UbiquitousRat's Roleplaying Dreams

UbiquitousRat's Roleplaying Dreams

Sunday, 12 January 2014

Tikhon HERO

The last week or so has been spent converting our existing fantasy campaign from the homebrew UbiquitousRPG to HERO System 6th Edition. Why on Earth have we been doing that? 

Three reasons:
  1. I wanted to try out the HERO System (as I own it and all the main supplements).
  2. There were major bugs in the UbiRPG system.
  3. I wanted to spend less time writing rules, more time writing setting and adventures.
This post, however, is less about WHAT we're up to and more about HOW the fan forum has made this a far less painful experience than I expected.

An innocent question...

It started with a vague itch to stop writing rules, and to focus on setting/adventures. The next step was posting a question on the HERO Games Forums:
"Why run HERO 6th?"
My question: Why should we run Hero 6th? What does Hero give me that makes the benefits outweigh the effort?
Secondary question: If you persuade me, what can I do to make GMing easy?  
That was what started it. I didn't expect quite the awesome responses I got. Wow!

Super-helpful Community

Without a doubt, and with only one real exception, the folk over on the forums have been super-helpful and very enthusiastic. Yes, if you read the thread, there have been a couple of wobbly moments where passionate players (and one Troll) have highjacked the thread... but the moderation has been good. The advice has been very practical and encouraging.

HERO Games have a fabulous (if small) community of gamers who are passionate about their game. And with good reason, I feel very much welcome and supported. This is a credit to the company and to the game.

My worries were genuine, my preconceptions real, and my weariness with learning games tangible. Yet, as of today, I have converted all five existing characters to HERO... and was cackling with glee designing creatures this morning.

Complex? Less than apparent...

HERO 6e is a detailed system. But the core is very simple: 3d6, roll low, for tests; d6 damage dice, roll high.

Complexity is all front-loaded into character creation. Real bummer for new players, much easier when you play. Several GMs commented that you're best off demo'ing HERO with pre-gen characters, and I'd agree. Thankfully, we already have characters to port over.

How was the conversion process? Well... easier than expected. 

Yes, I had to learn and get to grips with some concepts that are different to D&D-style thinking. A good example is the fact that everything is entirely relative in HERO. Thus, a Combat Value of 3 is probably a bit poor... unless your opponent's Combat Value is lower, in which case it's cool. Whereas in most systems the standards are clearly defined, in HERO you have to set the standards for yourself.

Build Your Own?

HERO requires you to build your own... well, everything. Or, at least, that's the theory. That was what I was afraid of. I imagined hours of designing every little detail and essentially doing what I'd had to do for my own system - write every item, every spell, every creature. And, frankly, you could do that.

Or you could do what I did and ask the community.

Using Hero Designer (the very affordable character management software) and some supplements, I got the ball rolling in a few minutes. Over the course of a couple of days, posting iterations of characters to the forum, I got VERY useful feedback from a group of helpful HERO fans. By the end of the weekend, I felt confident that I was "getting" how things work.

This morning, as I sat down to stat some Mountain Goblins, I found that I have come a very long way indeed... as it took less time than it had using OSR resources.

Conclusions?

Ok, so I have yet to run the game with my group. That's Friday. I am, however, confident that a "learning session" (where we run a couple of fights and try out the rules) will be fine.

I'm mightily encouraged. I'm a lot less stressed. I'm feeling excited.

There are not many games where, a week of prep later, I am left feeling excited. Actually... this might be a first. Honestly.

HERO asks me to come up with what I want in descriptive terms and then lets me build it for my setting. Oh, you want an invocation that calls down a thunderous bang and hurts everyone in an 8 metre radius? No problem - I built that and called it, "Thunder of Helles"... it's one of Umbar's (the Priest) miracles.

Look... just because I am parking my own system doesn't mean I'm giving up. It's just that, to be honest, I just fancy playing a game for a while. HERO lets me do things my way, in my style... it doesn't say, "No." 

Hopefully the guys will enjoy things too. Fingers crossed for Friday.
Game on!

Labels: , , , ,

Saturday, 14 December 2013

The Funnel

"I started out not really caring about any of these four peasants," said Jack, "but now I am really attached to this guy... he's becoming a hero!"

This statement, made at the end of our first ever attempt to play DCC RPG, really made my ears prick up. I was paying attention to that one. That was important.

"Yeah," added Will, "It's really cool that I started with one guy I was hoping would make it, but who died. My last guy is really precious now. I want him to make it out alive."

What was going on?

The Funnel

DCC RPG has a rule that I didn't want to try. 

Players roll up 3-5 characters, all of whom are basically expendable peasant spear-fodder. These are totally random characters: 3d6 across 6 stats, let the dice fall as they may. Each one gets a crude weapon, an item or two of equipment, and maybe one thing that they're lucky with. That's it. You take the band of peasants into a dungeon. Whoever survives gets to Level-Up and choose a Character Class.

On Thursday, needing a pick-up game for the four 12-13 year old boys I game with at school, I decided to try it. What the hell,eh?

Wow. We had a blast. 16 peasants went in. 7 are still alive, and we're around 60% of the way through the adventure. But we had a blast.

Heroes we care about?

Oddly, having chosen from 20 random characters (which I generated using the cool web-tool from Purple Sorceror), the guys threw their 16 "mooks" into the dungeon. We had some really fun, and slightly chaotic, roleplaying right from the start because they didn't really care what happened to these peasant scum. And yet...

As the first casualties mounted the guys began to realise the mortality of their surviving wannabes. When one player decided to quite casually have one character risk his very life to allow another to succeed, we had the makings of our first hero. Something changed. THAT guy became valuable. We wanted him to "win".

It was a lot of fun, with some tragically comic moments... even desperate acts. Yet, by the end of that first session two things happened: 1. the guys were treasuring the survivors; 2. they were desperate to see the story through to the end.

What happened?

Normally characters are heroes set apart and special. Yes, they are mortal... but the conceit is that we won't kill them without it meaning something. 

In DCC RPG characters are meat. Nothing. Until they become something more... through their actions, by their deeds. 

That feels good.
We care.

What happened there?

Labels: , , , ,

Sunday, 24 November 2013

How To Stop Santa Killing Your Campaign

Every year, my group faces the same problem:
Santa kills our campaign.

This year I am determined, as GM, to work damn hard to keep our campaign on life-support, even if I know I can't compete with family visits, the demands of wives, the needs of children, and the fact that everyone buggers off for December.

Life happens, dude. Get over it. Deal.

Harnassing Technology

I'm using two tools to keep my game alive: our existing OOC chat forum, and Realm Works.

The plan is simple: keep the players engaged, keep yourself engaged (as GM), and thus keep the game played. 
We all have online access, even when away, via SmartPhones and the Interweb. Let's use it!

OOC Chat Forum

I've set up two threads for the players to access:
  1. An IC (in-character) thread, focused on the scene immediately after the last in-play game scene.
  2. An OOC thread, focused on setting the players some challenges and asking questions.
The IC thread is aimed at keeping the characters on life-support. The biggest killer of campaigns is the inevitable loss of identity with the heroes over an extended period of dead-time. By holding an online IC chat, I hope to help the players stay in-role and enjoy some roleplaying time.

The OOC thread is aimed at two things which really add up to one thing: helping keep me engaged as GM. I'm asking the players questions. I'm setting challenges (with XP rewards) which are about adding details to the setting.

Taken together, the idea is that we keep talking about the game. Along the way, I get some assists on my prep, while the players get another hit of that wonderful drug, "Setting Investment". The more I ask the players what they want from the game, the more I use their ideas, then the more chance there is of keeping the campaign alive. It's like adding an IV drip to the patient who needs life-support: without it, they'll probably die.

Realm Works

My other tool for keeping the flame alive is using Realm Works to document (properly) the setting and events so far. This is about keeping me engaged plus making sure nothing gets lost and forgotten.

Realm Works is an excellent tool for campaign management. By New Year it'll probably be available to everyone. As a Backer, I got to play with it months ago. Now I need to really get down to harnessing its powers.

The problem? I've been using it badly. My realm is a mess.
The solution? Well, actually, I feel it's time to re-do my realm using the best-practice advice.

That's not a ball-ache, though, because (aside from the software being very easy to use) it allows me the opportunity to also tie in another project that needs doing - namely, writing the Tikhon setting background book. 

So, while I tinker away and re-build the setting database in Realm Works, I have an excellent opportunity to write up the stuff long-hand too. What better way to keep me engaged with the setting, while adding depth and detail, over Christmas?

Game on!

Labels: , , , ,

Sunday, 3 November 2013

Of Icke's World and Traveller-U

Icke's forthcoming book... a sourcebook?
Earlier this week I was in a really bad place with the hobby. It's amazing what a difference a few days, lots of effort, and a really successful playtest session can make to my mood.

Today, as I ponder what I want to focus on, I realise that there are two distractions in the way of my return to writing for the Tikhon fantasy game ready for Friday's game: Icke's World and Traveller-U.

Icke's World

Icke's World is a concept that I have for that conspiracy-horror-weirdshit setting I keep mentioning.

David Icke is one of my favourite "conspiracy theorists", to use the commonly bandied around phrase. As far as I am concerned he's either completely right or a very mistaken, if sincere, fool.

The premise of Icke's World is simple: what if David Icke is right? That makes for a fabulous conspiracy game. It also allows you to explore his writings as source material, testing out the practical upshot of his claims. For me, at least, that sounds like a lot of fun.

Think about this: Icke claims that the real world is an illusion (think: The Matrix) and that we have all, in fact, forgotten who we really are. We are Consciousness taking a trip through one viewpoint in our mind-body constructs. There is a conspiracy of power to delude us into believing that "we", as individuals, exist in a limited time-space holographic world.

Imagine the characters: you can take an Average-Joe type hero and allow them to have a series of Realisations. Each of those Realisations opens up new abilities to first "see through the illusion" and then, later, to learn to do cool things with "reality". Sort of Psi-powers mixed with Hindu-mysticism.

As for the stories, WOW! Icke has blended every conspiracy into one uber-Conspiracy. There is a whole world of possibility for investigations and counter-conspiracy action. For me, it's the characters as counter-insurgency "freedom fighters" that really appeals as a schtick.

Let me know what you think.

Traveller-U

Traveller is my favourite SF setting for gaming. It's rich and very expansive. Having recently obtained (after years playtesting) Traveller5, I have been dismayed to feel like that game is too clunky for me. Going back to Mongoose Traveller is an option... but another option is to run My Traveller Universe using UbiRPG.

It occurs to me that only a few things are needed to make a game conversion to UbiquitousRPG:
  • Create some Role templates
  • Create some Race/Species templates
  • Create the equipment, such as weapons and armour
Other than that, most of the system is generic and you can easily make tweaks to support the specifics of your setting. 

That last point is an important realisation: you can tweak the rules to fit the setting. UbiRPG isn't a "generic" system, and it's not designed to be. What it is instead can be described as a homebrew baseline rules set; from this baseline all manner of specific tweaks can be implemented to emulate your chosen setting.

I can just imagine finally getting that adventure on the Solomani Rim because my regular players are already becoming familiar with the rules. It's just a step in setting. 

There... now I've said it, maybe I can get back to the Tikhon prep.
Game on!

Labels: , , , , , ,

Sunday, 6 October 2013

Shadowrunning

This week has been an eye-opener in relation to a setting that I have, until now, never really got into: Shadowrun.

Harebrained Schemes have created a surprisingly entertaining game, Shadowrun Returns, which I got playing this week. Admittedly, I'm playing the iOS version (which only has one campaign and no editor)... but it has been cracking fun!

Sitting on my shelf for the last month or so has been the Shadowrun5 rulebook. This tome is beautiful and seems very complete, if a bit arcane in some ways. Using the Quickstart Rules (link above), however, you get to use some pre-generated Shadowrunners and push yourself through an example encounter.

These two elements, Shadowrun Returns and Shadowrun5, have me itching to investigate the game further. Although set in different period of the Sixth World history, each has drawn me deeper into the techno-fantasy that is Shadowrun. I know the teen players at the school would love it... and I'm pretty sure the home group guys would enjoy it too.

So... what to do about it?

As with all new games, I need to have a run-through. Quickstart characters, short mission, and some willing victims  friends. But I also need to consider what a break from the main action of our existing campaigns might mean.

How do you handle the desire to try something new? Do you break from a campaign... or set up a one-off game day... or do something else?

Right now, I'd appreciate some advice.
Game on?


P.S.: Have you seen the promo vid?


Labels: , , , ,

Saturday, 31 August 2013

Of Tikhon and Realm Works

As a Backer of the Realm Works Kickstarter last year, I have recently become privy to the Beta testing.

While I can't talk about any of the specifics of the software, I wanted to comment on how incredibly cool it has been to work with it over the past couple of weeks.

Tikhon Campaign

As you're probably aware, I've recently been GMing an ongoing campaign set in the collaboratively designed world of Tikhon

Our "Mortenburg Chronicles" game is several months old now... but it's been amazing to see how much more detail I've been crafting in response to Realm Works.

All I've been doing is entering information to the database for my own realm of Tikhon, but the way the system works has helped me to both see how much we've created already and what comes next.

Session Prep

Over the past few days I've been prepping for the next session. Only a month ago I took the time to create some templates to help streamline my prep... but these are already obsolete due to Realm Works.

Yes, it's tedious to input data to what is (in reality) a highly-specialised database. Yet... as I've been progressing through the outstanding notes from last session, I've found myself adding and tweaking in response to the various fields in Realm Works.

What Realm Works does really well (apart from linking all of your notes into a coherent, encyclopaedic whole) is prompt you on stuff you could do with fleshing out further. As a GM, this is invaluable because it helps me to be less lazy and prep in more depth than I might otherwise be tempted to do. It also makes prep quicker because anything already in the system can be accessed, or even recycled.

Player Access

The Beta allows me to show players information that they have learned. The next step for me is to test this out during a gaming session. I aim to set up a second monitor and show players partially-explored maps and summary information live in-game. Although I'm not used to having a PC at the table, I suspect that this will quickly become a "very cool" feature of having taken the time to codify my realm using Realm Works.

On my wish-list for the software will be the ability for the software to create both a GM-only and Player-only version of the data, presented in something like a Wiki. Pointing my players at such a resource, generated automatically from the data in the system, would be priceless.

I might also like to see Roll20 integration to allow the players to see Player-only views on screen across the web too.

What's Next?

Having nearly finished inputting the data from my paper notes into the system, I aim to spend time detailing new locations, characters and stuff for the campaign. As it's all so easy to manipulate using Realm Works, I think that prep might just become a lot more fun.

If you've not backed the product, fear not! It's due for release later this year and will have most of the kinks ironed out by then, no doubt. My tip: start re-organising your notes and check out the Kickstarter video:

Labels: , , , , ,

Sunday, 18 August 2013

It Lives! Almost...

The week has been a pretty intense ride of writing, editing and discussion.

Having made the promise that we would write up the rules stuff we've been working on, I was pretty keen not to let down the guys who come to Friday Roleplay Night.

As of this afternoon, I'm about six miracles and a chunk of editing away from a finished draft. That's a really cool thing to have achieved together!

Publishing Tikhon

"Tikhon" started as a collection of rulings made to facilitate play within our own fantasy world but, at nearly 200 pages, has grown up to become a set of game rules in its own right. 

While our game has roots in the Old School Renaissance (OSR), and was developed through mashing up several sub-systems from existing games along with our own take on roleplaying, it has really become something... different. After all the work, it would be a shame not to publish it while we continue to play with it. If nothing else, it gives everyone involved a "standard" rules reference to work from.

Team Effort

The best thing, though, is that both the game and the setting has been developed openly through player contribution. Week by week, session by session, the players have been making suggestions and adding on details which have brought the world to life. As I write, I'm still waiting for the latest submissions for me to edit prior to publication. 

The big upside of this team approach has been that we are experiencing player (and GM) engagement at a very high level. Each player has spoken to me alone to feed back a similar message: this is one of the coolest gaming things we've ever done. That is the real reward for all of the effort.

As we come to the end of this initial writing phase, ready to continue our campaign in earnest from September, it looks like there will be a steady stream of new submissions ready for the future. It's really pretty exciting to bring the efforts of the whole group into sharp focus.

Reflecting...

Looking back, I think the big learning so far has been two-fold:
  1. Don't be afraid to mash-up your own game.
  2. Don't be afraid to say "yes" to player contributions.
While I love that there's an "industry" of roleplaying game designers, none of them plays or thinks quite like we do. By mashing up our own rules (and fitting it to our setting), we've unleashed a whole bucket of fun. On top of that, saying "yes" to players suggestions has poured fuel on the creative fire... and we have something exciting as a consequence.

The plan is to produce the booklet of rules through Lulu within the next week or so. It'll be a low-key thing, but it does allow us to hold the fruit of all our labour in our hands... and not lose as many loose-leaf pages as we might if we just ploughed it through a laser printer.

For me, it's simply great to be almost there with the rules and ready to focus back on the campaign.

Game on!





Labels: , , , , ,

Sunday, 11 August 2013

Musings From Pembrokeshire

The past week has seen my wife and I visiting Pembrokeshire, viewing awesome landscapes and visiting inspiring ruins and such.

I've also been absorbing Arduin II (aka "Compleat Arduin") and mulling over many additions and changes to the UbiquitousRPG fantasy rules.

All in all, it's been a busy week.

Deepening Tikhon

One of the main features of the week has been my focus upon "deepening" the world of Tikhon, the campaign world we're currently engaged in exploring. 

If there is one thing that reading David Hargrave's work will do, it's getting you to think a little more about the nature of things in your own world. This is a pleasant effect... and it has got me to make small changes, such as making the core currency a bit different. 

As I was writing new sections for the Tikhon rulebook, which is the next evolution of the game system blended with world details from our campaign, I found myself itching to speak a little more about Goblins, Orcs and Hobbytts. 

It's a curious thing, but the more we play and the more I muse upon writing up the campaign world's description, the more I feel that the whole thing comes to life with increasing vibrancy. I guess that, until now, I've just not had the time nor the desire to really record what was floating around in my head.

That's about all for now... but I'm sure I'll get around to updating you some more later in the week.

Game on!

Labels: , , , ,

Sunday, 4 August 2013

Prep Revisited

A little over a year ago I reviewed, "Never Unprepared" by +Phil Vecchione.
I hailed the book as...
...a seriously useful book for any GM. Never Unprepared is exactly what it says on the cover: "The complete Game Master's guide to session prep".
Back then simply adding in Phil's core process and setting aside time was a big leap forward. A year on, however, I needed to go back and complete the job...

Time Changes Circumstances

A year ago the prep plan I devised suited my needs well. A year on... well, things have changed.

I noticed that I was getting less and less prep done, despite the best intentions of the plan. Was this GM burnout? Was I becoming jaded again? Neither was true. I was simply noticing that my plan was out of date.

First step for me last week, now that I have some holiday time, was to revisit the book. A fresh audit of my lifestyle and time revealed why my prep was being squeezed - I'd gone from around 20 spare hours in the week down to around 10. I also noticed that my "heat map" (the measure of when I'm most creative) had also changed. At first it wasn't pretty... but some jiggling around has given me a new plan.

Appropriate Prep Tools

More valuable even than finding the time, however, was a review of my prep tools. 

When I first read Phil's book it seemed like a big chore to create some "templates" for prep: session, scene, combat, GMC... Meh! More work! In my head, I was holding out for Realm Works and making do with paper for "a few months". Well... despite a successful Kickstarter, we're still waiting for that software... but my group still plays.

This week's session, a week behind on prep, was looming. I have to say that, by taking Phil's advice, creating some new templates has really helped me focus my time. I got six scenes (including backup combat plans) prepped, along with maps and the creation of a full GMC character sheet inside 4 hours. 

Session Template
The idea of a Session Overview template was something I interpreted in a specific way that suits me. It's a one-sheet summary which covers off the basics of what I need to know. The scene "list" isn't meant to be linear, but just a reminder of which scenes might come up.

Here's a link to my template for the curious: UbiquitousRat's Session Template

Scene Template
Following on naturally has come the Scene Template. This directly places information onto one sheet of paper so that I can plan and cover all the bases that I find useful. 

What was really valuable here was the addition of a space to make quick "dialogue notes" - not to write out speeches (not enough room!), but just to note key phrases. This was particularly useful for noting down useful taunts and barbed remarks from key GMCs.


Combat Template
And yes... for some scenes I also made a separate Combat Template to record additional tactical notes. I printed this sheet onto the back of my Scene Template, allowing for a quick turn-over to access the vital data. It worked a treat!

Best additions? Objectives and Victory Conditions.


Simple Advice

Now, remember kids: my templates are designed for me. 

Phil's book is excellent and filled with useful advice... but it's all about you making the effort to customise and design your prep systems. What I do will probably not work for you.

What will be useful for anyone reading this, however, is to download the book and use it. Without any further ado, here's the link you need: Never Unprepared

Game on!

Labels: , , ,

Sunday, 28 July 2013

Developments...

Having taken the decision to develop our house rules and write them up as UbiquitousFantasy, we've gone one step further and set up a development blog: ubiquitousrpg.blogspot.co.uk

The idea is that, with both Scott and I working on Serene Dawn and the guys enjoying the Mortenburg Chronicles campaign, we bring together the rules adaptations and home brew ideas in one place.

By giving the game an identity we also overcome the "do I really have to write this up?" psychological barrier that has killed past good ideas. I also feel that it'll help me separate my hobby musings from my games development ramblings.

Where does that leave this week's hobby? Surprisingly, it leaves me time to focus on my next personal bugbear: taming prep. Watch out for a post soon on my continuing struggle with prep, despite having raved over, "Never Unprepared" some months ago.

Game on!


Labels: ,

Sunday, 21 July 2013

More UbiquitousFantasy

+10% XP for wearing costume...
About a month ago I wrote about the decision I took to draft my own house rules modifications, which I entitled "UbiquitousFantasy". These were a mash-up of ideas derived largely from taking the existing Castles & Crusades rules we were playing and colliding them with some ideas in Monsters & Magic. The result had me feeling nervous... you can read why in the original article.

Friday night's game arrived with me feeling nervous. Although I had "published" my ideas to the group, and received some generally upbeat feedback, the group's attendance had stalled due to good British weather and holidays. With a month having elapsed since we last played, I was worried that the proposal of change would scare off my players.

I was, of course, wrong to worry.

What happened next?

The guys arrived, spent some time chatting and, eventually, settled down to convert their characters from C&C to UbiFantasy. The process involved altering Attribute bonuses, choosing some Traits from their new Role (aka Class), rolling up some Fatigue, and slotting into the new card-based Initiative. Within 30 minutes we were ready to play.

There was some annoyance from one player who, looking at things on paper, felt he wasn't as good as he was... and that my vision of his Role was contrary to his own. Things improved when I allowed a simple switch of two Attribute values. Giving clear reasons for the setting decisions he was uncertain of also seemed to help. Once we were playing, however, it was clear that his misgivings were unfounded: the heroes are all slightly more capable than before.

What surprised me was that many potentially far-reaching changes were just happily accepted - such as the need for the Cleric to roll when summoning Miracles (aka casting Clerical spells)... and things went fine when, first time out, he failed his roll. I was amazed that they didn't end up unhappy.

At the end of the session the feedback was generally positive. We had generated a raft of ideas and suggestions too... which I decided to accept on one condition: each suggestion needs to be typed up and sent in to me for consideration; this is to free me from the need to interrupt play with writing down random suggestions - I want those suggestions but I want them when they really matter to the players.

What did I learn?

Well... I learned a lot about the way UbiquitousFantasy will play and what I need to tweak from the GM's point of view. I need to adjust creature and GMC* Armour Class values (adding their Level) in the same way the heroes have been altered, for example. 

I also learned that there is real, powerful and genuine value in the stuff I wrote about last week. The level of player involvement generated on Friday was higher than anything I have ever experienced. Period.

My players suggested and talked about some ten to fifteen new Traits for their characters. How many of these ideas will make it to the game is not important: the point is that, playing in a game that suddenly places no outer limits to their imagination, the guys were inspired to make suggestions. 

Examples include the anti-magickal Witchhunter who wants to explore the idea of "sucking powers out of Mages" and "using their power against them"; we also talked about a kind of "Improved Initiative type Trait which opens up stepped-upgrades at higher Levels". Marvellous!

Right there, in game, when the Priest of the Lightbringer asked, "What is my Holy Weapon then?" and I answered, "Erm... you're the Priest of the Lightbringer... you tell me"... THAT was marvellous! When he said, "Right. It's a Lucerne Hammer then" we created a new detail for the setting. 

That's when I learned what player engagement means. Big grins all round!

What's next?

More details need writing up. I need to get my teeth into how Mages work, for example. We don't have one in the party but they are set-up to hunt and kill magickal GMCs*, so I need to sort that out for next session.

There are new rules to propose introducing. One example is Hargrave's take on Hit Points designed to stop the heroes having more HP than a Dragon. I like these rules... but then I need to tweak a few other things to make levelling up even more interesting.

Finally, there are tweaks to make to what I've already written. Little stuff, like a limit on how many Traits they can invoke in one test. Minor tweaks but important.

Oh... and I need to ride the wave of enthusiasm that their play and encouragement gave to me. Getting a full draft of UbiquitousFantasy written over the summer would feel really cool. 

Let me know if you want to join the party and take a look at what we're doing. It's all house rule stuff... but if peering under the hood will help your game, please feel free to ask.

Game on!


*GMC = Game Master Character

Labels: , , , , , , ,

Sunday, 30 June 2013

UbiquitousFantasy

This week two elements have collided and produced a whole new adaptation of an OSR-style game. 

On the one hand, inspired by my desire to blend the best elements of Castles & Crusades with Monsters & Magic, I found the time to draft the basis of something new: UbiquitousFantasy

On the other hand, inspired by the emails of one of my keen players, I've been seeking to further develop the fantasy world that we're currently playing in. Taken together, with a big dose of effort on my part, I've managed to put together something that excites... and which I hope will excite my players.

UbiquitousFantasy

We've been playing Castles & Crusades for a few months now. It's great: easy to play, easy to learn, lots of good and solid material. We like. Except that, having upgraded to Level 2 and being well on the way to Level 3, my players commented that there are really very few benefits from levelling up: in other words, it's a bit bland. That got me nervous about the longevity of playing this system.

Plus there's that pesky d20. Regular readers will probably realise that I don't like the randomness of rolling one die for action tests. For a long, long time I've fancied trying out 2d10 instead of 1d20... so yesterday, in a fit of creative energy, I wrote that into our house rules. That was how it started.

While I was in the process of writing house rules, I thought, why not introduce some of the other things that I've been mulling over for a while... and solve that blandness problem to boot? Inspired by Sarah Newton's ideas about Traits, I've modified the way adding the Level bonus works: in short, you get it when you invoke a Trait from your Race, Class or Personal Background. 

Taking things further, and inspired by the conversations with players, I also decided to re-write the classes to fit this change... and to introduce some Specialised Classes (or, to use another term, some Sub-Classes) which are customised to our fantasy setting. It was easy to do... and a lot of fun! Now we have options for a Lightbringer Paladin, a Ranger of the Wild, a Brotherhood Assassin and a Lightbringer Witchhunter. Each blends elements from both the C&C and M&M classes into something... different.

Finally, at least for now, I decided to adopt the idea of an Invocation Test for the Clerical Miracles (my new words for, "making a magic test to cast a clerical spell"). This forms the basis for a cool rule on organising Rituals with many participants and miracles which are upgraded by particularly high Invocation rolls.

Tikhon

Tikhon is a popular saintly name in the Russian Orthodox Church, meaning "hitting the mark". As the setting we're playing in has been doing just that with the group, it seemed a cool name for the world. Welcome, therefore, to Tikhon. 

On top of this, working with the players on their character backgrounds, I've been gathering more and more detailed material for the world. As the players work with me on creating the setting, it is long overdue to codify what we have so far. Thus, this weekend, I'm beginning just that process - typing up the notes.

What's cool is that their ideas, as players, are fuelling my creative process... in truly collaborative style we are producing something far more interesting than might have been expected. Combining this creativity with a desire to customise the game to fit the setting, rather than forcing the setting into a generic rule set, is not necessarily innovative... but it is something that I've never managed to do before. I've even gone as far as to commission a map for the area we've been playing in.

Being Bold

There's a massive risk involved in all of this: it might not work as well as we hope. The challenge, at least for me, is to be brave and bold. If past gaming failures have taught me anything it's that you can't keep doing the same things over and over, hoping that something will click. 

What has made the one-off Hunt for Gerulf adventure turn into the birth of the World of Tikhon has been boldness: a decision to wing a game off of a one sentence premise gave us Mortenburg and Gerulf's Raiders; another decision to introduce clues to the Moon Gate led to the birth of a conspiracy tale. The courage to listen to the players is leading me into a brand new and exciting setting, played with some customised house rules.

What's next? Well, next week's session is looming... will this all pay off? Fingers crossed... but you can't go through life wondering what might have been, can you? I reckon it's much more fun to risk failure on the opportunity of creating something really cool.

Game on!


Labels: , , , , , , , ,

Saturday, 1 June 2013

Of Traveller and Shadowrun

People who know me, or at least who read this blog, will realise that I consider myself to be first and foremost an SF roleplayer. Truth is, however, that the last time I played in or ran an SF session was several years ago. But I digress already...

As an SF roleplayer (at least in theory) I have been wondering why it is that I have always focused on hard-SF or serious-SF games, such as Traveller, and never played Shadowrun.

With a new edition of Shadowrun in production (see Catalyst Games' website: http://www.shadowruntabletop.com) and due in the Summer, I've been delving into the system a little more than I have previously.

Shadowrun 5

Yes, there's a new edition of the game coming out. There's also a tabletop skirmish game, a card game and a computer game coming - the Year of Shadowrun. With some curiousity, having bought the 4th Edition back in 2004/5, I have been reading the Preview Files - there are 3 out at present, and they are free to download.

Shadowrun 4 didn't resonate with me. At the time I wasn't interested in a fantasy-meets-cyberpunk setting. The art was too cartoon-like and seemed to not treat the idea of urban fantasy seriously enough for my taste. Nine years on my attitudes have obviously changed.

Shadowrun 5 seems to resonate. Why?

Fantasy versus Science-Fiction?

For me the two genres have been separate in my mind. I have used terms like "Star Fantasy" or "Urban Fantasy" to talk about the kinds of games that I want to play... and ignored Shadowrun's blend of SF. 

That seems odd, when I think about it.

Yet, when I read Traveller5 I felt disappointed by two things: 1) the dodgy nature of melee combat; 2) the lack of a decent Psi / Magic system. I never expected Marc Miller to include a magic system... but I was deeply offended by his dismissive and offhand treatment of Psi. Offended? YES! 

You see, in recent years I have come to regard the position of scientific supremacy as questionable. I have at the same time been having a lot of fun with fantasy elements in my gaming. When you bring together my doubt in the Scientific Priesthood with my love of a good fantastic yarn, you get something that isn't Traveller. It's something that looks more like Shadowrun.

A review, attributed (spuriously) to "Joe Chummer" on amazon.com, begins:
Shadowrun can be distilled into three important words: "Magic cyberpunk noir."
I like this description. It appeals to me... and it makes me want to grab a character sheet, a handgun and a spell book. Magic cyberpunk noir.

What do I want in my SF?

It's weird. I started writing Serene Dawn recently and I included magic, angels, demons and conspiracy in my top five elements... the fifth was an "alternate future".

I'm not so sure about Elves and Orcs with guns and cybertech... but, so Joe Chummer assures me, Shadowrun will suit my tastes:
If you're looking for a sci-fi RPG you can really sink your teeth into, this is the one. Shadowrun is quite possibly the richest, most detailed, and most beloved sci-fi RPG setting I have ever played. The way the rules and fiction are presented in this rulebook quickly dispels the "cyberpunk with namby-pamby elves" stigma (which usually originates from people who write off the game without really knowing anything about it). On the contrary, this book makes Shadowrun's world of magic and technology come alive.
What's odd to me is that this change has taken me around 30 years to notice. In fact, looking back, it's not really a change of taste... just of attitude.

When I was playing Star Frontiers back in the 1980s I was indulging in pulp SF. It's not too big a leap to my position today, really. It's just that my attitude to mixing fantasy with science-fiction has finally let me accept the concept without sneering.

This lends me to think about my intellectual snobbery once again: why have I, for so long, seen fantasy gaming as a secondary and less serious indulgence than playing SF games? They are both made up, imaginary... dare I say it, fantastic?!

Is the scientific illusion so ingrained? Not any longer, it seems.

Thank you, Shadowrun 5! You've opened up my eyes to something fun!

Labels: , , , , , ,

Sunday, 14 April 2013

Better Gamemastering

Friday night was the third session in our ongoing first adventure "The Hunt for Gerulf", played with Castles & Crusades and supported by the techniques in Gamemastering. Today's post is a reflection on the three key things that I have noticed from these games.

Simple = Invisible

Firstly, our games have been a lot easier to run and much more flowing using Castles & Crusades. I'm not sure that this is because C&C is the "perfect game" or anything so crass, but rather because it is simple enough to become largely invisible.

Last session the only times I had to pick up the rules were to check on spell descriptions. This is because I'm the only one with the rules. At the end of the session, the third successful games night in a row, the players voiced the desire to access the rules for themselves - the guy with the Cleric stated that it was time to get the rules so he could learn the spell descriptions.

The system wasn't invisible in the first two sessions though. There is a learning curve with any game and there is a need for us to get our heads around the specifics through play. That's ok as long as the learning period is short and doesn't get in the way of the session. I believe the success of C&C for us (so far) has to do with it being familiar to anyone who has played D&D or any d20-system game.

The weird thing is that I wasn't entirely sure that I'd enjoy the system. I was positive about C&C because it has an Old School, stripped down, no messing around kind of feel. Yet, as anyone who reads this column knows, I like my detail and complexity. If there's one thing I have learned, however, it's that detail and complexity is only going to work in a game if you can remember it and use it easily. When it comes down to playing games, it's a lot more fun to just roll with a simpler game and enjoy the show.

As a related thought, reading John Wick's "Play Dirty" last night, I realised the truth of another thing:
One of the not-so-dirty secrets I've learned of being a good GM is you run what the players want to play, not what you want to run
Seeing my players really engaged and enjoying the relatively simple and classically fantasy D&D-like game makes it really hard to want to do anything other than deliver more of what they want.

Camera, Actor, Judge

Brian Jamison's "Gamemastering" is becoming quite an influential book for me. It's not that I agree with everything he has written but more that, as I try out his techniques, I am discovering ways to more effectively engage the group of players.

The biggest change in the last two sessions has been my practising of the three modes as GM: camera, actor and judge. Although I am still not confident in actor-mode, pushing my boundaries a little more has been fun to do. I've certainly seen my players rise more to the challenge of playing in-character too - especially after I introduced XP rewards for maintaining it all session.

Most influential, however, has been camera-mode. Focusing on what I describe and making sure that description is both detailed and accurate for what the players need has been key. For example, when describing the throne room in our last session it was important to focus the camera on three features: the throne, the Shaman's possessions, and the sign on the exit door. Simply remembering not to add in details that would distract from these key elements was a major boost to the play of the group: the players were able to focus on what was important to the story while not being distracted by unnecessary red-herrings.

As Judge I realise that, with a simple system, I have less to do in-game. Most of my decisions relating to rules are being made during prep. Yet prep is becoming less intensive too. For example, when constructing the scene with a phalanx of Legionary Skeletons, it was easy to reference the relevant entry in the Monsters & Treasure book, choosing how I would modify the stats and which item I might choose as a reward.

During the game there were far fewer rulings to make because the scene was already thought through and, combined with the simpler system, we found ourselves able to focus on trying to "describe the action" rather than "game the scene".

Obstacles

The other major shift in my thinking has come from Jamison's suggestion of creating obstacles for the players to overcome:
Obstacles are the heart of the game, the fundamental structure that keeps the GM sane and the players motivated. An obstacle is one clearly spelled out challenge. An obstacle must be simple – a locked door that needs to be picked, a foe that needs to be overcome, a message that needs delivering. If you can’t explain the obstacle in such simple terms, then you probably don’t have a single obstacle.
Working my way through Chapter 7 once again (it's a chapter I keep coming back to) I realised that this is the most useful tool in Jamison's box. But it's more subtle than I initially realised.

Every experienced GM gets the idea that clearly spelled-out challenges are key. What Jamison suggests, however, is that each obstacle has three phases:
To conquer any obstacle, three stages are always involved: Information Gathering, The Challenge, and Celebrating Victory. These stages provide a sort of atomic structure for roleplaying games.
This is the thing that has begun to transform my own gaming and, most notably, my prep.

In Friday's session, for example, I provided the group with invitations to go in either of two directions in their quest: deeper into the complex via the door with a warning sign, or back out of the complex trailing the escaped Shaman. The next obstacle in the complex was to cross the Black Bridge; the obstacle outside would be to encounter the Shaman again.

One player initially wanted to follow the Shaman. The key was in the information they gathered: while the tracks showed clearly where to go to pursue the Shaman, the throne room provided the evidence they needed to decide to go deeper. Either obstacle was an option and I tried to remain calm and let the group decide. The result was all the more satisfying for both them and me because they freely chose.

What does this suggest?

GMing my group is becoming a lot more focused. 

I know that I've got an Action-orientated group which means that I can't muck around too much with initial set-up: I need to get the game rolling and add details as we go along. Last session I gave each player a small note asking one or two simple questions to clarify something on their character's RP sheet. These were little details that matter to me as GM but probably less so to the players... at least, not right now. For example: "What's the name of the innkeeper friend you mentioned?"

I am prepping using the obstacle structure and drawing on the ideas that players have suggested on their character's RP sheet. Remembering to provide information, challenge and a celebration has really improved the quality of my obstacles... and the enjoyment of the game.

I am running a simple system that gets out of the way. This means we can focus on becoming better roleplayers. Encouraging in-character interaction has really begun to sparkle: listening to the players discuss, in role, their decisions and ideas is a lot more fun for all.

And you know what? I'm enjoying it all a lot more too.

Here's to another session and another fun time!

Game on!


Labels: , , , , ,

Saturday, 6 April 2013

Beta Fantasy

Having some spare time, I've taken the opportunity to try and progress the development of my own RPG system, Beta.

As I mentioned in my last post, this is a long-overdue project and it's nice to be finally working on it in earnest.

This week has seen several small steps in the right direction:

  • Beta RPG has it's own wiki space: betarpg.wikispaces.com
  • The special Beta Dice have been defined
  • Basic rules for taking actions have been drafted
  • Combat rules have had a stab at being written
  • A Character Record sheet has been designed

All of these elements mean that I'm almost ready to inflict the system on my alpha-team of players. Although anyone can access the wiki and view our progress, I'm hoping to initially set up a small game with a couple of players (probably using Roll20.net). The aim will be to see if any of this nonsense actually works.

Until then... well, let's take a look...

Beta Dice

For years, I've been wrestling with how to use Dice Pools to quickly assess the success of an action without giving myself a serious headache. I've tried with d12, d8 and d6. Each time, the problem was that no one die roll gives enough of a range to emulate the effects desired.

In truth, the breakthrough came when I realised that I could combine the concepts behind the luscious polyhedral dice mechanics of the Cortex System with the symbol-dice created for the latest Star Wars system.

Beta RPG is played using a selection of special Beta Dice. These are polyhedral dice bearing two types of symbol: wins and fails.

When making a test the player will assemble a Dice Pool to roll. This is a collection of different dice types and colours based upon the abilities of the hero. Once assembled, the dice are rolled; fails are subtracted from wins, and the final result is announced to the GM.

Find out more here: betarpg.wikispaces.com/Beta+Dice

Character Record v1

Wanting to start designing a character I realised that I needed something to record my decisions on. A couple of hours of design have resulted in the creation of the first sheet, designed to handle Attributes, Knacks, Ineptitudes and Knowledges. I'll need to expand it... but first things first, as they say.

Curious people can grab the sheet here: betarpg.wikispaces.com/Downloads

Fantasy Time

Once that lot was out of the way I decided to begin prepping for some playtesting. As a starting point for playtesting Beta RPG it makes sense to begin with a relatively simple setting.

Mykovnia is my own fantasy world. It was born some 28 or so years ago, when I was a young aspiring gamer. It was a place of dark fantasy and night terrors. 

Mykovnia is a gritty fantasy, suitable for swords-and-sorcery style play. Despite recent attempts, the world has never been accurately modelled with an RPG system because things never seemed to feel quite... right. Now is the time.

Having recently started to model a couple of characters in the setting using the RuneQuest 6th Edition rules, I decided to look at converting one of them over. Enter Darryn. You can read about his genesis in my review article for RQ6 at The Iron Tavern. 

Darryn

Darryn is a tribal hunter from a group of Humans living just south of a bitter arctic tundra. He is a somewhat dour and serious fellow, trained in the arts of the Wolf Hunt - a form of ritual - and marked as being under the gaze of the Moon Queen.

Using the draft Character Creation rules I converted him over to Beta in about 5 minutes. He still needs an Edge and a Flaw, but then I need to design some rules for those too. 

Here's what I came up with so far:


All in all, I'm really excited to be rolling hot with the system. I'm sure that my ego will crash mightily the minute that anyone reading decides to point out my glaring errors, but in the meantime it feels good to be finally writing something fresh.

Ego aside, though, don't be hesitant to comment. If you spot a glaring error then it's better to bruise my fragile ego than to leave it there... glaring... staring, like the proverbial Beholder.

What's next? Well... giving Darryn an Edge and a Flaw for starters. Then it's time to create Shanna, the shaman's apprentice. And you know what I'll need to write to make her playable, right?

Game on!


Labels: , , , ,

Monday, 1 April 2013

Going Beta


As mentioned back in January, the time has come for me to (finally) pull together my own RPG. This has, in fact, been a live project since January... but has faced its own challenges and delays. 

Today I can finally reveal that development of "Beta" has truly begun in earnest. Oh, and I'd better mention that Beta is a working title. 

Beta?

Beta is named for the fact that it arises out of the charred ashes of Alpha.

Alpha was developed a few years ago as the evolution of several previous attempts to design an RPG system that fits my own style of play. One of the key features of Alpha was that it operated a two-tier system of characterisation: a roleplaying level and a skirmish level. 

The former level was the familiar RPG approach... but the skirmish level allowed players to run quick engagements or short scenarios utilising miniatures and terrain on the tabletop. This suited the Dark Reich setting, an fantastic WWII alternative world, because it opened up the same game to be played in a quick wargaming style too.

I'm not sure why Alpha stalled and failed. In the end, I think, it was just too much pressure to develop a game system plus a unique setting on my own.

Beta is already a superior development because I'm not alone: working with some very old friends, I'm able to get the benefits that arise from collaboration and feedback. Things are in the opening stages of a first draft... but the mutual support of three other gamers is a very great aid indeed.

What's the Point?

I've been pingling around with a lot of ideas which link back to Beta. I really want to evolve a game system that is quintessentially about how I'd like to roleplay.

Right now the Beta project has some serious parameters:
  • it has to be relatively rules light, even a bit 'old school' in simplicity
  • it has to be able to support my meta-setting, which is a genre blend
  • character development is going to be fluid and a constant flow
  • it needs to be beginner friendly, easy to grasp
  • it needs to be GM friendly, with low prep complications
I need to swallow the pill: this is a new product; it needs to bring something new to roleplaying. 

Finally, Beta has to be something which the players around me can buy in to: no players, no point.

What's Next?

First step is to finish writing the draft and then share that with the core team. From this I hope to publish a complete "beginner's game" version set in one of the many worlds of my dreaming. 

Initially I am tempted to present the first part of my meta-setting through the medium of the fantasy-apocalyptic. More on that another time.

In the end, this is a project that is going to take time. It'll also need to discover some friends. To facilitate feedback we'll open a wiki space and invite interested parties to read, play and comment. If you're interested in trying this system out then I'd like to hear from you: pop a comment on below.

Until next time... well, I'd better go and write another section of the rules, eh?

Game on!

Labels: , , , ,

Sunday, 24 February 2013

Dungeoneering Revisited

This week off work has been a real blessing, despite having developed the inevitable common cold and weekend lurgy. One of the reasons for feeling so positive, apart from having my wife off work for a couple of days too, was that I've had time to really dig into my hobby.

Regular readers (yes, you hallowed few!) will know that I've been really wrestling with what it means to Gamemaster roleplaying sessions lately.

You'll also realise that I have felt considerable pull in two entirely different directions:

  • On the one hand I'm seeking to develop a really engaging and engrossing SF roleplaying game for my regular group; 
  • On the other hand I am wanting to immerse myself into the OSR trend towards looser games in the fantasy genre. 


This week has opened my eyes to the possibility of doing both.

Dungeons

What is it about dungeon adventures that so attracts me to want to run one again? Is it just nostalgia for a mythical style of play? Well... no, not for me.

Lately I've run a dungeon adventure for a bunch of teens and, despite two TPKs in recent weeks, they keep coming back for more. One of the reasons for their enthusiasm, however, is definitely my own enthusiasm; in short, I've really enjoyed it.

Dungeons are low-intensity and low-pressure games for me. Once I have a dungeon to use I feel very comfortable in running the players through it. The relatively constrained environs in some way open up my ability to roleplay in a more relaxed manner. It's odd but, for me at least, giving a game clear boundaries helps me to feel more free in my choices.

Writing My Own

Here's a confession: I don't think that I have written and run a dungeon adventure since I was a teenager. 

I've run other people's dungeons. I played in other people's dungeons. But I've not written one myself for more than 25 years. 

I've been asking myself why. The answer is that I am both scared and lazy.

Scared? Yes. What if I write a crappy dungeon?
Lazy? Indeed. Designing an adventure with a dedicated dungeon map is actually a lot more work than most gaming sessions.

So... why bother? Answer: It's about time to scratch that itch.

Easter Crusade

As with all projects, it's important to set a target deadline and set your goals out clearly. I've decided to invite some friends to a session during the impending Easter holidays, giving me around 5 weeks to write an adventure. 

The title comes from the combination of timescale (Easter) and my initial intention to try out the Castles & Crusades system for the game (Crusade). Of course, right now, I am really being tempted by OSRIC (essentially 1e D&D) because of the added complexity... and several other OSR titles too because of their faithful followings online.

All that aside, the main focus has been to come up with an adventure idea and turn it into a cool one-day 8-hour roleplaying session for my friends. 

Challenges so far...

What I wanted to share, however, were the challenges that I seem to face in getting this dungeon written.

Firstly, I have only the vaguest of adventure ideas running around my head: I want to feature a Paladin and a Cleric; I want to do a dungeon raid of some kind, with really clear goals; I want to run it with 3rd level characters, probably pre-gens convention-style. 

Secondly, I haven't designed a dungeon map for more than 25 years. It actually is a bit of an art to do well, so this seems daunting.

Thirdly, I don't want to set it in any pre-generated setting, either of my own or anyone else. In one sense, the adventure will be the beginning of a new setting... but also, very likely, a stand-alone event. That almost gives me too many choices.

Solutions are, however, at hand. 

A copy of The Tome of Adventure Design has proven a really positive tool to get my creative juices flowing. I'm going to review it in more detail at the end of the project, but so far it has proven a valuable mine of cool ideas and systems for dungeon-building.

I've also bought in some squared-paper, tracing paper, pencils, a pencil-sharpener and an eraser. Actually handling these items has really brought my enthusiasm to boiling point. 

It's weird but, in some way, the only thing that seems missing is the idea to get me started.

What's Next?

I guess I am just going to begin and see where this project takes me. Perhaps by sharing the process and thinking out loud with you guys I'll feel spurred to complete it. 

What do I need from you? Maybe some encouragement, advice or ideas. Oh, and if you're local to Nottingham (UK) and you fancy a game, maybe you'd like to come take a seat at the table.

Here's to my first dungeon in more than 25 years. Game on!


Labels: , , , , , ,

Sunday, 13 January 2013

Three Gaming Revelations

Yesterday I read an interesting statement over at The Iron Tavern:
I have been having some thoughts on just how many rules I need in an RPG as well. That thought is a subject for another blog post, but these thoughts have led me to lightly kick the tires of a few other systems. (Castles & Crusades, Oct 10th 2012
This rang true for me. Regular readers will know that over the past few weeks I've been tackling similar issues. How much "rules crunch" do I need? Why am I "butterflying" and what can I do to control it?

What has been happening this week to really kick this up a notch?

Three Revelations

That article was the second revelation in what has been a hectic week. The first was from a wargaming experience. The last came from fiddling with Google.

Wargaming
I was a wargamer long before I was a roleplayer. This explains a great deal.

My Dad was the one who got me into wargaming (not the first time I've mentioned it, sorry Mr Regular Reader). We used to idle away weekend afternoons fighting World War II battles with paper hexed maps, counters, d6 and generally complex rules.

Complexity was something that appealed to my Dad. I guess it rubbed off on me too because for most of my life I have been attracted to detail in my games. For him it was about simulation: making the game as "real" an experience as it can be... without, obviously, the actual fear and scent of death.

Oddly, however, Dad was never really much into miniature wargaming. As he punished me, the day I bought my first ever miniature SF models, Dad was ranting on about how expensive and what a waste toy soldiers would be. Wargaming, for him, was best simulated initially on hexed maps with chits and, eventually, on computers. It's ironic that, to my knowledge, Dad still hasn't found his ideal system. Nor have I.

This week I was taking a look at Hawk Wargames' Dropzone Commander. The models are stunning and the rulebook is very pretty. The terrain is lush too. Yet, reading the rules, I was under-whelmed. Don't get me wrong... the rules are fine; there are a lot of cool and innovative ideas... but it's still doing the same old "d6-roll-high" mechanic that most games do. Like Rick Priestley said recently, there is only so much you can do with a d6.

So... what was the revelation? Well, that came from Rick Priestley. Mentioned in the draft Gates of Antares rules comes the decision Rick has made to escape the humble restrictions of the d6... and opt for a d10. This isn't stunning... but it did remind me of something I wrote a few years ago: two sets of rules, one using a d8 and the other using a d12.

That's when it struck me: I'm truly fed up with playing other people's games.

Simpler Rules
Enter Jeremy's comment from The Iron Tavern: "I have been having some thoughts on just how many rules I need in an RPG".

Recently I've been poring over Fate Core and getting excited about running a new setting in this new-for-me system. Fine and dandy. But that's not all.

For months and months I have been reading system after system with one core theme running through most of them: a move towards stripping away complexity while retaining flavour. 

Castles & Crusades, Swords & Wizardry, D&D 5th, Fate Core, Classic Traveller, Stars Without Number... the list goes on and on. Each of these has a single central connecting idea: less is more.

And yet... don't I love complexity?

What I actually love is detail and freedom in design. That's not the same as complexity. 

I don't really crave after complex rules because they are complex. I am attracted to games like GURPS and Hero because they offer me the choices to build the game the way that I want it to be. The side-effect is that those rules tend towards the complex (at least in terms of time needed to prep with them) because they offer a massive range of choices.

What I love in terms of day-to-day play, however, is simple and slick systems. I discovered that I happen to agree with the author of Castles & Crusades:
The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game should be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the game explained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes later, much like adding stories to a building. Start with a firm, square foundation and everything else follows. (Castles & Crusades Player's Guide, page 3).
And here was the second revelation: I don't want complexity, but I do want detail. When I play my SF game I do want to know the make, model and relative effectiveness of this laser rifle over that laser carbine. Detail. But not complexity.

That's why Traveller5 has me rolling my eyes. Lots of details (yes!) but 650+ pages of rules... and no standard equipment list (ouch!).

My Rules
That brings us up to this morning. This was the morning I (finally) got around to activating and setting up my Google Drive. It's also when I discovered what old Google Docs were stored in my Google Drive. Here comes revelation three.

Hidden in a folder on my Google Drive are a set of draft rules from 2010. They are the first draft of my "Alpha RPG" rules which, at the time, were being developed for the Dark Reich setting.

Finding these rules was the revelation. It led me to think about my other four attempts at writing my own system.

First, in 2004, was the d12-driven Engine12... which got bashed into a cowardly sub-version called Engine 6. I chickened because I didn't think that anyone wanted to play with d12s. I also got fed up with writing a very long skill list.

Then came Mission Team. This was a kind of RPG skirmish game. Very slick idea... but frustrating because I bound myself to the d6 and couldn't get a big enough range of modifiers to make long-term development of heroes taste right. Version two tried a d8... but I dropped the project because I felt people wouldn't play with a d8. Gutless, right?

Another d6-based system actually got playtested with the Friday Night Group just prior to our playtest with Warhammer FRPG 2nd Edition. It got pushed onto the back burner because we moved on as a group... despite having some very promising ideas.

Then, in 2010, I bit the bullet again and started to work on Alpha. We actually enjoyed a session of playtest with that too... only I lost the most recent files when the wiki it was stored on crashed. I assumed it was all gone and didn't have the heart to try and recreate it. Until today.

It turns out that all my old work has not been rendered photons.

What Conclusions?

Maybe it's time to (finally) write my system. Maybe not.
It's certainly time to figure out where I want to take my hobby.

It has been over 7 weeks since we last played on a Friday. I'm desperate for a game... and very much losing focus. 

On the one hand, I have a Rolemaster game to pick up and play; nothing wrong with that. On the other hand I have an SF setting we're building (currently using Fate); nowt wrong with that either.

Yet my heart wants to write. Create. Build. Mould. Produce. Play.

What do you think? Is it time to write Beta?


Labels: , , , ,

Sunday, 30 September 2012

Rolemaster Reborn

On Friday 28th September 2012, as I was sweating in preparation to meet the guys for Friday Night Roleplay, the new Rolemaster Beta Playtest began. 

Meeting the guys to begin our new fantasy RPG campaign in the world of Heroic Mykenaea, we were also pouring over the rather excellent new rules from Iron Crown Enterprises (ICE). You can read my response to Character Law, the first of the new books to be released, on The Iron Tavern later today, and some thoughts on Spell Law will be posted their later in the week. 

So, without spoiling my articles elsewhere, what's left to talk about here? In short, I want to talk about my unbridled enthusiasm for the new Rolemaster.
Read more »

Labels: , , , , ,

Tuesday, 24 July 2012

Unpacking HackMaster 5th


There was a knock at the door and the postie delivered a package that I've been waiting for since before Christmas. Today I received my copy of the HackMaster 5th.

Rather than write a lengthy review I thought that I'd just share some pictures.
You can read my fumbling comments from when I read the rules earlier in the year if you like what you see.

Here goes...

Read more »

Labels: , ,