Monday, September 21, 2015

Deus Ex Machina

Sorry for being gone so long. I've been taking care of my Autistic niece and that's taken all of my patience and free time. I admire any parent that is willing to take on that task with losing their cool.



So...let's talk Deus Ex Machina. Most old hats already know what this means but RPG gaming is getting some new blood who could use an explanation of what it is and why it's a problem. And it is still a problem, make no mistake. I've been through at least two published Pathfinder Scenarios that dipped into DEM.

Deus Ex Machina means "God in the Machine". It was a staple of Greek Drama where the heroes would struggle against insurmountable odds, only to have the Gods intervene at the end and set the world right again, reward the devout, and punish the evil. The message tended to be "Man is nothing, and always subject to the will of the Gods". The problem is that we don't think that way anymore. Our heroes can succeed, can change their destiny. We strive, we fight, and sometimes we win. 

In RPGs, it is the same. We are the heroes when we play. It's our challenge to overcome, our story.

Now let's say you have fought your way to the Big Bad through a hell of blood and dead orphans. Your party is pumped and ready to unleash a rage of righteous whoopass on the bad guy. Then all of the sudden a more powerful NPC comes in, says the Big Bad is far too powerful for you, and defeats the Big Bad on his own.

Do you feel cheated? I do. Who the heck is this NPC anyway? He didn't share the battles leading to this point. He didn't earn the right to be there. And if he was so powerful, why didn't he just deal with the entire problem himself? But he came in, and he took away your story, your player agency, and your glory.

Typically this occurs with bad GMs that insist on adding their own PC to the party. The GMPC then becomes a hero who can do no wrong, and far more powerful beyond the rest of the party. It's the biggest mistake a GM can make (seriously even not learning the game rules takes a back seat to this one.)

Now on to Pathfinder. There shouldn't  be a GMPC problem because these are printed and published adventures and Pathfinder Society is very strict about running the games as written. So why is DEM showing up here? Well I think it's because the writer wants a big finish to the adventure, like a fight with forty Hobgoblins (this happened). However, these big finishes are often too big for a party of six to handle. Rather than scale it down, the writer adds in a very powerful NPC to balance the odds.

So let's count the issues...
1) The heroes are being shown up by an NPC. It's no longer players' story.
2) There may be a big ending, but the heroes will only participate in a small part of it. So the big finish is just set dressing.

It makes me wonder why any adventure writer would think the big finish is worth it?


Monday, August 24, 2015

Economies Part 2 - The Rebuttal



Hey folks. There were a lot of good responses to my last post that were useful. I do want to address the idea of a Wealth stat - or die and the problems I have had with it. Also I wanted to go more into detail about how purchases add or don't add to the game play experience.

The Wealth Trait

This suggestion came up and to tell the truth I was using this several years ago in one of my first Savage Games. The problem I and my players found was in the swingy-ness of the rolls. For example-

  • The player in question wants to buy a new pistol. He rolls his wealth die and fails. So he moves on to another vendor and decides to buy a car. He aces the roll and buys a car. This actually happened and left the player questioning how he could have enough money for a car but not a pistol.
So the randomness doesn't make a whole lot of sense. Even if you figure in some haggling, the odds that someone could haggle a new car down to below the cost of a common firearm breaks belief.

Which brings me to the gameplay experience


Now was there anything wrong with just letting the character buy the gun? It wasn't going to break my game so it really isn't an issue of balance. In Savage Worlds there isn't a power creep of items like you have in D&D.  Sure a Bazooka is more powerful than a pistol but it has several built-in drawbacks: weight, slow reload time, lack of concealability, and the fact that any law enforcement will shoot at you on sight.

The mechanic of purchasing equipment is binary, meaning you either can buy it or can't. There's no challenge in purchasing, no extraordinary successes. You either get it or you don't. I'm not sure that it qualifies as a fun game mechanic. Even in D&D, the characters eventually gain enough money to make purchase-limitations inconsequential. 

Ultimately equipment acquisition comes down to game balance. Do you want the characters to have access to that or not. If you deem the object to be too powerful, you will find a reason that the heroes can't have it even if they can afford it, and whether you are counting coins or not. 

Love to hear more feedback.


Thursday, August 20, 2015

Economies - A New Way To Play?



If you are a fan of Savage Worlds and you haven't been tuning in to the Savage GM's Hangout, you should. 

So here I was wallowing in a lack of inspiration to get back into writing my blog or diving back into Starpunk, then I listened to their podcast on Money and my brain has reopened.

The podcast touched on an interesting point about in-game economies, and that is the fact that you don't necessarily need one. 

Here is the problem I tend to have with game economies like D&D. The players go out, defeat monsters, gain enough treasure to technically retire, and come home. When the next adventure starts, the hero has lost no money for living costs, just the money he has spent on his equipment. His treasure hoard builds and builds.

Some people like this style of gameplay. They need these rewards to feel like they have gained something at the end of each adventure. In fact the accumulation of wealth starts to be the focus instead of the adventure. Case in point - "I loot the bodies".

But can a game be played without monies and prices? Yes, and in fact some games have been doing it for a while: Military and Espionage games. In these games, a characters gear is usually picked or assigned to them by the agency they work for. But what about regular games where the heroes aren't a part of a wealthy organization? Games like Starpunk? Well...I'm thinking of just applying common sense to the problem.

Starting Gear

The hero starts with whatever gear makes sense for the character. If he's a bounty hunter then he will have a weapon, handcuffs, and possibly some armor. I might make it a simple armor if he's just starting out. If a player wants their character to start out with something a little more advanced, then they should make a compelling argument. It will likely give me something in their backstory that I can use against them later.

Buying Gear

If a hero wants to get a new piece of gear for some reason and it's believable that an average person could afford it, then they buy it. If they have the Poor hindrance then you might be more stingy about what they get. If someone has the Rich edge, that's going to open up a lot more options to the group. Getting special or illegal items may still require a Streetwise roll.



Voila, no bookkeeping.

One big reason I like this idea is that the price of equipment always seemed like an artificial barrier to me. Being poorly equipped should be a function of whether or not the character is prepared as opposed to what the character can afford.

Encumbrance

This is one that I will be keeping an eye on. If characters could conceivable acquire a great many tools and weapons, the player may mistakenly think that he/she has access to it all at any time. Nope. Like any adventurer he/she is going to have to pick and choose which gear they are likely to need and hope for the best.

So it's a simple idea and I don't see much that can go wrong. If a player wants a piece of equipment that you feel may unbalance the game, then money doesn't really come in to it (especially since in most games the players have hoarded enough money to buy the item). So balance issues will come up whether you are counting pennies or not. In the end you will still have to GM your way through game balance.

Leave a comment if you find a fault in the idea.

Wednesday, July 15, 2015

Rolling When You Need To Roll



Still rocking the mass overtime, making updates difficult.

So let's talk about when to roll the dice. More importantly, when not to roll the dice.

JiB over at the Savage GM Hangout describes rolling as "Whenever the player and the GM disagree about the outcome of a certain action." That's a good paradigm, but I think novice GMs (and some experienced ones) need a little guiding on when to agree with the outcome.

For example: I had a GM who had us roll for just about everything. If I wanted to land the ship, I had to make a piloting roll. If I wanted to drive a hoverbike, I needed a piloting roll. But these were mundane tasks. People weren't shooting at me. There wasn't a meteor storm or earthquake going on. And heaven help me if I didn't have a piloting skill, which was a real possibility given the limited skills you could get in Star Wars Saga. Every time we attempted anything it was a nail-biting experience and that didn't feel very Star Warsy.

Honestly it didn't make any sense to me. In Star Wars everybody can drive or fly a ship or use a computer. These are ubiquitous technologies. So why then are so many characters unable to do any of these things? The answer is that the GM was doing it wrong. Per the book, anybody can perform a mundane task in Star Wars. Everybody can fly a hoverbike, but only some can make it do a barrel roll. Everyone can pilot a ship, but not everyone can fly it through an asteroid field. Anyone can use a computer, but not everyone can reprogram it. 

Mundane or easy tasks shouldn't require a roll. Unfortunately some games still have a difficulty level for Easy. The concept that a hero can fail at any task is a bit annoying. If I had to roll in order to walk across the room in D&D, then I'd always have a 5% chance of falling on my face. What happens if I roll a crit? Do we really need to test every piece of minutiae? 

Another time to let the player's have their way is when it is crucial to the story.

For instance:


  • The heroes need to find a clue to advance the plot or identify the criminal.
  • The heroes have to get passed a trap or cave in or something that blocks there path. You can make them roll to avoid damage but they shouldn't have to roll to get through.

Keep these in mind and it may help to speed up your game, or at least curb flagging player interest.



Wednesday, June 24, 2015

NPC Concept- Nargaster the Great

Right now with the time crunch of work going on, I take whatever inspiration I can get. Today's post was inspired by discussion on Gaming BS podcast as they were talking about overused tropes such as Elminster, who sounds as if he has become a Mary-Sue. As I was listening on my long motorcycle ride home, my mind came up with a more twisted, and perhaps more truthful version of Elminster. Behold, Nargaster the Great!

Legend: Nargaster is a swarthy master magician that could wipe out a horde of dragons with one magical sneeze. In every village he has left many a buxom lass heartbroken yet "satisfied". He is considered one of the greatest living legends of the world and where he goes, justice follows.

The Truth: Nargaster is a wimp that knows a few minor magic tricks. His legend is a result of his childhood sweetheart, Grezelda the Bard, who's heart he inadvertently broke. Rather than compose "rage ballads" of his inadequacies, she has built him up to a legend that he can never live up to. The tales have even taken on a life of their own and many great deeds that are accomplished by other heroes are becoming attributed to Nargaster.
Whenever he tried to cash in on his fame with towns, he found himself asked to do magics he is incapable of against threats that would squish him like a bug. And as for the ladies, when faced with the reality of Nargaster they tend to unleash mocking tirades. Nargaster has now been branded as a cheap, weaselly impostor of himself.

Nargaster is not a bad guy. He genuinely does want to help people and will often try to recruit adventurers to help those in need. Unfortunately whenever the heroes are successful, Nargaster's fame grows and the forgotten heroes take it out on Nargaster.

Nargaster would work as a reoccurring npc, always trying to drum up help for some village in need. 

He may also have his own character arc: The only way for him to break out of Grezelda's curse is to actually become the Nargaster she has built him up to be. Having the heroes help him to become that person could be a great moment in the game. Heck, maybe they can even get him and Grezelda back together!

Yeah this type of character is fit for a Fantasy campaign and I have been hounding on sci-fi a lot lately, but as I said I have to take my inspiration where I can.

Friday, June 19, 2015

Here's a Few Links I'd Like to Share

First up is from Geek and Sundry and Wil Wheaton. It's his new live-play videos of the Ashes of Valkana. It uses the same game system that the Dragon Age rpg uses. The system is intriguing...

Introduction to Valkana

The Journey Begins

Evil Awakens

I really like the production of it: the die roll display and the occasional art pieces flashing. I also respect the fact that he isn't using a game board and is sticking with "theater of the mind".

And a rather lengthy review of D&D 5E from Kurt Weigel. He reviewed D&D 4E (Part 1, Part 2) once upon a time and it was scathing and full of flame. Watch them both to see how things have changed in the industry's big bad baby daddy.

If you aren't familiar with Kurt's reviews then you should check him out. He has reviewed a lot of Savage Worlds games and he is a fan of the system. His review of Marchland convinced me to head over to Drivethru RPG to pick up a copy. Kurt has also been a guest on Jerrod "The Savage Daddy" Gunning's Savage Worlds GM Hangout.






Tuesday, June 16, 2015

Regarding Figure Flats, Tri-Folds, And Pogs

I'm feeling over-worked, but very crafty.

So people seemed to really enjoy the Slipstream Tri-Folds. I'm considering doing some more "paper heroes" in the future. However I'm unsure of the format that works best for people.

For me, the best format is 2-sided flats that I can mount into game stands. They collapse for easy storage and I can carry a huge amount of figures in a Plano deep storage box.

I built the Slipstream characters as tri-folds because that's how Pinnacle made their set and I wanted to maintain compatibility. However tri-folds seem frail and hard to manage imho. Sure they stand on their own but once they are glued together they take up more storage room and are still quite delicate. Also a slight exhale over the game surface may scatter them, more so than flats on stands.

Then there are the pogs, or tokens. I also make these since facing isn't really an issue in Savage Worlds (or most games these days now that I think about it). You still get a lot of storage, but you sacrifice full body art. They are very stable and if you glue the pictures to inexpensive wooden discs from your local craft shop then they won't slide around when people breathe. Just when they bump the table while reaching for more pizza.

So which do you guys and gals prefer for paper heroes: Tri-Fold, Figure Flat, or Pog? Leave a comment if you want to be immortal...

And speaking of Pogs...



Triple Ace Games announced these new and totally cool gems for their Helfrost setting.

These are awesome and beautiful. I wish the folks at TAG good luck on their sales. 

A few people like me are wishing for some generic versions but I don't know if that's possible. The artwork is very integrated with the pog, so they would need to shotgun a whole bunch of art onto them and pray that people would want to buy the sets. The safer bet is to stick with IPs.

Still it is giving me ideas for some homemade Pogs. They wouldn't be as sturdy or cool as the official ones but for crafty gamers on a budget...

One idea was to use a rotation wheel in a sleeve, like those old decoder wheels or the life trackers for Magic the Gathering. Problem is that would put an axle pin right in the center of the art.

Another idea is to print out pogs and coat them with something that would allow me to use wet or dry erase markers. I'll have to think about that for a but as I'm worried that the constant erasing and marking might slow down gameplay.