Showing posts with label maunderings. Show all posts
Showing posts with label maunderings. Show all posts

Tuesday, May 7, 2013

Schrodinger's Bioshock Part 3: on Disappointment and Deus Ex.

Because I can't leave well enough alone, I realise I still have things to say about Bioshock: Infinite, somehow, someway. This is because, the further I get from it, the more lingeringly disappointed I am in how it played. And I realised during one of my habitual Long Ass Road Trips with Shieldhaven, that part of why is because I've played (and still need to finish) Deus Ex: Human Revolution. Bizarrely, rather than wanting to continue in the mechanical legacy of its predecessors, it felt very strongly as though Infinite really wanted to be like Deus Ex-- but failed. That is to say: It wanted a Pacifist Playthrough option.

Tuesday, July 12, 2011

If I were a CEO: Tabletop Games, #1.

This pair of posts on This blog that Shieldhaven reads and I really should read too, because it's pretty awesome, got me thinking about an idea I'd had on one of the many, many long-ass car rides I go on with Haven and/or Stands-in-Fire (I am pretty sure Stands-in-Fire was there for this one), about how I would run the D&D side of WoC, if I owned it. Also, refined the ideas somewhat through conversations with Four Color Criticism, who understands far more about publishing than I have any hope of knowing ever.

Keep in mind that this is the hypothesis phase, so I haven't thoroughly or crunchily weighed or vetted any of these things, and this can hardly be called a proper business plan. Rather, I am going by impression and wondering if these things would work. But nu, to the stuff:

Thursday, June 30, 2011

Session Roundup #16

Two weeks out of date, alas! But with good reason-- Shieldhaven and I were out of the country for a weekend, and friends getting married on a tropical island do take precedence. Not that there's been much to report, game-wise... I've gotten to disc 2 of Shadow Hearts, and Haven and I, with the help of one of his co-workers, Spirofin, managed to make it to the 3rd tier of depth in Spiral Knights. Which is a ride we are not even a little bit tall enough for. Time to work up to that 5-star gear, which will require a profound investment of time, money, or both. Which is a difference in philosophy between Haven and I-- he will Never Ever Pay Real Money For a nominally Free To Play Game, while I will apply Arcade Logic: that is to say, I am having a good enough time that I would totally feed quarters into this if I were in an arcade, so dropping 10 bucks on energy to craft faster doesn't bug me. I want to write about micro-transaction models and De Biz more, but... well. Time. We'll see.

Thank goodness it's not pinball. My Biggest Weakness!

Also, there was Arcana Evolved the weekend before last, a short session. We spent the first half-hour or so of the game addressing the question of whether we'd be charged, and how much, for using the Library of Eradnos (sp?), to which we'd finally made it last session. The answer was that they'd accept payment in trade, which, luckily, people who weren't Basel took care of, because I think they have Magisters to do... well, pretty much everything she can do.

We didn't have time to trigger the fight with the Rune Reaver before Haven and I had to leave for the Eclipse One Day, though we came up with some pretty nifty plans to fight it (three cheers for access to seventh level spells, and the Dragon Template!), so we spent the rest of the time chatting with the Rune Angel who had come to help us fight it. There was some discussion of whether or not she'd give us info as to the plot macguffin that brought us together, which boiled down to... well, sort of but not really. Self-directed... stuff isn't really the point of this game, though. It's more... well, here's the stuff that is happening, and we can react to it or not, mostly through where we decide to go. That said, helping to defeat this Rune Reaver thing is pretty cool, while I'm still at a loss as to the whole spreading cold and what we can do about it. Though we've apparently done some! Which is good! Stupid ice devils.

Which brings me to the Eclipse One Day! That was pretty darn excellent, all told. They rented Safety Wolf; a paintball facility in Conyers, GA. It used to be a cheap-o hotel, and now is a creepy, multi-room, no air-conditioning hellhole that was the perfect place to take down a horrible terrorist and yes. Of particular note were some utility boxes they set up, where mucking with them with a number of skills, including Security Counter measures, Energy-tech, and the like produced different results, and combined with info from a computer that the hackers had to get into. It was _awesome_. And there was much fighty. There had been a conversation earlier that day about how NPCs didn't use guns often enough; yeah, that was definitely not the case here. So many guns! The only thing that would have made it better would have been the lights flickering, instead of just being turned off.

Also, kneepads. I am wearing kneepads to every event from now on. My knees love me so much for it. And I need to get gel-pads for my boots. So badly.

These are my hands, my knees!
Spacepunk Samurai Knees.


No Mage tonight, as there is too much writing to do-- this post being one thing, and much belated Website Updates for Dust to Dust. And Culture Packets. And, if I can manage it, any of the other posts I want to do. Meh.

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.

Monday, June 13, 2011

Not-Roundup #5

Super belated edition, as we didn't really play anything much-- I mean, barely even Spiral Knights-- between my last post and last Thursday. Well, I've played some random hidden object games, which I have to confess a weakness for. Also, I have been thinking about game economies, and the kinds of games like Pony Island and Neopets which are, well.. pure economy games. The genre is fascinating, as it's amazing how much trading pixels becomes the entire mode of play-- and how hugely popular those things are.

Next in Pwnies-- Air Ponies.

First, Section 2 of Dungeon.

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.

Friday, April 8, 2011

Session Roundup #10

This week is notable for having been privy to the First Ever DtD World Event, and also session 2 of Mage: the Awakening

Saturday: Dust to Dust, Akathians vs. Ghuls-- So, this being the first event where I was, NoShitReally, a member of plot. The... circumstances of my arrival notwithstanding, it was really a lot of fun, and the players seemed to enjoy it quite a lot. We had some rough patches due to this being our first time working together, on the field, as a committee. However, it's really amazing to see something you've been working on for ages finally coming to life, and seeing what plays out as looked in your head, and what doesn't. I think Ritualism is the best example of, "OMG, that's just how it looked in my dream!" What is Ritualism, you ask?

Ritualism is how we do preparatory spellcasting in DtD. You have rituals that give you a number of charges of a given effect, which you can put in your focus. Each ritual has a rune, cost a certain amount of fatigue, and a backlash in case you fail the ritual. When you cast, you and up to 9 of your ritualist buddies pull dominoes (bones) from a bag, and attempt to make the sign of the ritual rune out of legal matches. As a wizard, you only have a certain number of bones you can pull from the bag when you begin the ritual. Fatigue reduces the number of bones that you can pull. So if you are working on a 5 bone ritual with a fatigue of 1, and you have 10 bones you can pull total, you've got 5 bones of leeway for matchmaking, and the next ritual you begin, you can only pull 9 bones total. Neat!

This encourages cooperative casting on one level, but also discourages it, based on how fatigue is divided amongst ritualists, and who actually gets the benefit of the effects. Plus, you have to have the ritual text prop to cast, so the text props are awesome treasure. Yay!

As for the parties themselves, Ghuls are nasty beasts-- horned human-looking dudes with very sharp teeth, who eat people and take their skills and memories. Bad times. a number of the Akathians did, in fact, get munched, including their leader, the Governor. Oops.

Our next event is on May 28th, at Indian Springs Pioneer camp in GA, and pretty much everyone should come, as it looks like it'll be a campover.Fun!

Thursday: Mage: The Awakening-- our Second Mage session, this was the one with the exposition. I think I want to think about this session more before I really post about it in detail, but I will say that picking up a second dot in Fate is def. on the table for things I want to do. Sometime after I go right for the fourth dot in Mind. I am not really familiar with World of Darkness advancement, so I don't know how hard it will be to get to Mind 5, but... omg, Mind 5. So awesome.

Also, I am looking forward to the next session of the game. Everyone's character feels very solid and real, which is unusual for a couple of sessions into a game. I don't think we've all figured out how we'll work with our abilities, and with each other, but that'll probably work itself out. Anyway. My gaming group is cool. And I'll talk more about mage... probably the Thursday after next, when we have our next session.

Wednesday, February 23, 2011

Taking the compel.

I will cover this more in this week's Roundup, but I wanted to take a moment to say that so far, I really like the FATE system.

Also, I find that lately, when I make characters, since I am mostly making female human characters (modern games), I almost always build a mixed-race girl of some kind. Which I suppose makes sense, as I am a mixed race modern girl. But my last two are Black and Sindhi (Over the Edge) and Black and Mexican (Dresden Files). Which would be curious if I were a (not-mixed) white person, but... well, whatever.

Anyway, Over The Edge and Dresden Files, if you hadn't guessed, will be the subjects of this week's Roundup, and are both games that I am seriously looking forward to playing more of.

Monday, February 7, 2011

Go through the motions of exploring the familiar.

In my last post, I mentioned This Post of Shieldhaven's, and now Wombat's gone and responded here. So now, I must needs venture my opinions on the topic.

I have an odd position in the groups I game with, in that I'm generally the only Person of Color(tm; also, unless you count the Angry Cuban in our AE games). Incidentally, until having the conversation with Wombat (who is white, but a jew), I was also the only person who generally felt that the presence of humans was okay, sure, but not necessary in a game world.

So, how this conversation even started:

Shieldhaven was talking about the new races he'd created during his late night maundering, and mentioned that, in order to have people actually pick his classes, perhaps he should strip a game with them in down to just humans and the new races. To which my question was, "Er... why include humans?"

Now, as implied above, I realise that my question and feelings on the matter are solidly in the minority. Anyone who knows me even a little will not be shocked by this. Shieldhaven felt, at base, that giving the players something understandable and familiar-- i.e., humans-- was important, so as not to lose them. I marked that the new races-- the Veytikka in particular-- were written in such a way that they kind of did not make sense unless you had another, baseline race to compare them to. The Beruch as well, and the Rindari have not been written yet, but-- they were all designed to be minorities. And while this was not, from talking about it, a conscious decision on Shieldhaven's part, it was... curious to me.

And here is where I will dispense (for the moment), with the issue of player investment and whether or not players will buy into a game setting where there's no human baseline. I, personally, would like to play a race in the context of what they're like internally, _without_ comparing them to a human genero-culture. As is pointed out in both of the posts I mention, there's sort of a problem with humans-- they typically wind up with their racial trait being, "generic". Of course we know what humans are like-- we are humans, aren't we?

Thing is, as game designers are themselves human, apart from some physiological details, and a pointed attempt to make the things that they feel, do, or care about completely unrelatable, any new race is going to be some variety of "like humans, but..."

Take the Veytikka. They have certain physiological features (claws, snout-like faces) that make them inhuman and change the way they interact with their environment, but as far as their attitudes and actions go, they're actually pretty darn human, but...

...They eat carrion. They're well designed for it, and for them it is the right and proper thing to do. Thing is, a human culture could just as well do that, out of some philosophical inclination, and then we get into trickier issues of intra-species race. Apart from that, the racial culture is given as tribal, and they are suited to some specific classes, like most D&D races. They're statted to fit into 3e and 4e D&D, so they'll be further colored by the rather familiar expectations of the classes they choose. Tl;dr, the text already explains the ways that Veyttika differ from humans in the context of the player's own person and culture, so why would there need to be humans in play to underscore the difference?

As part of my objection to the philosophical part of the "people need a familiar race to be the point of reference" is actually the "point of reference" part. Because I am human, I will automatically be thinking of how this race is different from a human. It bothers me, to then have to, in play, be ever conscious of my character in the context of, "I am different from this other group, which is normal."

I realise that this does not address the issue of turning off players through an excess of difference, but I feel that that aspect of the question is dealt with at length and better elsewhere, and I'd like to deal with the aspects so avoided, which are, frankly, relevant to me. Let it also be said that I don't blame anyone for choosing not to deal with stickier issues and assumptions when it comes to race in gaming, but... well, I think that it's just possible that part of the reason for my preferences in story telling and roles therein might have something to do with my own background, and the same for other folks. This doesn't say anything about myself or anyone else as people, but is objectively interesting to me.

Let me use another example, which has about an equal chance of refuting or supporting my point: the 4e race, Wilden.

Wilden are supposed to be a new race just out of the feywild, terribly curious and eager to learn about new cultures and races. They're a tablua rasa, looking for things to ape so they can learn how to be actual people. They have a hatred of abominations, but apart from that... well, they're plant people.

And let me tell you, they're hard as hell to play, esp in the party I'm in.

I picked one up in Chessenta as a power gaming option-- I wanted to play a Protection Shaman, and they had the best stat options, and were also something I've never played before. Now, I am in a party with two humans and an Orc-- fighter, avenger, and rogue. Given that my racial MO seems to be, "try to be like the others you're around," how do you suppose I play my character?

Answer: Well, like a bear shaman. Because that's what I'm actually doing, leaves or no leaves. The role of the Shaman is much stronger than the role implied by my race, except in the (hasn't actually happened yet) incidence where I need to use a racial power. And the same is true for humans, actually-- except in AE, where humans are marginalised as compared to Giants, I generally see human players playing the trope for their class. Only Grish, the Orc, plays a racial trope to any extent, and even that is second to his outstanding thievery. Well, and Ullentarni the Dragonborn, but that's because his racial story was supported by the game, and the circumstances in which we encountered him. For the rest of us, race doesn't actually matter, or much inform how we play.

So... what does all of that mean for the presentation of a game, before and during play?

First of all, I have the strong temptation to strip stats from races, and give them basically the human stat choice. If including humans in the game, I'd be further inclined to write specific racial abilities for them which were something other than, "I'm so generic, I can do anything with my generic self," depending on the setting. That is to say-- If other races have specific, geographically or otherwise bound cultures, it makes more sense in a given setting to have the humans be so too, than otherwise. In my game, I get around it by having most races be pretty much ubiquitous-- only races of a fey or outsider sort of origin are in any way concentrated, or have cultural norms outside of the norms for their region. I did not go so far as to change up races that much, mostly because my game is at least partially about teaching 4e to its players. But I think next time, I might, so as to make the race choice more purely about preference, vs. optimization.

And I'm tempted, especially if offering a setting where it makes sense to do so or I am offering all-new races, to just not have humans in the game. Now, it's at this point that the Player Investment issues come to the fore. We'll go ahead and take it as read that players dislike having high barriers to entry, and/or having to do a lot of reading in order to play a game, or understand their characters, unless doing said research was their idea in the first place. So let's think about how to address this.

1) First of all, sticking to a well known system, OR a system where everyone is expecting to do reading because it is all new. Personally, I prefer the former, partly because I like D&D so well and well... I am used to it. This could, however, work okay in a system where the expectation of newness is working for you. Nonetheless, I think that changing as little as possible about a system that the players (assuming all the players are familiar with said system) know, and explaining early on the conciets of the setting, you'll probably have a better chance of not throwing them off. In particular, I would not introduce any new classes, but have everyone stick to existing stuff.

2) Keep written material to a minimum. At most, I'd keep the info about the size of any racial write-up in a character creation book. If the setting is such that it demands it, include info about how the race fits into the world, how they behave amongst themselves, and what, if any, prejudices and assumptions they have about the rest of the world. This is the part where you're pretty much highlighting what makes them different from humans, what sorts of stories they are likely to have as a race. In all other ways, it should be clear, or at least safely assumed, that they are just like any other people.

3) Support the races in-world. Once you're in the game, the structures and social constructs of the world should reflect the people who live in it, and the GM's job is to convey this to the players in as seamless a manner as possible. Players are likely to look to NPCs for clues on whether a thing is common or unusual, good or bad if they have no other guide, and a couple of lines of dialogue can speak volumes about how the players should feel about a given situation or people. It's all right for there to be minorities and marginalized groups, or majorities that are not generic, but it's important for the world itself to convey that that actually means.

The example I can think of at the moment is actually pretty problematic-- Karnath, in the Eberron setting, specifically as run by Wombat. This is a place where Undead Soldiers are the norm, and the whole country supports that construct pretty completely. If we, the players, had been playing all Karnathi, the world did a very good job of playing this particular social construct up as normal, and we'd have had to do some twisting to not be at least tolerant of it. As it was, we all played people from elsewhere, at least one of whom had character reasons for objecting strongly. My character, being from a country that had formerly allied with Karnath (and which no longer exists), didn't really have an opinion one way or the other until very late, though she had some very strong in-game pressure to find the Karnathi Military Structure pretty darn appalling. I am marginally curious as to what would happen if we _had_ all been playing people who were raised to accept this situation as normal.

Permit me, for a moment, to refer to a thing that I mentioned earlier, about my problems with a culture that can only be viewed through the lens of a somebody else. That can be done well, and the ways in which it is done, interestingly, change the "point of reference" race/culture. Let's look at the Veytikka, for example. In a world where this race is common and reasonably accepted, it'd make a certain amount of sense for some non-Veytikka races to say, be all right with having established places to dispose of their dead, for Veytikka to come and clear away, in a symbiotic sort of way. Or to have some shady characters try to scoop up all the dead things before the Veytikka can get to them, and try to sell them back at a profit, controlling their food supply. It all depends on where you want to go with them, and if you're having the Veytikka be hunters who kill and eat their food raw, or if they say, disdain hunting and prefer finding as a cultural Thing.

But anyway, there is a certain point to be made there about the usefulness of humans-- it is easier to change them, and the way they see things or act, to accommodate their relationships to other races, than it is to do the same for races where one's understanding of them is learned. When we're talking about human vs. non-human, that's pretty much all of them.

I'll save this topic as it relates to non-European-based cultures amongst humans in Sci-fi/Fantasy/Gaming for another post, as this one has gotten really quite rambly and long.

Friday, January 7, 2011

You're gonna hear electric music/Solid Walls of Sound.

Deck of Many Things returns this week to discuss a spell. This spell can be found in Monty Cook's Arcana Evolved game. It is called Wall of Sound, and the fucker is broken as hell.

(*Note* there is apparently errata which makes it less broken, but I'll deal with that at the end of this post.)

So, about the circumstances under which I employed this spell for the first time in the campaign. I was playing my Magister, Basel (11th level at the time), who was frustrated with the limited nature of her 6th level spell options. She had memorised Vitrification, Shaped Strike, and Wall of Sound for the day-- nevemind that we were in a field of crystal and fighting crystal monsters, so Vitrification was fair useless. A little bit about these crystal monsters, by the by:

1) They had spell resistance.
2) They were immune to fire and cold (so much for shaped strike, which is a fire spell).
3) They were resistant to Electric Energy (which is one of my energy templates).
4) They could refract damage spells so that they bounced in a random direction, potentially hitting me or my allies (so much for most of my damage-- considering the changes of hitting either of the Large-Size Giants in the party, or the hit-point shy Faen, or the Human who is pretty much the main tank... yeah).
5) ...They were vulnerable to Sonic Energy.

So, after trapping one of them in stasis for a round with Dreaded Freeze, This Rabbit goes and looks up Wall of Sound. According to the original printing, the spell has the following attributes:

1) Simple (which means almost anyone can cast it)
2) Spell Resistance: No (later fixed in the Errata, but that may not matter, depending on what is being resisted.)
3) covers a number of 5X5 squares up to your spell level. (Mine at the time was 13, having cast a Heightened Greater Enhanced Magical Flow)
4) Is not bound by gravity, and need not be vertical.
5) Can be made in about any shape you want.
6) has hit points equal to 50 X your spell level.
7) deals Sonic damage equal to 1 X spell level at 20 feet away, and I forget how many d4 of damage (1d4 X spell level with a limit?) at 10 feet away. Half damage on a fort save at 10 feet, no damage on a fort save (I think) at 20.
8) has a duration of 10 rounds per level.

Sounded fantastic to me, esp as we were fighting 10 foot tall crystal critters. My first thought was to create a ceiling of sound over the one fighting my companions, but could not do so in a way that would not hit my allies. So Bo, the Winter Witch, came up with another suggestion.

"Hey Basel, why don't you box the one you Froze in the Wall?"

Well, why didn't I? I could put the wall entirely around the dude, and I could place it at such a height that crawling under it or jumping over it were both problematic, and so that, even if it did get out, it was going to take stupid damage first. Beating on the Wall, at 650 Hp, wasn't really going to do it much good either. So that's what I did. The crystal tenatacle thing (did I mention the tentacles? Yeah. Crystal Effing Tentacles. WOULD I MAKE THIS UP?) shook to death in a handful of rounds, by which time we'd murdered the hell out of his friend.

At which point, Bo very sensibly says something like,

"Yeah, just wait till that's used on us."

Hm, a valid point. The general rule of AE is that anything we can do, the NPCs can do better. And this spell, used with a bare minimum of creativity, is pretty much a Win Button.

Now, it is 6th level, and it is apparently subject to spell resistance, but I'm going to have to look up exactly how that works to see if that just means you don't take damage from it, or if you ignore the wall entirely. Because if it's the former, then that still means dude is trapped in what is basically a force wall with 650 hit points.

Still not hot, particularly if you have angry bow-fighters and magisters ringed around you, and you have any exposed bits at all. Otherwise... well, you're stuck in a box that will let the party get away long before it fades off of you. Suck.

The best ways out of this situation, assuming there's no ceiling on it, is to be able to fly, or maybe to dispel magic, so far as I can see. Otherwise, I think I'll be avoiding using this spell overmuch, as believe it or not, I am not a big fan of The Win Button. I like there to be more than one Right Answer possible in the main of situations.

Ask me about 4e Artificers and Magic Weapon sometime, when you've got a few hours.

Tuesday, October 19, 2010

Semi-weekly maunderings.

So today is (likely) B's Game, meaning that there's been one episode of the same, a Chessenta game, and an Eberron Game since the last time I posted on tabletop. Also a session of mine. And yet, my thoughts on such are all that is scattered and lame. But.

A thing to which I wish to give more thought-- probably aided by intense scrutiny of the monster manuals-- is keeping controllers alive. In my last game, I wound up doubling an encounter because (though they had very good plot reasons to do so), the players pretty much alpha struck the Controller before she could do any of the cool things she could have done to wreck them. On the one hand, this is good-- do the players really need to know how awful the controller's stuff is? This being something that my players ran into in their very first encounter, when they let the Goblin Hexer hang out and do horrible things to them through its allies. Alpha striking necromancers = absolutely the right thing to do.

On the other hand, there's something... I dunno, weak? About the alpha strike being too easy to pull off. There's a balance there, or a right set of additional baddies that are just nasty enough to protect the Controller by drawing off aggro, without just rolling the party hard. As last weekend's LARP reminded me-- if the GM wants dead players, they can always have them. It's not that hard. What's hard is live PCs who feel like they were actually at risk of dying horribly.

Anyway, it's a lowby something to think about, but something I am thinking about RightNowThisMinute.

Monday, September 20, 2010

Are We Having Fun Yet?: The Mirror of Life Trapping.

After the last session of my game, it occurred to me that there were a few things that had happened that I don't think I could have pulled off in my other gaming groups. I am going to see if I can phrase this without giving away any of the things my party did not figure out, as they could still do some stuff in this room. But nu.

Lemme 'splain.

Basically, in one of the rooms there is a mirror of life trapping which, in order for there to be any real intrest or immediacy to the adventure, requires that one of the PCs fall into it, whereupon they are stuck in a small black room with no doors, and only one window-- to the room where they just were, where they can see and hear their party members, but cannot interact with them. Generally, they can't do anything now but wait until the party rescues them. This could potentially go very badly as more members of the party get trapped, which, after the first one, releases one random creature that had been previously trapped in the mirror.

If you are a gamer like my usual team, you are probably thinking, "Oh man, if that happened to my pc, I'd be so pissed off! I might walk out of the session. Sitting there trapped with nothing to do is not my idea of a good time. That would hugely suck. I feel so lame."

And you'd have a valid point. I have gotten hugely upset myself in the AE game upon falling unconcious, when, since I was all but out of spells, waking me up while the combat was going on would have been a serious waste of party time. That's right, I'm sitting there with nothing to do because, the way combat is structured, to do so would be sapping valuable rounds in which damage could be done, because there's no way to heal and do damage on a single turn, and AE doesn't really (as far as I know) have dedicated healers, unless, say, you went hardcore mage on nothing but the Positive Energy Template. But I digress. Being locked out of the action is no fun, and I can't deny that.

Nonethless, the players I have run through this have all really liked it (in the interest of full disclosure, the second time, I trapped a player who was going to be missing the session), and I am going through this here in part to try to suss out why, and also to justify why I thought this was a good idea in the first place. Anyway, here's the skinny on what justifications I can think of for why this might not just innately suck:

1) the puzzle /is/ avoidable.

The first two times, run in 2e and in 3.5e, you had a dex check to avoid looking in the mirror, and a will save if you did look. When I ran it just now in 4e, I had skill checks to avoid looking (with a bonus after the first party member got trapped, since they knew what it did), and the mirror made a +10 vs. Will attack (yes, against 1st level characters-- not looking is supposed to be the best way to avoid this) if you did look into it. After the first person got trapped, most of the party had no trouble keeping their eyes averted-- the Rogue kept covering it and uncovering it as they tried to get the Avenger out, flubbed one roll, and wound up getting caught also. Fortunately, by that time, they had figured out the keywords, and had no trouble getting the Avenger out. The Rogue... well, that's another story.

That said, if the whole party manages to avoid looking, you're fine. Also, when the party enters the room, I made a random roll to determine which of the 3 mirrors in the room (a heavily modified Mirror of Mental Prowess and a non-4e style Mirror of Opposition) is uncovered; the other two have cloths covering them. Which is a mixed blessing, as poking at the covered mirror may well get you trapped, when you don't know what's under there. But there are ways, such as utilizing the mirror of Mental Prowess, to figure out what is going on with the mirror and even solve the puzzle of it without a party member getting trapped-- if say, the party decides they want to free the other things that are trapped in the mirror.

Which brings us to...

2) There are multiple ways to solve the puzzle.

The first two times I ran this, the players solved it pretty much the same way, which was not even close to the way the 4e party solved it. Using the mirror of Mental Prowess (which worked kind of like an Infocom game in that you had to phrase things in very specific ways to get the results you wanted, but asking enough questions or even regular conversation where the mirror could 'hear' would eventually get you clues to help you out), the party figured out the passcodes to the Lifetrapping Mirror, and only wound up acidentally freeing one thing that was trapped beforehand-- and that one was friendly. There was another way they could have done it-- finding some other living thing (or the creature they'd released, an Orium Dragon Wyrmling) and forcing it to look in the mirror in hopes of releasing the party members randomly, and that option got discussed. Also, if they'd come up with something really neat, I'd probably have let that work. Actually-- well, here.

Because of a number of factors, one of which was that the Rogue was the one who had solved the puzzle of getting the passcodes in the first place, and had tricked the mirror of Mental Prowess into believing she was its master, I allowed the Rogue to make a skill check from inside the mirror to free herself. Doing so was narratively the right choice-- it served the drama of the scene, as for reasons of her own, the rogue bluffed the party into believing that they had actually freed her. One person made their insight roll and is now suspicious, which adds interest to the role play. On the other hand, I can't really claim that this choice was anything but DM Fiat, which topic ought to be another post entirely. But my thought, basically, is that in this case the players trust me enough to realise that if I see them not having fun with this, I am going to do my damdest to make sure they start having fun again as soon as possible. Also--(very tiny invocation of) rule of cool, which in this case is more, Rule-Of-Your-DM-Is-a-Narrativist. Which is yet another future post topic.

That said, I am curious about opinions as to whether this kind of thing is really too risky to run much-- I mean, overdoing the, "oh no, now you're trapped in something and have to be rescued" is no good, but on the other hand, dangers that aren't death seem like a kind of neat thing. Does it fall into the realm of, "This is Not Okay, and you should only do this if you want at least one PC to have a miserable session," "Naw, this puzzle is cool! Do it moar!" or "Well... run right, I guess this might be okay sometimes in moderation," as far as things that might actually ruin a game.

I suppose that part of the reason that I am wondering is because this is not a question I'd even ask myself in 3.x or earlier. I'd say, to any player that whined about it, "don't lawyer me, suck it up and deal. "Having played more 4e-- and just more, with more power-type gamers-- I worry about mechanics screwing things up a lot more, as I like the players knowing how the world works and how to use the tools they have to fix problems-- hence, my love of skill challenges. I've been very fortunate in having players that enjoyed 'stuck in a box' rp-- and man, the poor Avenger has been running foul of every trap in the dungeon, coz she doesn't like to check things out before she messes with them. Whoops. Anyway, I can't help worrying if this sort of puzzle is actually a Douchebag DM Trick(tm) that's squeaked by because I have players who have the patience for it and don't know better, or if it's really all right, and I've provided enough outs.

Anyway, tis something I am thinking about right now.

Also, I will add that this is something you should NEVER do in say, a LARP. Taking agency away from characters when they do not have the option to, you know, go get a snack or go to the bathroom or make snarky commentary around the table, and they have to be in character is a recipe for lameness all around. Also, your resources are very limited, so back up plans to salvage the situation are probably going to look even dumber. But LARP mechanics and Tabletop mechanics are two very, very different things. Well, obviously.

Yes, this is a reference to something that happened at Eclipse this weekend, though not to me. Still, it was a thing which reminded me that I wanted to make this post in the first place.

B's Game tomorrow, gaming schedule-wise. Delicious 12th level assassin antics.

Fun for all.

Thursday, September 16, 2010

Combat can be fun!

(Another re-post from LJ, originally viewable here. Incidentally, you will sometimes see references to a gentleman called B. B is a fellow gamer, one of my DMs, and also my boyfriend ~K.)

Instead of the post I was going to originally make, which was a run-down of my problems with 2e and 3.x D&D, I am going to sum those up, and get to a topic about which I actually care a good deal more. To wit, earlier editions do not have 4e's barriers to player entry, obtuse and overwhelming character creation system, or near-necessary online program that pisses you off when you realise you need it after having spent a ton of cash on books. 4e does not have the huge vagaries and limitations of role that previous editions do, and adds economy of action to many different things, healing in particular-- plus you realise from the outset when you've built a character badly, instead of only figuring it out 6 levels later, after you've been convincing yourself this whole time that one day, you'd be awesome, really. Proponents of both systems argue that it is the other one which is actually limiting and frustrating-- I know that I do. So, I have come to the conclusion that it is a matter of A) what one is used to, and what sorts of limitations you are willing to accept in presentation, and b) What tools help you, personally, become immersed in the game. I would like to think that there are ways for those who love the old editions to share their preferred format with those (i.e.-- me) who have become spoiled by 4e, and for those who are skeptical or downright hostile to 4e come into it in such a way that they'll enjoy the new things that are coming out for the system.

First of all, let's talk about what not to do if you're running or playing in your first 4e game. Primarily, and while I have said this before, it bears repeating-- Start At First Level. When I ran 1/2e/3.x, I generally would start a game at 3rd level, particularly if there were any spellcasters in the party. 2 words-- Haste, fireball. Also, you might possibly have a hit point or two by now. This will not be so much an issue in 4e, so it's better to get used to the way things work from 1st, than to try to jump up. Also, this is easier on the DM, so that they can get a feel for how to stat encounters for this party.

Converting your current game to 4e and keeping going is a really bad idea for every possible reason. For one, you're still in the old game mindset, people are used to what they can and can't do, you have established mechanics and ways of doing things that are natural to the characters and the game. Suddenly switching to Powersets, condensed skill lists, magic items that work a lot differently (and this is huge-- changing up people's stuff is a really good way to tear them out of your world and make them angry, /especially/ if it is something they use all the time-- also, You Don't Want To Convert Them All, Trust Me), non-combat characters suddenly becoming Useful and Important in combat-- no no, is too much. Play out your current campaign in the way you're accustomed, and run your 4e game new. This will also give you, the DM, the ability to get used to the Monster Manual, and the way statblocks work for monsters.

I hadn't noticed, but a friend pointed out this weekend that the Monster Manuals don't physically describe the monsters. Spacewise, you see, it seems to make so much more sense to include blurbs about how the monsters fight tactically-- so that if you're say, throwing goblins at your players (this being the 1st 4e encounter that I've run, and yesh), you can throw a bunch of different kinds of goblins who all fight differently, and have powers that help out their allies and do horrid things to the players. This is pretty durned neat to me. Goblin Tactics is awesome. As players encounter more of them, they learn who to kill first and how-- and it isn't always the caster, though sometimes, ja (If the caster is a Goblin Hexer and there are other goblins on the board, OMG KILL IT FIRST, KILL IT WITH FIRE). Anyway, hit dice don't really exist-- all monsters of a given name and level are going to have the same hp. This is something, by the by, that the players a) don't know unless you tell them and b) if you really want to, you can modify. It is very easy to raise/lower hp if you really want to, or if you want to tweak fight length, but it's not likely to be necessary. Also, there's the matter of minions-- don't skimp on them. Your AOE casters will really like being able to mop them up, and they have some interesting strategic uses for the standard monsters in a given encounter.

Which brings me to another potentially problematic bit-- if you are not used to using minis and a map (grid, not hex) in your campaigns, in 4e you pretty much have to. 4e has a lot of forced movement, terrain with various effects, and variable ranges. This can be a roadblock for players who are either not used to those, or are not used to the sheer, laid-open mechanics of movement and move actions being so much a part of the game. When learning it, I completely understand it breaking one from immersion. Here's a place where the DM and Player aspect can fix this-- it is, like so many things, a matter of describing what you're doing. A lot of powers have wonderful descriptions, as for instance:

Forceful Drag
You dig your fingers into a foe and drag the struggling opponent across the battlefield.
Encounter Martial
Move Action Personal
Requirement: You must have a creature grabbed.
Effect: You move your speed. For each square you move, you slide a creature grabbed by you 1 square to a square adjacent to you. The creature remains grabbed, and you do not provoke an opportunity attack from the grabbed creature for this movement. At the end of the move, you can end the grab to knock the creature prone.
Published in Martial Power 2.

Here's where the roleplay part comes in-- and it is some badass roleplay, as your fighter, having grabbed ahold of some critter or bad guy explains how they are hauling their sorry ass across the field, and then deciding whether they want to knock dude to the floor or not. Hells. Yeah.

I really want to talk about limitation, and who can do things like grab monsters and how, and the differing roles of skills and their base stats and the like, but I have realised suddenly that this is a heap big topic that I'll have to maunder about at another time.

So playing with map and minis in 4e has convinced me that one of my big mistakes in previous editions was not using them for combat. The inclination to use very small spaces and non-specific locations made combat kind of arbitrary, like turn-based video game combat. This is not a problem with previous systems themselves, but it is a problem with how I played and ran them. In going back to 3.x or earlier, I might be tempted not only to go to map & minis, but to limit ranges on spells and effects so that their use is more strategic. But that brings me to another issue, which I guess I'll go ahead and bring up now. Since we're talking about straight up mechanics. Which, of course, is marking.

But before I get to marking, I have to talk about roles, which are another new thing, and which for me were difficult to wrap my head around initially. You have the Leader, which means, basically 'Healer'. That is to say, the classes that fill the Leader role are generally going to have some power, usable as a minor action, which allows them to drop healing, usually 2x per combat. And here I restrain myself again for going into what I feel is the biggest strength of the system-- economy of action. /ahem. So we've got Strikers, which are there to do huge buckets of damage, and are kind of squishy otherwise. Then Controllers, who are also squishy, generally work best from range, and move things around and set them up so that other people can do huge buckets of damage to them. Also-- AoEs. And finally, Defenders, who have a Mark.

Marks are excellent. Marks are what permit Defenders to truly protect the other roles from games of SmashCaster. Basically, it's an ability that punishes x enemy for attacking people who are not the Defender, so that if said enemy is standing next to a Wizard and a Fighter, and can only attack one of them, he's not going after the wizard for being all cloth-wearing and tasty-- except at a -2 penalty. No, he's going after the paladin-chick with the effing axe who has been hacking at him for the last 5 rounds. As it makes sense from a story standpoint for him to do so, it also gives a material benefit that is good for everyone in the party, and allows the Defenders to do what they're good at-- tank!

This is, however, an extremely visible gears mechanic that some folks might find a turn off. I think that it's a case of explaining why, from a narrative/simulation standpoint, that focused attention effects are cool. I think the best example is actually a first level bard power:

Misdirected Mark
You conceal your arcane attack, tricking your foe into thinking the attack came from one of your allies.
At-Will Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d8 + Charisma modifier damage, and the target is marked by an ally within 5 squares of you until the end of your next turn.
Level 21: 2d8 + Charisma modifier damage.

Once again, the description is what's important here-- in which our tricksy bard makes the ogre think that the paladin chick over there? Yeah, she totally smacked you upside the head while running past you. I am just an inoffensive dude with a mandolin. Now go away.

So hopefully, the Narrativist types (I am one of those, btw) will like this enough to accept it. This is Gameism at it's finest, so I assume that the Gameists are way ahead of me. But I can still see the Simulationists being somewhat dubious, and making arguments that marks are arbitrary. This is a harder one to see a good solution for, to make it more palatable to older edition sorts. I do think that it is something that can be simulated in 3.x with a generic mark, used as a minor action or something, that a fighter could use to hold the attention of probably a single enemy, if you wanted to make the argument that a fighter could probably only hold the attention of one at a time. But seriously, it's a mechanic I'd like to see done backwards-- I don't know if there's something similar previously, but I've never seen it.

All of this said, here's the hard part, and something that I could stand to keep in mind as I continue with my game-- run things straight before you start changing stuff. And the corollary-- once you understand how the mechanics work, don't be afraid to change stuff.

Game balance in 4e can be a sort of scary thing to contemplate-- as you play through encounters, you'll notice that, as written, they look ridiculously brutal on paper. Thing is, the player? Ridiculously brutal. Heroic tier is effing heroic. Go with the basics initially to get a feel for what sort of damage the party can do, and what of their defenses are strong and weak-- you only roll saves when you have a condition on you in 4e, generally, attacks are rolled against the appropriate defense. Yes, this means wizards can miss or fizzle their spells. But since they're not frying a spell slot, that doesn't screw them in the same way it would have previously. The experience point chart is a pretty good guideline for what you ought to be throwing, and you can always pad out the numbers with minions, or extra standards if say, you've got a party with 2 controllers who basically mop them up like crazy. The players will figure out fast that a lot of their abilities do things that help out their allies, or otherwise effect their allies. This means that there is likely to be a lot of mechanical table talk, as they try to suss out what they can and can't do, and how it helps their pals. The biggest difference in feel that I ran into in changing to this edition was that I didn't feel as though I was acting in a bubble. What I chose to do mattered-- not just to me, but to everyone standing next to me, and I might save a power that gives attack bonuses or resistances to adjacent allies till I was, say, next to the greatest number of allies. Effects look at the battle and apply only when certain conditions are met, so-- and here's another zap for you-- you've got to pay attention not just to your turn, but to everyone else, to see what they've done to the enemies, and how they're moving, so that you can adjust your actions accordingly. Versus getting up and wandering out of the room till it's your turn again, while the hasted et al fighter takes a bazillion actions.

Which brings me to another point-- in 4e, no seriously, don't play evil. Or even crazy-chaotic neutral. I know that people telling you not to do that was arbitrary and sort of lame in earlier editions, but in 4e, you won't have a good time. What will happen is that you could lose the 'ally' status with the other people in the party, which means their enemy only stuff will hit you, you'll be cut off from buffs and bonuses, the enemies still don't necessarily count you as /their/ ally, and the chances of you getting asked back sink to pretty much no. I cannot stress enough how much you /really/ want to get along with your party. And if you do, the more cohesive you are, the more awesome you are. Which is why most games will not use tribal and guild feats. The more cohesive you as a party get, the more powerful you are by orders of magnitude, even if your numbers don't look it.

So, what I want to know here-- how would any of you, as DMs or Players, build a similar kind of party cohesion in a 3.x or earlier game? How would you suggest that I, as a player, build my character so that I can support the party in combat, and not also be ineffective elsewhere? I suspect that the skills system might have some solutions, since they are fairly vague, but I am very open to suggestions.

And a 4e question to go along with that-- if you wish to run a game with intra-party suspicion and paranoia, the way that the party mechanics work, you seriously risk making combat situations un-fun if they party winds up disliking each other enough. In our Planescape game, for example, which is a pretty awesome game and my first intro to how much fun skill challenges could be, all of the PCs belong to different factions in Sigil, some of which, like my Sensate and B's Doomguard, are very much opposed to each other. Nonetheless, due to the nature of the game, we all wind up getting along much better than we perhaps ought. Now, some of this is that the histories written for the various characters are all sort of middling when it comes to faction loyalty-- but playing someone who was a hardline factionist would be /really/ difficult both from a story perspective, and from a game mechanics perspective. ETA: Well, admittedly, this game isn't the best example because it is Planescape-- if we are too fractious on faction lines, the Lady of Pain will personally send us all to the Maze. Bad times. Personally, I prefer in this instance just accepting that it's going to be collaborative and move on, but I can definitely see situations and games where one would really want to make party schism-- or at least suspicion-- possible, without completely screwing everyone.

Tuesday, September 14, 2010

The games people play now.

So Hi. Das ist ein Kainenchen. I may have an opinion or two on things as relate to Games of various sorts. Video, board, LARP, tabletop and yeah, I really, really like 4e D&D, though I started with my dad running me and my brother through The Caverns of Quasqueton when I was 8.

Now I am running an all-girl 4e game, playing in a bunch of other 4e games and one Arcana Evolved game. Also Campaign Committee for an as-yet unreleased LARP called Dust to Dust. Also aiming to play more Arkham Horror and Battlestar Galactica Board Games, finishing up my Fallout 3 DLC and dying a lot in Bioshock 2 Multiplayer.

So that's me.

Edition wars maunderings to come.

Peace out.