27 July 2008

My modified Changeling combat system

Last week, I mentioned briefly that I had devised a system for combat that suited my idea of how combat should work. I suppose this week, it would be a good idea to share that with you. So I will.

Ok, so this is intended for use in Changeling. I'm sure it would work equally well in the other Storyteller System games, especially the 2nd edition original World of Darkness lines. But I have no doubt that it could also be adapted for other systems as well. As noted earlier, this is an amalgamation of the Storyteller System, GURPS, Exalted, and Blue Planet's Synergy System.

First step is to determine initiative. I sill like the old "Roll Wits + Alertness (difficulty 4)" idea, although you can just as easily use the Revised edition's "Add Dexterity + Wits + the result of 1d10" version. In the former situation, you'd subtract your result from 10, and in the latter, you'd subtract from 20. This gives you the number of the starting "tick." The GM will count from zero, and when he reaches your tick, your character takes his action. After you've completed your action, you add the "action speed" of the action you just took (like maybe a two for shooting a gum, or a 5 for swinging a battle-axe, or a 10 for climbing a tree, or so on... I haven't ever actually seen a list of the suggested action speeds from Exalted, so I'm just guessing here) to the tick you just acted on. This can be modified by your Wits, or Dexterity, or both, to indicate that some characters can move and react faster than others. Like maybe if you have a Wits + Dexterity of seven, you can subtract one from all Action speeds. Or something like that.

19 July 2008

The nature of the hobby?

You may have already read this, but there was an interesting article a few weeks ago describing the way that gamers can be a bunch of pretentious blowhards. The author accomplished this by examining this analogy: RPGs, like cookbooks, are a series of seemingly rigid rules that, in practise, "require a certain amount of adaptation for your own tastes." So if people treated cookbooks like they treat gaming books, it would sound pretty horrible, wouldn't it? You can read it to see for yourself.

If you don't remember, I posted some time ago about the different gamer types. The vast majority of gamers are either butt-kickers or power gamers. By far the minority are the storytellers and method actors. (Granted, for the purposes of this argument, I am ignoring the casual gamer.) Given that the butt-kickers and power-gamers prefer hard core rules systems, which empower their particular emotional desire to game in the first place, while storytellers and method actors dislike hard core rules on account of their desire to play less combat-centred storylines, it is not surprising that this should be the case. For the butt-kickers and power gamers, the rules are everything, because it's the exacting script by which they create havoc and chaos.

But you can see the point, can't you? Sometimes they tend to focus on the rules to the exclusion of their own ability to enjoy the game. They tend to forget that the rules, especially in RPGs, are meant to be modified to suit the needs of your particular group. But with the need for rules that most gamers feel, especially the fanatical devotion to the canon as laid out by the authors of the game in question, adaptation and modification are not seen as options.

06 July 2008

Damage Systems

Something that never occurred to me until I played Blue Planet: Humans don't have a sliding scale of damage. If you shoot a person in the hand, then the other hand, then the foot, then the other foot, you're not really bringing that person any closer to death. Perhaps the person is more likely to die from shock, but generally, if that's likely, then they would probably die from shock after being shot once in the hand. There are documented cases of that happening.

On the other hand, a single shot to the torso is quite likely to kill a person, especially if it hits lungs or the heart. A head shot is most likely of all to kill a person. But the weapon isn't doing more damage, it's just hitting in different places.

Sure, you could say that rolling more damage indicates that the bullet strikes a more vulnerable spot. For example, in D&D with its flat scale of a certain number of hit points, a sword strike that does one point of damage might be described as hitting the person in the finger, while a hit that did ten points could be said to have struck the ribcage. And maybe that works, but I still find I'm not overly fond of that idea.

29 June 2008

DM of the Rings

I'm sure anyone who's ever played D&D knows that the original premise of the game was Lord of the Rings. Especially if you've ever seen the original first edition rules, which try very hard to guide everyone into following the archetypes as seen in the books. Later additions were made, expansions added, alternate ideas tacked on, and now the game is much more open than it originally was.

The focus of the game has changed as well from the original point of Tolkien's works. In the books, it was all about the battle of good vs. evil. The game became an adventure of slaying monsters and collecting treasure.

Nowhere has this been better illustrated than in the webcomic DM of the Rings by Shamus Young. He describes the point of the comic perfectly in the first strip, so I'll let his words stand for themselves.

But my point is this: so many works (both in RPGs and in literature) are so thoroughly derivative of JRR Tolkien's works that the term "fantasy" has come to be a very cliché term. Whereas it once meant "the creative imagination," or "a capricious or fantastic idea," it now means "a work of fiction involving magic that takes place in a pseudo-medieval (or, on occasion, based on other periods or places in history, such as Roman or middle-eastern) setting and often involves supernatural creatures like elves and dwarves, especially as seen in Lord of the Rings."

22 June 2008

Board Game Review - Betrayal at House on the Hill

At long last, I have internet at home again. This means that I can start updating this site again. I'll try to maintain my rigorous schedule of one post every Sunday.

So for my return post, I'll review Betrayal at House on the Hill. This is nominally a horror game, but I always prefer to think of it as an adventure game. What appeals to me is not the horror genre aspect, but the surprise twists of the scenarios.

First, let's get the statistics here:
Strategy: 2
Randomness: 4
Complexity: 4
Humour: None.
Attractiveness: Pretty.
Expected Length of Game Play: one hour.

25 May 2008

Board Game Review - Labyrinth

Oh my goodness... has it really been three weeks without a post? Bad, bad Game Dork!

I'm really sorry. I'll try not to let it happen again.

So for this week, let's go with a really simple review of a great board game: Labyrinth. As always, the rating system is right here:
Strategy: 2
Randomness: 2
Complexity: 1
Humour: None
Attractiveness: Useful
Expected Length of Game Play: 30 minutes.

27 April 2008

When Players Collide

I didn't post last week. I'm very sorry. Real Life got in the way.

This week, I'm going to look at conflicting gaming styles. Specifically, I think of the reasons that GMs run games, as compared to reasons that players play in those games.

One example: I had a GM once who loved the feelings of power he got from running the game and having absolute control over what happened. He loved the look of shock and amazement when he caused something to happen that the players not only did not expect, but could not reasonably be asked to expect. He was a very dramatic gamer, and loved the exquisite timing and flow of intrigue that came from having players at his mercy. I sometimes felt as if I was a plaything for a dark and cruel god.

Another GM I played under: he was an excellent storyteller. That is, he told excellent stories, and he told them well. The only problem was that sometimes his own strengths would get in the way. He was very good at predicting how people would react to certain situations, and excelled at arranging events in such a manner that the story would go in the direction he planned by giving the players just the right stimulus to nudge them in the direction that he wanted them to go. Unfortunately, after a while, it starts to feel like the players aren't really involved in the story at all; they're just there to serve the needs of the storyteller.