28 November, 2009
Game Mechanism of the Week #46: Factionalism
A simple answer to all of these questions comes in the form of factions, and many games have made use of this idea.
From the clans of Vampire the Masquerade or Legend of the Five Rings, the orders of Magi in Ars Magica, the corporations in assorted cyberpunk games or even the chapters of Space Marines in Warhammer 40,000.
Factions add instant ties between characters, whether those ties come in the form of communion or conflict.
Of course, factions don't always make a game better, in the same way that conflict doesn't always make a story better. Many kung fu movies are great because they bring creative conflict to the screen, but few kung fu movies are considered masterpieces of storytelling.
Like all mechanisms, you need to consider what you want the outcome to be, and how the mechanism plays toward that outcome.
24 November, 2009
Game Mechani(sm) of the Week #45: Character Peaks
Working on other projects hasn't really helped in that regard either...but anyway, time for number 45.
In many roleplaying games, a character gradually accumulates experience and becomes more powerful over the course of a story. They learn new things, they discover new tools that make them more effective and they face ever more dangerous foes.
This typically applies within the context of a single story, but often also applies over the course of a series of narratives. Characters simply escalate until they ascend to rival the gods themselves.
Fun (in some situations), but certainly not realistic.
There are a few games over the years that have offered an alternative type of story.
Instead of chronicling a rise into power, they reveal a character's responses to a fading glory. There are plenty of mechanisms that have tried to encapsulate this notion, but they all have a similar pattern to them. Character growth is inverse exponential...it starts fast, then gradually gets slower as a character becomes more set in their ways, or simply finds it harder to learn new things.
On the flipside, character degradation is constant.
As a result a character starts gaining strength at a far faster rate than they lose it. Gradually they reach a peak point where their gaining of new abilities retreats to a level comparable to their losses. Eventually, they find that they are unable to learn things as quickly as their injuries and frailties accumulate.
Such characters have passed their prime and the game now becomes a very different beast.
I've yet to find a game that really focuses on this type of story...not that I've really gone out of my way to look for one.
The closest I've probably seen is the miniatures game Mordheim from Games Workshop, which replicated this arc for the characters within a team even if it didn't really focus on the psychology involved. Many times I had characters who reached a point where thir injuries were just accumulating faster than their new skills and advancements...this became a good time to retire the figures and recruit new members into the team.
It's another of those ideas I'd like to play with, when I get the time.
14 November, 2009
Game Mechanism of the Week #44: Modular Characters
It can be applied in a couple of different ways; some of which I've tried, some of which I'd like to try.
The concept is pretty simple, and you could even look at stalwarts of the roleplaying world in this light.
The basic idea is that a character is made up of modular templates.
A bunch of race templates...a bunch of occupation templates. Add one to the other and voila, a character is instantly playable.
Let's try it a different way.
Here's a design I produced for a contest a couple of years back.
This design ended up becoming a part of the foundation for The Eighth Sea, but I'd really like to go back to it at some stage. The idea of a quickly producible character, with everything right there for a player to use in a couple of minutes.
Not sure what else to write on this one.
Of anyone's got comments, please fire away.
01 November, 2009
Game Mechani(sm) of the Week #43: Fluency Play
I've noticed it in a few games, and it's something I've been aspiring towards in some of my own games.
Jason Godesky has made a post about it and has referenced the phenomenon as Fluency Play.
It's an amazing concept and something that many boardgames have done effortlessly for years.
I can't write the concept more succinctly than those who have written about it previously, so here's a bunch of links...
Pedagogy of Play
Story Games Thread
I'd love to do this in Quincunx, and Brigaki Djili has this concept directly in mind.
It;s a method to introduce instant immersion, because the players don't feel like they are "playing a game", instead they are sharing an experience.
The first game I've played to implement this in an elegant fashion is "Penny", but I've raved enough about that one. Apparently Jason has implemented a similar concept in his Fifth World game, I'd like to see how that's been done.
For my own implementations of it, I think a Quincunx character generation process that worked like an HR questionnaire for a new recruit coming into the company. The GM would function in the role of a work advisor, or someone introducing the characters into the company, and this would work well as an introduction to the role for them as well. I'm thinking that a series of questions like the Myers-Briggs personality test could be used to fill out a decent chunk of the matrix (and probably assign the character to a role within the company, with it's relevant paths), while a few deeper questions would fill the rest of the paths. This would have the twofold effect of getting players into the headspace of their characters, and also give them a precursor towrd the types of actions they be expecting during play.
Actual play examples of fluency would be a little harder. I had never really considered desighning the game in this way, and it would take some rigorous overhauling to get it functional in this manner. A step in the right direction might be to increase the interactivity of the characters sheet, with small notes scattered across it to jog the memories of players, and perhaps providing a few more "cheat sheets" that help to explain what is necessary in the different phases of the game.
I was aiming toward this anyway...I just wish I'd prepared these in advance for Gencon.
Brigaki Djili is a differenty beast altogether, and I'm really hoping to get a game that's playable on a few levels. Something that's as instinctive and intuitive as using a ouija board, and can be used ina s similar manner to divine the mysteries of the past and the hidden secrets of the stories being told.
I'm hoping for a single page of game mechanisms, written in a way that could be read out to a group as they start play. Then maybe a paragraph of text to be read with the passing of each round of play, expanding the complexity and revealing new depth as the story develops.
In all, no more than two pages of general rules. The rest is the immersive ritual to get people into the right frame of mind for communal storytelling, and guidelines for how to prevent the story deviating into unintended territories, or guides for keeping a consistent theme in a story.
Time to do some further research...
23 October, 2009
Game Mechani(sm) of the Week #42: Escalation
You've got to love a game where over a third of the text is a filmography of great martial arts movies, recipes for Asian cuisine to eat during play, and a quick guide to tea.
But those aren't mechanisms.
The game has at it's core, a sequence referred to as "the knife ritual". It's dramatic, evocative and a little dangerous...It uses a real knife.
The knife can be in a range of states, it begins sheathed and covered by a cloth when the tension is low. It becomes uncovered when things get a little tense. It becomes unsheathed when things are drawing to a head. It is stabbed into someone's character sheet when the edge of danger has been crossed and something nasty occurs. Character successes can increase or decrease the escalation of the knife, depending on their actions in game.
It's symbolic, but that symbolism is pretty clear and obvious.
I tried to do the same with Quincunx, using a series of scene types "vague", "unfocused", "focused" and "visceral". But my own effort to achieve this sort of tension lost something in the translation during my Gencon playtests.
A lot of people have raved about Mist Robed Gate, so I'm going to have to go back to re-reading it. There seems to be an elegance to the knife ritual that needs more exploration.
11 October, 2009
Game Mechani(sm) of the Week #41: Making Player's Decisions Matter
I really enjoy the L5R setting. I've got a thing for Japanese culture after studying martial arts for a few years and over-indulging in manga/anime and other forms of Japanese culture. Last year (2008) we played in a game called Heroes of Rokugan twice, once as a tabletop and once as a freeform. Leah and I didn't get much of a say in how the adventures went, we were just two lowly ranked characters amongst a group who were all willing to take things as they came. We came to the table with no preconcieved notions, and were willing to take a back seat to enjoy the narrative developed by the group.
During a couple of occasions we knew that our characters had abilities that might have been useful to push the narrative in the direction that it wanted to flow. We gained a bit of table respect for succeeding in certain rolls, or assisting in others.
But toward the end of the session we decided to start pushing boundaries. There were rumours of a troll nearby, but the game was designed to allow players to chase down such a monster. I was playing a character naturally inclined to research, and a few of the players had more combat ready characters and wanted to get their teeth stuck into something that wasn't political.
This wasn't the way the story was meant to go, but the GM was willing to allow us to indulge this for a while as the game was running fauirly quickly and a nice detour might help pad things out a bit.
The GM had to look up a troll from the rulebooks, and while she didn't make it far tougher than it needed to be, the monster could have made a quick breakfast from us.
Some incredibly lucky rolls meant that we actually made mincemeat from the troll...at which point the GM panicked. That wasn't supposed to happen.
Quickly some "more influential characters" come by and claim the kill as their own. Under the L5R system, we hadn't followed the intended story, so we weren't awarded any experience for killing the Troll. Neither did we get any renown/glory/honour for disposing of a nasty creature because someone else took the credit for the kill.
It felt like half an hour wasted. Nice story, but it made no impact on the in-game world, and it didn't benefit our characters at all either.
We figured that this might just have been because we were low ranked characters, perhaps after a year of play, we might be able to show up with more experienced characters and might be able to claim a bit more of that glory for ourselves.
Alas we were wrong, 2009 was even worse.
We were playing the same characters under a new GM. This time the module/scenario required investigation and the use of specific skills that few people on the table seemed to possess. It was a game also involving some combat, but we were all magic-users bar one.
The spells of my character involved talking to animals, and while it might make logical sense to progress a story vioa any means available to the table, the story hadn't been written with this as an option. Only talking to specific people would get the story progressing, and those people often seemed to be connected to the criminal underworld (and thus we would lose honour for talking to them), or they were highly rabnked in society (and thus they would lose honour for talking to us).
A catch-22, and we while we exhausted all of our options to get the narrative moving forward, we were blocked with simple comments of "No, you can't do that", or target numbers that were ludicrously high. On the occasions when we actually managed to meet these ludicrous target numbers our successes were dismissive anyway..."Yeah, you succeeded in getting them to talk to you, but they don't tell you anything useful).
Blocked at every avenue because the module/scenario hadn't been written to allow experimentation or thinking outside the square.
Eventually, "hand of god" kicks in. An NPC shows up right before the climax to reveal everything necessary to get a battle scene happening.
Leah and I knew that battle commonly occurs in L5R games, so we've set ourselves up as archers. As magic users, the archery seemed a good way to keep us out of the thick of things.
At range we fire into the melee, I can't remember if either of us hit...at this stage, the game had run over time and I was late for starting my own game session. The next thing I know, an opponent in the thick of battle (on the other side of the conflict), has traversed the gap between us and gets his full actions dice to make an attack against me.
My decision to engage in ranged attacks beyond the immediately melee was rendered null and void because the GM simply said so.
I took it, because I didn't want to start an argument.
A player on the table had specifically cdesigned his character to make use of a vicious spell combination that would augment a single warrior to superhuman capacities. The final produict basically allowed this augmented warrior to wipe out a person with each strike, and take four or five complete actions during the turn (while others have to be content with taking two or three strikes over consecutive turns to take out a single opponent).
The GMs face was aghast. L5R is often about the choice between what is honourable and right, or what is acceptable to the status quo and easy. Running with our tails between our legs would have been easy, taking the fight was the right and honourable thing to do, but it could have gotten us killed. The GM thought that he'd be able to simply wipe us all out with this combat.
Out come the rulebooks, the errata sheets from the publisher, the errata sheets for the Heroes of Rokugan campaign...
...I walked off. I had a game to run and I was already running late for it, my players had actually abandoned me as a no show and were getting their refunds by this stage.
By the time I'd managed to track down my lost players and sorted out the mess, the conflict on the table between GM and players (and between sides within the story) was drawing to a close.
Since he was a "by the book" GM, he had to live by the sword and die by the sword. Nothing prevented the combo from going off and the super augmented warrior sliced and diced the corrupt samurai who were under investigation. Their deaths proved their dishonour according to the module.
Any previous investigation would have been rendered useless anyway, because life and death comes first, while the word of those bearing the highest status comes second.
While I love the setting, from the card games to the miniatures. This really didn't gel with the way the game made it's reputation.
L5R became big because it evolved according to the decisions made by the players. If a certain clan wins a whole heap of card tournaments, it gains an advantage in the global storyline. If a common tactic involves two clans working together, then this will be written into the setting. If a certain combination proves to be broken, then a storyline event will cause it to become unusable.
For over a decade, the players have helped to shape the L5R world of Rokugan.
It's be nice if the writers of Heroes of Rokugan modules took this into consideration. Or at least if the GMs allowed the spirit of experimentation and free thought that has helped make the game thrive.
I don't think I'll be playing again next year.
10 October, 2009
Game Mechani(sm) of the Week #40: Wide Games
Wide games are fairly simple and most kids instinctively play this style of game..."Hide and Seek" is an example, as is "Cops and Robbers". But wide games tend to apply a type of ruling mechanism into the game, rather than just having them degenerate into arguments. The game of "Murder" commonly played on university campuses is another form of wide game.
There are some distinct similarities between wide gaming and live roleplaying, and I understand a bit of historical precedent between the two. But I think that the field of roleplaying can probably learn a bit more from this distinct evolutionary gaming path.
If you're still not sure what I mean by wide gaming... here's an excerpt from a website.
The website can be found here.'Wide Games' include any game requiring or making use of any large area of land. Provided you stick to a few simple rules they are very easy to set up, very popular and can take advantage of any suitable area. Areas that are particularly good are where it is easy to hide such as woodland or heath, but they can be played in large open fields, its just not so much fun!
If you are familiar with organizing this style of game then feel free to carry onto the index of ideas. But if you are not then there are a few points you need to know
All wide games need you and all players to be aware of the size and type of playing area. This is mainly from the point of view of safety particularly if you are playing in area open to the general public, as the playing areas used can be anything from a small field to several Km2 or more of woodland or forest. It helps when setting boundaries to take advantage of natural ones like paths, streams, edges of woods or fields. If necessary walk everybody around the boundary and/or spend a little time placing boundary markers that are within sight of each other (this could be anything from strips of bright cloth tied to a tree to custom made posts and lights) boundary markers are only really necessary if is difficult to determine a boundary.
Depending on the age of the players, size and openness of the playing area it may be worth while having several marshals patrolling the area to make sure boundaries and rules are being adhered to and you may even want to consider using mobile phones or short range radios.
I remember particularly fondly playing wide games in my childhood and early teens.
There would be entire suburbs marked as the boundaries and anything up to 200 players involved in a complicated game that might last a full day from 9am to sundown.
It was the attempt to capture this type of interactive environment that first lured me into live roleplaying, but I was never able to capture the thrill that wide games provided in my nostalgia.
I thought of the wide game concept yesterday at work, just out of the blue. I guess I'd been thinking in the back of my mind about the "LIVE 3:16" I've now [promised to run at Gencon Oz next year, and the LARPs I've recently participated in. It got me thinking that maybe Widegames were a dying pastime, I had only remembered them from my youth and from what I remembered about them, they involved organised groups of people running around over wide areas, planning attacks, setting up defences and generally engaging in activities that a post-911 world would deem suspicious and dangerous.
But a quick google search has shown a thriving wide game community. It seems to be focused on the boy scouts, but that's hardly surprising given the fact that you typically need 20+ players to get a good critical mass for this style of play. Somewhat more surprising (but logical now I think about it), wide games have been adopted as corporate tools for teaching teamwork and reliance on others.
If you're interested in some of the links I've found about this style of game play...
84 Wide Games
Girl Guide Wide Games
Wikipedia Article
