviving injury and striking powerful blows.
Dexterity - Running away, attacking and avoiding physical attacks.
Intelligence - Using Arcana, cunning, knowledge and reflexes.
Will - Innate magical resilience, leading others and determination.

Humans cannot have natural Ability Scores above 18, though magic may raise them above this.

Subtract 10 from your Ability Score to find the Ability Bonus. Both the Ability Score and Bonus should be noted on a character’s sheet.

A character’s Hitpoints are equal to their STR score and their Defence is equal to their DEX score plus their Armour Score.

Saves: Roll 1d20 and add the Ability Bonus being used. You must equal beat the Ability Score of whatever you are saving yourself from or the number provided by the GM. A 20 is always a success and a 1 always a failure. If in doubt a roll of 10 or more is a successful save.

Understanding Saves
Usually a dangerous situation will call for one type of save to avoid the consequences, which may be damage, a particular ailment or death. Some may offer multiple saves to avoid each part of the hazard. A save will always be made against a number (default 10) or an opponent’s Ability Score.

STR Save: Feats of toughness, fortitude and brute force.
DEX Save: Avoiding danger through skillful action and acrobatics.
INT Save: Noticing danger, reacting quickly, harnessing your Arcana and understanding your environment.
WIL Save: Determination to fight on, resilience against magical effects and influence over people.

Save vs STR: Escaping a grapple or breaking free of a prison.
Save vs DEX: Avoiding something seeking you.
Save vs INT: Bypassing the plans or magic of another.
Save vs WIL: Resisting the influence of another.

Next time I'll show how magic will work in this game, being innately tied to items rather than characters. Here's a sample character to give a hint or two.


Kinkru the Swift

STR 7 (-3), DEX 15 (+5), INT 11 (+1), WIL 9 (-1)
Defence 17 (Armour 2), 7HP
Expertise: Lockpicking.
Equipment: Longsword, Shield, Adventurer’s Kit.
Arcanum: (Silver Gauntlet, Power 13): Arrow Protection (P4), Darkness (P4), Disguise Self (P2), Reduce Person (P2), Message (P1).

Project Odd: Player Primer

The first information on Rules will come in my next post. For now, here's what I would give to a player before starting a game with Project Odd.

Player Primer

You are not a Superhero. You may be great at some things, you may have access to spells of great power, but you're not going to survive getting stepped on by a gigantic boot or falling down a hundred-foot pit. As such, you should be careful.

Consider what Fantasy could mean outside of its most popular settings. There's always something new around the corner, be it shocking, confusing, intriguing or just odd. Magic is something you can use to your advantage, but never becomes innate or natural to you. The world is full of Arcana, objects of a magical nature, that could save your life or cause you a horrible death. Show them some respect.

Make sure you avoid deathtraps and know the risks of mortal combat. Monsters aren't target practice, they're monsters. Run, sneak, surrender, or bribe. Whatever it takes to survive your encounter with them is just as good as fighting.

This game is about exploring and problem solving, fighting is just one of the options at your disposal. If you do insist on killing the huge creature that's trying to eat you I suggest you find a way to do it without going toe to toe with the thing. Honour is for the dead.

Monday, 29 August 2011

Project Odd: Core Ideals

Another month, another rpg project. This one is purely for personal use as much for enjoyment of the process as anything.

These are the core ideals I want the currently unnamed game to embrace:

- An impartial GM. The GM uses the rules provided to challenge the characters and does not alter the situation to aid or hinder them.
- Adventure Module compatibility. The game assumes the GM is using a pre-planned environment and hazards, whether their own or by another writer. Classic rpg modules will be easily adaptable.
- Rolled characters. The core of your character is random and you do not choose a class. You buy equipment but have no input on your character’s innate abilities.
- Focus on Ability Scores. Rather than being secondary to level and class, a character’s rolled Ability Scores are the most important thing about them. The same goes for Monsters. A Dragon is terrifying because it’s huge (Strength 27?), scaly (Armour 6) and breathes fire (INT Save vs STR or 2d6 Damage!), not because it’s a Level 15 opponent.
- Save against Consequences. The player always has a chance to beat the consequences facing them with a saving throw based around Ability Scores.
- Common sense. The rules are written with the assumption that those playing will agree on a rule’s intention without the need for paragraph-long mechanical explanations.
- Limited power growth. Characters get better through improving their ability scores slightly, but more through learning spells, amassing resources and finding magic treasure.
- Embrace the weird. This game will get scifi, horror and humour in your fantasy, as well as any other genres I see fit.

This will be the first game I've written on a base of D&D, something I think is inevitable for takers with any exposure to the classic game. Next time I'll show you the core of the game: Ability Scores and Saving Throws. If you read my dragon example carefully you can already get a sneak preview of what I have planned.

Saturday, 27 August 2011

Getting Scifi in your Fantasy

This coming week I'll be posting about a project I've been working on that is very much 'fantasy with some Scifi spilled on it.

In preparation I'd love to hear what you think about blobs of Scifi in you d&d style fantasy games. Do you like them to be weird exceptions or spread across the setting as an underlying theme? How about full Scifi fusion where ray guns and flying saucers are common to every adventure? Or do you like to keep your Scifi to different games entirely?

Thursday, 25 August 2011

Who Rolls When?

My last series of posts seems to have gone down like a lead balloon, so let's get back to something more familiar.

Consider the situation. The GM has declared that an ogre is attacking Unmer the Glum, a player-character. Assuming the system calls for a roll to see if the attack is successful (let's ignore damage rolls for now), there are a few ways this could be handled. Some more often explored than others.

Attacker rolls against Defender's Stat.
This is the D&D method, which I've also used for shooting in Xenofringe. The attacker is completely active in the exchange and the defender completely passive. In this way it's possible for a player to be killed without having taken any action in the process. Of course, their prior action may have helped this come to pass, but that killing blow was entirely in the hands of their attacker. You can tell from how I'm writing this that I think this may not be the ideal approach.

Attacker rolls against Defender's Roll.
This is what I've used in The Adventurer's Tale and A Wanderer's Romance. Both parties take an active role in the exchange and if the defender rolls badly they're in for a nasty consequence. You might think, as I've used it so often, I favour this technique. While I do like it there's a certain clunkiness I find with opposed rolls like this, especially if you're running a PbP or IRC game where players' attentions are often divided. I consider this a good choice on paper but imperfect in practice.

Attacker compares Stat against Defender's Stat.
I've included this option for a sense of symmetry but removing the random element altogether doesn't work for me. Next.

Defender rolls against Attacker's Stat.
Here's what I wanted to get to. I don't know of any systems that use this method, but I think it poses a few possibilities.

- The Attacker remains active, declaring and describing their action.
- The Defender is engaged and has active input into the process.
- Something about it just makes combat feel more deadly. It's like the attack is assumed to hit unless you can do something about it.
- It's easily convertible, if not perfectly. Try it with 3e onwards D&D today by having the "Attack Score" be 10+ attack bonus and a character's "Save vs Attack" be 1d20+ AC modifiers.

But one possibly crushing downside looms over me. Would players be happy not making attack rolls? Everyone loves rolling a 20 and can the possible advantages of this system outweigh the pleasure in that moment? Would be interested to hear thoughts.

Sunday, 21 August 2011

Something More Concrete - Instant RPG

Well you've put up with one rambling, vague and cryptic post after another. It's about time I put my money where my mouth is. Presenting...

Instant RPG - Alpha Edition

Instant RPG can be played in person or using social technology like Facebook, Google+ or Twitter. All you need is a line of communication between the GM and Players and you can have your own adventure.

Player Information

When you play the Instant RPG a situation will be described by your GM, who may also ask you questions. You answer these questions and describe what you want your character to do in response to the situation at hand. You can try and do anything you can imagine, though the GM will roll dice to see if some actions are successful or if you face consequences for failure.

Think about what your character will be like. What are they good at? How do they act? With this in mind start playing and most of all have fun!

GM Information

Only the Gamemaster needs to read any further. If you're a player then start playing!

To run the game the GM remembers the three rules.

The Two, Four, Six, Rule
A Task will fit into one of the following categories.
Simple: Requiring a 2 or more to succeed.
Challenging: Requiring a 4 or more to succeed.
Formidable: Requiring a 6 or more to succeed.

The High, Mid, Low Rule
Whenever a Task is rolled, three six-sided dice are thrown.
A character that is completely unskilled in the Task uses the lowest die.
A character that has basic understanding of the Task uses the middle die.
A character that is skilled in the Task uses the highest die.

Rule X
When all else fails, if you are unsure what to do in a situation, roll a single die. If this is high the situation goes in favour of the character in question. If it is low if goes against them. This could be used to determine anything from whether or not a character makes a good first impression to whether or not they survive a potentially deadly injury. In the case of the latter a roll of 1 would often mean death.

Glossary of Terms

The GM may need some of these terms clarified.

Abilities: These are things the character can do without it being a speciality. Most settings come with certain assumptions, such as a modern setting assuming characters can drive and operate a computer. This lists exceptions that the characters have been given by the GM such as a wizard being able to cast spells or a dragon being able to fly.
Adventure: The setting and situation that the characters are in. The characters explore and interact with the setting and to act out their adventure.
Equipment: A character's equipment affects how they carry out tasks. For example, some tasks simply require a piece of equipment, or else can't be attempted at all. Others will be made easier by posessing a certain piece of equipment. For example, blasting an opponent away at close range would be a Simple task with a shotgun, but Challenging with a weapon more suited to long range, such as a sniper rifle. The GM decides, with player suggestions, what equipment characters have access to.
GM: The Gamemaster. He describes the situation the characters are in and, after hearing what they want to do, describes what happens next. He may use the three rules to determine this.
Module: A pre-written plan that helps the GM run the Adventure. May include maps, non-player characters and an explanation of the current situation before the characters' involvement.
Skills: A list of things the character can do really well, from natural qualities to knowledge and experience. The GM allocates these Skills by asking the players about their characters, typically choosing around four Skills. These should be quite specific. Think duelling or staff-fighting instead of just "armed combat".
Task: A Task is something the characters cannot carry out with certainty. This could be because of opposition, a time limit or high risk in the event of failure. The GM will assign the Task a difficulty using the Two, Four, Six rule based on the character's abilities, equipment and support from their allies. The GM then rolls the Task, using the High, Mid, Low Rule to decide which die to use, describing the result to the players. Tasks could be interrogating a suspect, casting a spell or avoiding incoming bullet fire.

Character Information
The GM will note down a character's Skills and Abilities as well as any Equipment of importance they are carrying. An example might look like this.

Hol Varnoo - Space Knight
Skills: Starfighter Piloting, Intimidation, Leading a Crowd, Beamsword Duels.
Abilities: Use of Spaceknight Technology, Speaks Yarnese.
Equipment: Hyper Armour, Beamsword, Rapiblaster.

The Player will influence this information but does not need to track it themselves.

Example of Play
Mike: I could try and shoot the chain but I think Red will stand a better chance.
GM: Red is in a good position to use his sniper rifle.
Red: Ok, I'll take the shot.
[The GM rolls a Challenging task, which Red is skilled in thanks to his "Sniping" Skill, resulting in a success. Had Mike attempted the shot with their Handgun it would have been Formidable instead]
GM: The chain is shot with a clean break, sending Hannah dropping to the ground, collapsing in a heap but not badly hurt. Murca's henchmen return fire on Red, having given up his position.
Red: I'm out of here. Make a break for the exit.
[The GM rolls a Challenging task for Red to avoid being shot as he flees, which he fails. To see how bad the wound is the GM uses Rule X, rolling a 5. Surely just a flesh wound.]
Mike: I'll follow!
GM: Red is hurt by a glancing shot from Murca's henchmen, but Mike manages to help him to safety. Now that you're out of the base you're faced with countless bloodthirsty henchmen in one direction and a frozen wilderness in the other.
Mike: Can't we call in for the Colonel to come and pick us up? I have that radio.
[The GM rolls a Simple task to call for help, assuming that Mike has an Average skill in using his radio, resulting in a success. He uses Rule X to see how long before support arrives, rolling a 1. Not good for our players.]
GM: You get through to the Colonel, who's already airborn with his helicopter. "I'd pick you up right now, boys, but there's still a SAM site that's making the run less appealling. Take care of that and I'll be right there".
Red: Great, well how do we knock out that SAM site?
GM: Red is bleeding pretty badly. Not life-threatening at the moment but you're not in top shape for much physical activity.
Mike: Listen up, I've got a plan...

Social Assumptions

As well as the three play-rules used in gameplay there are some guidelines that all players and the GM should follow.

1: The players do not need to know any of the rules or how the GM is implementing them.
2: The GM will roll all dice and has the final decision over tasks, their difficulty and the Skills and abilities of each players' character.
3: The GM will choose each character's Skills and Abilities based on the player's description of their character and their background.
4: If a player's character is killed or otherwise removed from a game the GM will soon present an opportunity for that player to rejoin the game as another character.
5: A player can leave the game without any ill feeling. Similarly, new players should always be welcome within limits. The GM will find ways to bring in new players' characters as soon as possible.

Now, imagine an adventure your players would enjoy, using a module if you wish, and start playing!

Some Difficult Truths Pt 3

Concluding from here.

As soon as a game starts to interfere with other areas of life the game is in trouble.
We've all done it. Quitting a game because of another commitment in your life always feels bad. Whether you're comitting to playing every tuesday night or posting in a PbP at least every 48 hours RPGs tend to come with a commitment to bear. Let's remove that. If I'm playing with five friends and one of them only chips in with a contribution once a week he shouldn't feel bad and the rest of us shouldn't miss out. This is a tough one, I know, and believe me I see the problems too. There are solutions, which I'll flesh out at a later date. In my head I'm seeing a few in action. The GM might post that unless someone states otherwise the characters will carry out a certain action. If noone protests the game moves on. If someone pops up a few days later and protests that they wouldn't have wanted to do that, well, we have a situation. The idealist in me sees the players just deciding to see it as a missed opportunity and move on with things but it might not be so simple.

Maybe I've missed something obvious. We're looking at social technology in an optimistic way here and when was the last time you couldn't get a response from one of your friends for days at a time, whether through a phonecall, text message, facebook, twitter etc. Oh sure, we all have that friend who's a nightmare to get a reply from, but I think we can expect prompt replies from most people when they're interested in what's going on. Replying to a facebook post to say "I'll try and bribe the giant with my gold" is a world away from logging into a forum, checking the PbP thread and crafting your next post.

Non-gamers don't want to identify as gamers.
Everywhere I look I'm told that it's cool to be a geek now. Yes, we have our model spokespeople on the edges of the mainstream media but the fact that they're gamers is always secondary to something else. They might be an actor who plays RPGs or a musician who plays RPGs. Gamer isn't their primary badge of honour. They're the more socially acceptable form of geek that I think can be distracting from this topic. The part I want to focus on is that enjoying RPGs doesn't need to be a person's primary trait, worn as a badge of honour or shame. It's just something to do for fun.

Let's look at video games. Their expansion from the nerd's bedroom to the phone in your aunt's pocket is complete. Smartphone and facebook games are perhaps the two clearest examples that our niche hobby can use social technology to spread into the most unlikely places. The mechanics of the games are unimportant. We don't need to take farmville's hyper-addictive reward system or mafia wars' built-in recruitment plan (although that one does warrant some consideration). What's most important is how people play these games. That guy you know who plays Call of Duty online a whole lot. Would you call him a videogamer?

A former work colleague of mine is a woman in her 50s with grown-up children and basic computer literacy. She would spend about an hour or so a night playing on facebook games, chatting to friends on the side, and she loved the Twilight and Harry Potter franchises. She is almost entirely unaware of RPGs. Do you see the untapped resource of players within our reach yet?

GM and Player are completely different roles and many people will settle into just one.
I pondered on this one for a while, but let's face it. Being a GM is often tough work. In this game I'm imagining you're the one that has to know the rules, the setting and how to drive the game in this strange new way.

I think the role of GM in this game is going to warrant a whole post of it's own, but remember one of my goals was to have a newly initiated player be able to run their own game as soon as the hooks are in. Making the game very light on rules is one way to help, but what about learning to guide your players through the world? Learning from the example of a good GM is a good start, but am I really going to make prospective GMs read through a Dungeonmaster's Guide to be able to run things effectively? I want the GM role to be accessible, not a huge burden that one of the players has to bear for the benefit of the rest.

Sharing the burden is something that's been used in other games. The GM doesn't have to write their own material. Remember adventure modules? People really used to use those things, right? But I don't want the GM to have to read through pages of material to be able to run a game. I'm going to make a bold and optimistic statement.

All the information the GM will need to run a game will fit on one page of A4 paper, including rules, character information and the adventure itself.

Too far? I like to aim high. The reality is that I don't envision many of these A4 pages being physical printouts. Think of it more as a guide for the amount of info I want the GM of this game to have to keep on record at any given time, however they choose to do so.

This game will be many players' first experience of an RPG.
In recruiting new players to play RPGs I do hope to deliver a different experience to traditional games. But once that experience has finished, where do I see the players going? Indeed, I can see many wanting to explore the world of more traditional RPGs. Some may wish to stick with this game, but others will want to delve into their desire for in-depth mechanics and use of miniatures. I'm not going to fight that and if I could convert one player from having no interest in RPGs to being a hardcore D&D enthusiast I'd consider the project a success.

Introducing new players to something I see as having a good amount GM rulings alongside some firm mechanics could be problematic if I want to encourage something of a competitive element. Not with each other, but against the challenges of the game. I said before, I want the players to be able to win somehow, and if you feel this falls mostly on the whim of the GM your victory is less rewarding and your loss more personal. Luckily, I've already proposed an idea that I think could help here. The adventure module will be key to this sort of play experience. Here the GM has some pretty clear guidelines for how to run a particular game. When you get killed in the Tomb of Horrors you curse Gygax before you curse your GM.

Phew!

That was a lot of text to spread over three posts. I hope I've made some of my points clear but after working through these issues out loud I feel much more confident in providing something concrete in my next post. You've put up with the rambling, next I'm going to give you everything you need to try and run this game yourself.