Showing posts with label iterative design. Show all posts
Showing posts with label iterative design. Show all posts

Monday, June 29, 2015

Where she been, Oooh she been gone! (Sporadic Roundup #3)

Over the past... several months, I completely forget what I've been doing. So let's talk briefly about what I've been up to lately:


  • Dungeons and Dragons 5e -- I'm playing two games at the moment: Shieldhaven's Aurikesh game (as I was, and will be, amen), and also a game called Reborn- a mostly online game run by a friend that I will call Mr. AWESOME. In the former, I am continuing to play my Veytikka Fighter and Beruch Warlock, and have now added a Kagandi Parthé who is a Royal Sorcerer. My Warlock has been the subject of a lot of tinkering and fussing, but really, it was the addition of a couple of new cleric cantrips of Haven's that really helped me have fun in combat (I'm a tomelock, see). So it seems like a lot of the problem was that most of the cantrips at base just weren't interesting enough. Well, and the combination of a) needing to take Agonizing Blast (even though I didn't), and b)  invocations being a little too much like build traps (see item a). But I digress. Hopefully, I'll also get to play a bit of Lost Mines of Phandelver fairly soon, so that will be cool.  
  • 13th Age -- we started a game of 13th age, run by another friend I will call Batgirl, and I'm hoping we'll get to play more of that. I am playing something completely ridiculous, but it's been long enough I can't recall a lot of specifics. 
  • Life is Strange -- a Square Enix story game. I bought the season pass, and am on my second playthrough of episode 3, having completely fucked up the second episode in one playthrough. Or, well, allowed something bad enough to happen that I had to have a second one to see the other primary outcomes. There's 5 episodes total, and it's interesting to see how they handle the branching consequences. So I'm liking that. 

Also, I am working on a Twine game about books that change based on the order you read them in. I need to brush up on my JS skills so that I can possibly write some macros around more robust array functionality, because a lot depends on whether I can make conditional content around whether one item has a higher or lower array index than another. On the subject of a lot of fiddly, branching consequences. Anyway, when I have a playable demo, I will doubtless post it here-ish. 

I have not been working on either of the tabletop game ideas I have; the one about psions, temporarily called The Red Ones, and the one about cities, working title: A City of Dolls and Monsters. 

And that's the news in brief. 

Friday, April 19, 2013

Information Presentation: D&D Next and Fight Building.

Shieldhaven having sent me the latest Legends and Lore post, I was struck by the following portion:

Is a monster having immunity to non-magical weapons negating the concept of not strictly needing magic items?  Or is the intent to force players to get creative when facing such monsters?
We believe that not all monsters need to be able to be defeated in a straight, head-on fight. Some monsters should require players characters to either have the right tools for the job (in this case, magic items), or be creative in how they deal with them. We don’t want the answer to every monster problem to automatically be “stab it until it dies,” and that goes for spellcasting, too; there may well be monsters that end up in the game that cannot be harmed by spells. We think this is good for two reasons: one, it makes having the right tool for the job (and the tool itself) much more special and valuable, and makes the player feel good for having it; and two, it adds texture and problem-solving to adventures rather than encouraging players to simply barrel through every adventure using violence as the only solution.
All that having been said, any time we deal with something as impactful as immunity to spells or immunity to nonmagical weapons, we have to be sparing with how often we sprinkle it throughout the game. We don’t want to end up in a situation where those monsters that provide that texture become the standard, creating a reversal where players are frequently frustrated by having to constantly deal with monsters that cannot be harmed by traditional means. Like all things that present a non-traditional challenge to the players, we need to be judicious in their use so that they retain their value as an exceptional thing that provides texture, not a constant source of frustration.

All good points on the part of Rodney Thompson (thanks to Haven for the edit. :P), but what doesn't get addressed here is how to use them as a GM. "We" here doesn't seem to imply the GM, after all, but the overall design. And that's fair; they're clearly aware that giving even a significant portion of the monsters huge, sweeping immunities could easily lead to a lot of player frustration. What they don't get into, and what I'd really like to see in a DMG 1, are some basic uses for monsters with weapon/magic immunities, and how to make them fun.

For starters, don't have that be the only kind of monster in a given battle.

This could actually be a very general statement: where possible, include monsters of different types, with different strengths and weaknesses. The NPC roles of 4e were very useful for this, as having a controller, a couple soldiers, and a bunch of minions with complementary abilities often made for complex and engaging fights with a lot of layers. The magic or weapon immune monster could be likewise interesting, but the trick is providing enough stuff for the characters whose go-tos are obsolete something to do.

Thus, my next suggestion is, where possible, include manipulable elements in the combat location, and make sure that the excludes players can use them. In a battle where the big bad is immune to spells, don't have a lot of strength-check challenges, but structural items that spells can weaken and knock into the monster? Pretty awesome. In one where the monster is immune to non-magical weaponry, having a lot of mundane adds, or say... having something like a giant fire-pit where the fighters can temporarily gain a swing or two of enchant, but have to do something to keep it going? Very cool, and gives everyone something to think about while the combat is going on. If you can't tell, I was madly in love with terrain powers, zones, swarms, and special terrain in 4e, and I very much hope to see those come back in D&D next.

I think in general, a basic ideas guide in the main released DMG on how to stat fights for this edition, and how to set up the fights to be entertaining would go a long way in helping everyone at the table have fun with it. At this point, most people playing/testing Next have a lot of expectations and habits built up from previous editions. A little bit of guidance in how to make the most of this one, and how to realise what the designers had in mind for combat structure, would be a very good jumping off place for making it their own.

Tuesday, May 15, 2012

The Way of the Rules Chick.

So, I like rules.

The reason I like rules is because, apropos of Shieldhaven's post about Wizards, and some other stuff I've seen in games, when systems don't have comprehensive rules, they go SQUISH! and you're floundering in an undefined world where, it is reasonable to ask, "well, why don't you just teleport Frodo into Mordor" because there's nothing defining what the possibilities actually are.

This is a huge problem when we're talking about magic, but it applies to other systems too, particularly in games, where you want your magic users, your fighters, and your fighter-mages (among your other tropes) to be at about the same competence for amount of time spent building skills.  Yes, I am assuming that game/character balance is a desired thing. And I refrained from saying, of the same level to allow for systems without levels, like Ro3 LARPing, or World of Darkness Tabletop, which define advancement in other ways. 

I know a number of people, however, who do not like rules. At least, they express discomfort with rules which ranges from, "I am just not a rules person," to "I fucking hate rules because they get in the way of my ability to Just Play."

I won't get into the expectations connected with who hates rules and why, but will point out that for most people, the thing isn't that one really hates rules. One hates rules that...

  • Seem arbitrary (also called, "are too obvious/visible"), 
  • Are badly presented,
  • Are convoluted and difficult to parse,
  • Change or explode too frequently to keep up with,
  • Are 'solved' (there's a right way to do things) or easy to exploit (unbalanced).
So allow me to go into some completely unsolicited advice for people who do think of themselves as Rules People, who love to design, modify, or add to rules systems for fun and/or profit.

Monday, June 20, 2011

RoadTrip Inspiration

As may have been mentioned before, Shieldhaven and I go on a number of road trips, usually to Georgia, which involves many hours of natter. And not a little of this natter, of various sorts, is about random design ideas and the like. The chief topic of discussion this time were a pair of branching ideas, stemming from his thinking about how to make martial combat in D&D 4e feel more parry and thrust... have a certain amount of dynamic action, where one can actually respond to attacks in a way that is logical given one's particular class (read: Martial School). One hopes he will expound further on the topic, as it was a really cool idea, and I contend that it is not that difficult, in 4e, to do something like this by adding minor action powers to classes.

However, when he was first pitching the idea, I managed to completely misunderstand what he was trying to do, sticking on the point of, "a purely martial system." Which made me think about, "wait, why no mages? What if there were NOTHING BUT mages?"

Now, it occurs to me that most of the time, when one winds up talking about any given tabletop game system, one is actually talking about combat systems. There's a number of reasons for this, but the main one is that it is more clear-cut to reduce combat actions to roll something, do something, than the huge and open field of social endeavors that people can undertake.

And then there's magic. Magic, especially in earlier editions of D&D, is pretty much a box of tools a mage can use to fight, sure, but realistically they have a potentially huge number of applications, limited only by whether or not you're the sort of person who would do well in Spontaneous Competitions in Odyssey of the Mind. So what happens in a world where everyone is basically a wily tool-user, and there's none of the beloved hack-and-slashers to stand before our dress-wearing wimpiness and take the damage?

Well, first of all, rather than dispense with the question of why there are no fighter PCs, let's come up with some answers.

Thursday, May 19, 2011

Session Roundup #13, part a

A week late, but I wanted to go ahead and get through this, as there is Mage and DtD Website Updates tonight, so the chance of my getting a Roundup done this evening after the game is exceptionally slim. So this will be a two-part Roundup, to make up for last week's total lack.

Last week, there was Eclipse the between-meal-minigame, and then Eclipse the actual LARP. Shieldhaven has a breakdown of the first here, where he talks about the pros and cons of this way of running between game events.

I've been chewing over the subject since the thing started steamrolling. The playerbase saw a report of some serious evil dudes attacking the Fringer planet of Taranis, and I'll admit to being one of the players who went, "Hey, I have a whole military division just cooling its heels! Can I do something!?"

And I was super jazzed when Plot said, "sure! Do it!"

This was a hugely experimental and neat thing to do on the part of plot, and will probably go much more smoothly next time (I'm certain that there will be a next time), but permit me to break down some of the sticking points along the way, and how they went.

Sunday, May 1, 2011

Pwny Island, 4e-- act 1.

So, I didn't mention this in my last Roundup, but I've been playing Pony Island quite a bit also, as an Attention Eater for my normal workday. And there was a forum thread about a player who wanted to run a one-shot D&D game, 3.5e, using the pony breeds as the races. Which made me want to do the same for 4e, since it seems to me that reskinning races is a lot easier in 4e, ultimately. There are some serious complications here as far as playability, which I'll lay out in the initial.

Here's the complete list of pony breeds and their PI stats. PI was kind enough to supply base Strength, Intelligence, Agility, and Charisma scores for all of their breeds; which track pretty well to potential D&D bonuses-- except that WIS and CON are out in the cold. I'm going to attempt to convert the stats given for each race into reasonable bonuses based on a) the PI base stats as much as possible, and b) expected 4e classes. All ponies will be medium sized creatures, and there are some races, that while I list them here for completeness, I'm likely to leave out of the final conversion (ie, all of the aquatic breeds). Anyway, if you would like to read the descriptions that I'm going to be working with, you can look here

Earth Pony (your basic, no-frills pony): [IN: 7 | ST: 10 | AG: 6 | CH: 7]
Flutter Pony (flier): [IN: 5 | ST: 5 | AG: 12 | CH: 8]
Pegasus Pony (flier): [IN: 7 | ST: 8 | AG: 5 | CH: 10]
Unicorn: [IN: 11 | ST: 5 | AG: 5 | CH: 9]
Fairy Pony (flier): [IN: 6 | ST: 3 | AG: 9 | CH: 12]
Dragon Pony: [IN: 12 | ST: 12 | AG: 8 | CH: 2]
Winged Unicorn (flier): [IN: 11 | ST: 8 | AG: 5 | CH: 10]
Wishing Pony (flier): [IN: 12 | ST: 5 | AG: 8 | CH: 15]
Valkyrie: [IN: 13 | ST: 6 | AG: 13 | CH: 2]
PhoenixPony: [IN: 8 | ST: 4 | AG: 12 | CH: 10]
Kirin: [IN: 14 | ST: 6 | AG: 6 | CH: 12]
Purr Pony: [IN: 9 | ST: 9 | AG: 14 | CH: 8]
Reindeer Pony: [IN: 9 | ST: 5 | AG: 13 | CH: 13]
Mountain Pony (flier): [IN: 6 | ST: 13 | AG: 13 | CH: 8]

Aquatic ponies, either left out or for another type of campaign:

SeaPony: [IN: 6 | ST: 6 | AG: 10 | CH: 8]
ShellPony: [IN: 8 | ST: 12 | AG: 4 | CH: 6]
MerPony: [IN: 8 | ST: 4 | AG: 11 | CH: 10]
MerDragon (flier) : [IN: 10 | ST: 10 | AG: 10 | CH: 10]

Right out of the gate, we've got an issue with with fliers, because the ability to fly is Just Plain Better. Although this is a subject of considerable obnoxious debate, Fly speeds are the shit, as are potentially avoiding attacks of opportunity by flying over someone's head. Also, the chance of making the game just unplayable for non-flying PC characters, because they can't follow their flier friends, is a worry. There are certain types of campaigns that you can have with a party of fliers that you have a harder time with, using non-fliers. Earth Ponies are pretty much the humans of the world, and making them competitive will be something of a trick.

Secondly, there's how nothing in D&D is really designed for quadrupeds. I am getting around that by assuming that a Pony Game would be ponies only, and so all armor/items/etc exist in a pony-friendly version. This will be harder to justify for weapons like swords, axes, bows & crossbows, et al, unless they are mounted on the armor somehow. Ponies have the advantage of having things like hooves, teeth, and (in some cases) horns, which can be easily weaponized. Anyway, I'll deal with Pony Itemization in a later post.

I'll be using some of the ideas and versions of the powers shown for the Gritaur, here. Specifically, I am thinking I will grant flying races the following power (modified from Sabelkatten's Gritaur racial of the same name):


Take Wing Flying Pony Racial Power
With a powerful thrust of your wings you launch into the air to find a better spot from which to engage your enemies.
Encounter
Move Action Personal
Effect: Until the end of your turn you may fly your speed +2. If you don't end your turn on solid ground, you glide to the ground without taking falling damage.


Monday, April 18, 2011

Not-Roundup #3

So, having completely failed at everything last Thursday, I am declaring this the Not!Roundup, and I'll resume regular updates on this Thursday. I have a few other projects for this blog that I want to work on too... not least of which is the next three rooms of Three Gates Prison for this project.

In the meantime, I recommend you check out Shieldhaven's second entry in the Dungeon of Three Deceits , and also Random Generators what rock and suck from D&D with Porn Stars. Yes, I am linking this here largely so that I can find it again later.

Oh yes... I wished to draw attention to one other of Haven's posts: The Strength of His Convictions, in which he puts a little more flesh on the psionic bones I maundered over in this post. I am also likely to maunder a bit more about how I want these things to work, and what systems I would base a psionic game on... I am a bit hesitant about using World of Darkness, although it is probably more suited, because I really don't like the way that one starts out at a lower base competency if they've got no dots in a given skill, than, say, in FATE. That is to say, in a modern game, I like to assume that people can do things like turn on a bloody computer and use google without having to go out of their way to spend build on same. I figure skill points should buy you real abilities, like-- I dunno, basic coding, or the ability to know your way around terminal, up to being able to build and maintain databases, program massive banks of servers, script the hell out of AI, or know like, Ternary.

Haven, Stands-in-Fire and I just got back from a LARP this weekend, so the thickness and fury of various design ideas was something to behold. Stay tuned for the off-chance that I am not a lazy ass.

Wednesday, March 23, 2011

Three Gates Prison: section 1

For the previously mentioned Dungeon Project, sector 1:


I'll copy here the rules that Shieldhaven is using in his version of the dungeon, which is connected to mine:

Ground Rules

For the creation of this dungeon, I will be doing the following.
1. Using 4e rules.
2. Assuming that the scale of this map is 1 square = 10 feet. 4e, and 3.x to a lesser degree, requires space to move. The game is less fun when all of those lovely movement powers are unusable because there's nowhere to stand. Also, the tactical decisions of positioning go out the window. (If you hate minis combat, you won't understand this reasoning, but you're probably also not playing 4e.)
3. Connecting my dungeon to the dungeon Shieldhaven is writing. This particular entry is based on his above-linked version and our various conversations, and things may get changed around a bit as writing goes on.
4. Writing in story goals. While I'd like any DM to be able to plug this into a campaign without hassle, I think that defining spaces for those plug-ins and showing some cool ideas of my own are the way to make that work.
5. Rejecting any obligation whatsoever to use symbols on the map for their original purpose.
6. Statting fights for five characters of about 6th level.

The Big Idea

The core conceit of connection between Kainenchen's crypts (The Prison at Three Gates) and Harbinger's halls (The Dungeon of the Three Deceits) is that this dungeon, the one I'm writing, is connected by certain psychic strands. Barriers in one dungeon may be removed by solving a puzzle or winning a fight in the other. The specific do A to achieve B connections are the main things that I expect to see change as we go, because we haven't written everything before writing everything. See the tag at the bottom of the page that says, "you get what you pay for?"

Story Hooks

1. Six magical daggers are spread through the two dungeons. Each is imbued with one energy type. These daggers are also shaped to be keys to a certain very unusual lock.
2. There is a very powerful, very dangerous creature called the Living Shadow of Ugrazhe that has been fragmented into six beings, and can only be destroyed while in this fragmented state.
3. By activating the six waystones, portals to a heretofore-undefined Elsewhere open, and the dungeon becomes a travel node for portals.


Rules of Travel Between the Dungeons

The locations with what is traditionally a "staircase" symbol - rooms 1, 30, and 39 - are stable lines of travel. When traveling across a stable strand in either direction:
  • luminous water becomes crimson aether (dissipates if not contained);
  • crimson aether becomes nightskein;
  • nightskein becomes luminous water, which begins to lose its light again (10 round duration, as before);
  • one randomly-determined character loses a healing surge; a second randomly-determined character gains a healing surge; and
  • travel takes one standard action.

Background of the Prison


Part of the plan here is to make something that is easy to plug into whatever campaign, though for my part, I generally design dungeons to be the whole, or at least the centerpiece, of a given game. I do believe strongly that players need reasons to care about places, and they should have interesting histories that players could potentially know something about. This is largely turning out to be a statement of intent, I'll get into details later. But either way, the place is an old, dark and sinister prison. I'm sort of seeing it as set near the ocean, possibly near a delta inlet or somesuch.

Room 1

(In this instance, the 'staircase' symbol is both a stable strand and a staircase.)

This is one of the two 'official' entry points to the prison. One comes down from the stone admittance tower aboveground by way of the long staircase in the north, which leads to the room marked 1 on the map. There are 4 10'X10' holding cells in each corner with bars of wrought iron and heavy padlocks (DC 15 Thievery). Three of these cells are empty but for a hard, wooden bench, a battered tin plate, and a larger metal bowl. There are metal plates in the back walls of each, above the bench, where manacles were at one point attached; the northwest and southeast panels still have pieces of shattered manacle dangling from the plates. The fourth, where 'B' is marked on the map, contains a skeleton lying on the floor, ragged pieces of cloth still clinging to its frame. Searching the skeleton yields a sunrod and a couple of silver pieces (DC 12). Down one ratted pantleg (DC 17), there is a throwing knife-blade with a blue stone at the base of it, lashed to a stick with a bit of sinew. It is identifiable as a throwing-knife +1 (10 Arcana), and also something else (15+ Arcana) which can't be quite placed, but (20+ Arcana) perhaps something like a key.

On either side of the staircase, there are stone stands, the tops are carved into gargoyle faces with wide, gaping mouths and obsidian eyes. A DC 12 Arcana check shows a magical aura emanating from the stands, 15+ indicates that there is something like a gate or teleportation magic involved, and it's kind of icky, a roll of 20+ identifies the energy as necrotic and lightning, and gives one the indication that it is some kind of magical switch. A DC 12 perception check shows that there in a thin, horizontal slot in the back of the throat of the left hand gargoyle mouth. On a 17 or better, the PCs find small pressure blocks in the bottoms of the mouths. If both are depressed at the same time, the stable strand activates, and a sheet of wavering, opalescent-black energy conceals the hallway. If PCs search here, they can find small stones or use fragments of bone from the skeleton in the corner to use to hold down the buttons; about 10 copper pieces will work as well. Passing through this field takes the PCs to room 1 of the Dungeon of the Three Deceits. Also, it destroys whatever was in the mouths (assuming it's non-magical material like small stones; if they use something magical, then it scores it black, but doesn't destroy it) holding down the pressure blocks, reducing them to ash. If the PCs are holding the blocks down when someone passes through, the gargoyles deal 10 Necrotic and Lightning damage to those PCs. If they do it again, it will do the same amount of damage, and grant vulnerability 5 necrotic. Subsequent attempts do not stack this vulnerability.

If the throwing knife found above is inserted in the slot in the mouth of the left-hand gargoyle, it fits, but nothing obvious happens.

In the east wall, there's an alcove in which a tunnel has been hollowed by crude hand-tools.

Room 2

On the other side of a rough, rocky tunnel, this natural stone cavern allows a stream of brackish water in through the north wall, where it widens into a pool and seeps out through the southern wall. The water is very shallow, not more than 3 feet deep at the deepest, and tastes acrid and salty if drunk. In the center of the north wall, it looks like the tunneling continues, but stops about 5 feet in. The aforementioned crude implements lie on the floor, any wooden handles rotted away and the blades rusted.

Digging in the cavern wall will trigger a stealth check on the part of whoever does it (DC 17); upon failure, this will wake up an angry Geonid, and 3 level 4 lesser Earth Elementals. A perception check at a DC of 25 reveals the presence of something living in the rocks.

Near the pool (A), a black, somewhat glittering and thready material clings to the stones in fragile pieces. Perception or Arcana (DC 12) reveals it as nightskien.

Room 3 will belong to a later update.

Room 4

The red lines in the hallway leading up to here are heavy, barred iron doors with locked gates, much like the ones to the cells in room 1. A DC 15 Thievery check will pick the locks.

The chamber itself contains six 10'X10' cells with heavy metal doors of solid steel. Each of them have a narrow slit at about eye-height, with a sliding panel over it. Each door has a numeral 1-6 scratched into it. If the doors are locked, it is a DC 20 Thievery check to pick them. The door to cell 5, in the south-east corner, should be locked; it contains a rough-hewn tunnel to room 5.

And I will get to room 5 later, as I've got to dash the hellz out of here. Peace!







Friday, February 4, 2011

Session Roundup #2

Although a day late, as yesterday was the first round of Majour Updates for That Heap Big Thing, and I had neither time nor brain to spend on else. Anyway, we didn't have any tabletop last week, but rather had an In-Play Party and One Day for Eclipse.

So, I play Pallas Harper Kell, a space-samurai thug for the Imperium of Man, whose cousin is a muckety-muck soldier trapped in a muckety-muck noble's body. She's a good time. She also is a naive, a-type personality, quite by accident.

Anyway, a little on In-Play parties and One days vs. regular LARP events. In-Play parties are interesting, and not technically canon, except that they are. Things that happen there don't, or aren't supposed to, have plot consequences, though they make have profound character consequences. At this one, my character spent most of the night curled in a ball, utterly embarrassed, and completely smashed.

One of the most important aspects of in-play parties-- the presence of alcohol.

So... this was my first Eclipse one-day, an MJQ event. It was cool, took place in a bar, and still had combat. It didn't have a field battle, which is one of the typical features of most larp events (a heap-big battle that involves some element of strategy or boss-level difficulty), but that wasn't really expected. Mostly, there were a ton of politics, and some really neat twisting of situations so that characters who are good friends are-- in a very subtle and sidelong way-- finding themselves at cross purposes. Thusly, they must needs scramble to fix that. I was not involved in any of that directly, but Shieldhaven was. It's a thing that Eclipse has begun to do really quite well, and that I hope to see more of in the future.

Also, Stands-in-Fire and another friend, Miss L, are well on their way to becoming psionic space-demon fighting ninjas. For realz.

***

On another note, writing patch notes for a LARP website was the best idea ever, and I feel very good about it.

Finally, mostly because I am fading, Shieldhaven wrote a post today about the very topic I have neglected to maunder upon for some time, and once I've slept, done some various chores, and run my game tomorrow, I shall speak more on't.