Levers and the fruitful void
24 January, 2010 at 3:32 pm (game design, rpg theory) (fruitful void, lever, rpg design)
Theory post. It’s been a while since the previous one.
Fruitful void is a concept for designing and analysing games. Let us take some roleplaying game and assume it has rules. Fruitful void is something the rules do not cover, but point towards.
With D&D 4e rules give you plenty of maneuvres in combat so that significant number of them are interesting, but the rules do not tell which one you should use. There are characters whose powers can work well together, but the rules do not tell how to use the powers so that the synergy benefits manifest. Dogs in the Vineyard is about judging people, about how much violence one is willing to use to do what is right and about faith. There is no faith attribute (that judgment is for the players to make), there is no rule telling that you must use violence and there are no guidelines about what judgments are appropriate. That’s up to the players. Old D&D gives lots of tools for dungeon delving – combat ability, spells, items, henchmen – yet there is no skill for making tactical and strategic decisions. Those are up to the players. Burning Wheel has involved rules for fighting (in melee, with ranged weapons, with words) and lots of other rules that make other parts of gameplay or story move fast. And when fighting the player must script actions – high numbers on character sheet are not sufficient. The tactics and what one fights for are up to the players.
So: Fruitful void is the space a game leaves for players to fill, and towards which the game points players. The concept applies well to focused games and less well to GURPS or (certain) games which get out of the way. The concept applies weakly to games that take a life of their own (which, I reckon, is related to getting out of the way). The comments on Anyway relating to the subject are worth reading.
Lever as a concept was introduced by d7 just a while ago. Lever is some mechanical tool a player can use to affect the fiction. Skills, powers, aspects, so on.
I think these two concepts are related in more than a single way.
D7 uses diplomacy skill in D&D 3rd as an example of a lever ill placed: It negates all negotiation by skipping it with a single skill roll. That is bad if you want to have a game where negotiations are central. Point: Levers can certainly kill a fruitful void by bypassing it entirely. Consider: Play modern D&D, but instead of using the combat rules simply add a fighting skill and resolve all combats by rolling it. Not much point in playing modern D&D that way, is there?
Levers can skip boring parts of gameplay. This is what many skills in BW do. This is one way of seeing diplomacy on D&D 3rd. Of course it is also possible to handwave those bits away, but often the rules are useful.
Using levers can be the fruitful void. This is 4e. There is much GM advice on building interesting combats, which simply means that there is no universal best tactics – add environment factors, terrain, varied enemies with special powers and so on to change which tactics are functional and to what degree.
The decision to pull or not pull a lever can be in the void. Tactical version: You have one sleep spell per day. Use it now or later? Dramatic version: You can summon demons, but they demand a high price. Whichever version: You know magic, but there’s a chance it goes horribly wrong whenever you use it.
I’m sure there’s more. An exercise for readers.
We fight the woods
1 January, 2010 at 6:52 pm (game design) (forest, rpg, warden, wardens, woods)
Imagine a new continent, dark and great woods, vast swamps, magnificent mountains. Imagine a fleet arriving, people landing, making their homes and building cities, roads and farms. That was a few hundred years ago.
Imagine a small village of mostly woodcutters, with wolves and bears and wolverines and other beasts charging at night, slaughtering all the men, women, children and even domesticated beasts. Roads lost at spring as they were quickly overgrown by saplings and thorny bushes. Imagine a castle swallowed by vines almost overnight. Imagine witches and fey-things stalking the great woods, preying on lone travellers. That was a few dozen years ago.
Now villages are circled with iron fences, roads secured with signs framed in iron and travellers moving in large groups. Patches of forest are cleared, from between the settlements, but on the border there is little to do but hide within the circle of iron. People are afraid of strangers, for they may be witches or worse. They are afraid of bandits and raiders employed by the other nearby lord who would be glad to annex a village or two.
Even more afraid are people of the wardens. They are youngish women and men, usually between 15 and 35 winters with average around 20, walking from one village to next, always wearing their silver-decorated cloaks and blades of iron. They always move in groups, watching each other at least as carefully as they watch the villagers, always looking for any sign of corruption, searching for heathens and witches. They are rarely found, so mostly they concern with other arguments between villagers, making their so-called fair judgements, often favouring whoever houses them and offers the finest food. Some are mere thugs in cloaks of silver, but the righteous ones are most dangerous.
This is a story about the wardens.
Some are young nobles or acolytes of the Wheel. Some are killers or other criminals given training and a chance to redeem themselves. Some have been hurt by the forest and wish to hurt it back. Most are desperate people with few other choices.
They are taught doctrine and rituals to drive away evil spirits. They know a bit about laws and lay of the land. They can use a sword or some other weapon of their choice. They know how to survive in the wilds. They are strangers set to keep the border safe for decent, weaker or common people (depending on whom you ask). Some have been trained by retired wardens, and they tend to have more hands-on knowledge and experience, but the church frowns upon their folksy rituals and attitude.
Rules
To create a warden, first select one upbringing: Noble, priestly or random thug. Next, select training: In monastery or by a lone warden. No training is also an option, but not a recommended one.
There are three means of violence: Iron (which is to say: physical violence), silver (attacking the mind and self-esteem) and wheel (faith). They are rated numerically so that there are seven points total divided between the three, all positive, none more than four. Noble upbringing indicates silver of at least three, priestly or wheel at least three and random thugs have iron of at least three. Those trained by lone wardens have one of three corrupted; reduce the selected attribute by one, and increase, as appropriate, one of the following three by one: Claw (corresponds to iron), poison (as silver) or shroud (as wheel). Those with no training only have six points, maximum of three, upbringing-related attribute two or three.
Characters have three traits: One should be related to upbringing, one to training or lack thereof and one is not restricted. The corrupted should have one trait related to their corruption. Traits can be positive or negative, but ideally they are both. At most two strictly positive and at most two strictly negative traits are allowed, but less are recommended.
Example traits: Strong, lame, zealot, coward, tidy, rich, kid, old, branded a killer, wolf-slayer, miracle-worker, witch-sniffer, fine iron maille, well-provisioned, lone wolf, bird-speak (a corrupted trait if there ever was one), silver tongue, charming, determined to find the one-armed man who killed his wife, amnesia, pious
Wardens gather some experience along the road or in their training: Untrained wardens start with three, church-trained with four and warden-trained with five wises. One should be related to upbringing and to training, if any. Corrupted may have one relating to the woods and how they received their corruption if they happen to know about it. Same wise can be selected many times, though generally speaking twice is much and thrice certainly sufficient.
Example wises: Tracking, merchant-wise, road-wise, peddler-wise, dryad-wise, lynx-wise, Rooksbridge-wise, clergy-wise, herbalism, winter is coming-wise, bridge-wise, troll-wise, bandit-wise, bribe-wise, horse-wise, mending, foraging, hunting, leadership, accounting, etiquette, family secret-wise
In play there is one GM and others play wardens who move as a group. When the wardens have no particular direction they are heading to, and even if they do, GM should have a number of encounters ready to play and a village or a farm where everything is not okay slightly more ready. Encounters: Travellers (especially mistrust-inducing ones), beasts, strange locations. Encounter is good when the GM can’t predict the reactiong of the players and their characters. Villages and farms: A situation where people have been wronged and there are at least two people blaming each other who are could be judged responsible by the players’ wardens. (See, for example, Dogs in the Vineyard for better guidance.)
Wises are used to set up favourable situations, find NPCs, maintain equipment and generally to not solve conflicts. Wises can no longer be used when conflict is on or directly at hand. Mechanics: Player tells what she wants her warden to achieve and how the warden will go about achieving it. GM can say yes, ask for a suitable wise, or say no, according to the difficulty of the task: trivial, challenging or impossible. In case of a challenging situation, player names a wise, then GM sets the difficulty: 1 is standard use of the wise (lord-wise to get an audience with the local ruler), 2 is difficult use (tracking to find where the wolves came from after it has snowed), 3 very difficult (merchant-wise to find out that one of the locals is a captain of certain merchant ship hiding from the king). +1 difficulty if the wise is not directly related (leadership to threaten someone to silence), +2 if there is only a tenous connection (family secret-wise to prepare against an assassination). Player rolls number of dice equal to the value of the wise; each even result indicates a success. If number of successes equals or exceeds the difficulty, then whatever was attempted succeeds. If not, GM comes up with an interesting complication related to whatever was attempted.
There are some subtleties in use of wises. First point: There must be actual action taken before the dice can be rolled. You don’t get to roll dice for trying to remember if there are any relatives living hereabouts; you do get to roll if you are asking around for them. This is so that the GM has easier time coming up with complications and that the game moves forward. Second point: Say there’s this lynx that has been killing cattle and even lone people. Say a player wants to track the lynx to its lair in the cellar of a particular witch. Say the GM has decided that the lynx lairs under a large boulder upon a certain hill, which is certainly not in the cellar of the witch. Player sets the task to find that the lynx lairs in the cellar and GM says that it won’t do, but finding its lair is lynx-wise 1. Say the GM has detailed the entire family inhabiting a certain farm and player wants to use merchant-wise to find an old business partner who has retired there. GM can say its merchant-wise 1 to find out something about the relations these people have to merchants (even if it is that there are none, but preferably something useful). General principle: GM may widen the scope of a roll if there are pre-determined facts that make the original intent null. The GM may also choose to let the dice fall as they may and ignore the pre-determined plans if necessary, but this I can’t recommend as an actual rule.
Iron, silver and wheel are used to hurt others and avoid harm: suppose two characters are quarreling. If they are trying to demoralise each other or destroy reputations or such, roll silver. If physical violence is used, roll iron. Wheel is for those trusting the heavenly Wheel. Iron trumps silver, wheel works against either.
Mechanics proper: For silver against silver or iron against iron, both sides roll number of dice equal to the relevant attribute. Sources of bonus dice are outlined later. Every die showing an even number is a success. If both sides get an equal number of successes, then both take harm equal to the result. If one sides beats the other, then the beaten takes the difference in harm while the beater takes one harm. Against the vile forces of nature can wheel be rolled directly; it works as detailed above in this paragraph. Against anything else use the following procedure: Roll as above. If wheel gets more successes, then the number of successes (and not merely the margin of success) is takes as harm by the blasphemer, while the faithful takes no harm. Wheel usually does damage as silver, but this varies by GM and player fiat and description of the events. If the faith is not strong enough, which means that it does not exceed the opposing successes, then it comes to nothing and the blasphemer deals harm as though the opponent had used iron or silver but rolled no successes.
Wardens have two wound tracks, one for iron and other for silver. Iron track has length equal to iron plus wheel, silver track length equal to silver + wheel (so two is the minimum while scores above six are exceedingly rare for humans). Other creatures and corrupted wardens have tracks calculated in different ways; in particular, corrupted wardens tend to be somewhat weaker in terms of tracks. To take harm of given level means that the particular box in the relevant wound track is marked. If that box is already marked, then the next one upwards gets marked instead. If there is nothing to mark, then the character is out of play, permanently. There is a way out: taking consequences. When player is about to mark the first box (of either track), the player can instead opt to take a minor consequence. Minor consequence is a temporary trait (like furious, hungry, hurt knee): It persists for the scene it was received in and for the next scene, or until removed in fiction. Major consequence can be takes instead of taking level 1 or 2 harm: It is temporary trait which persists for the session it was received in and for the next one, or until removed in fiction, which should not be trivial. Permanent consequence can be takes instead of harm of level up to four. It is a permanent trait and works as they do. Given character may only have one minor and one major consequence at a time.
One can get bonus dice to rolls by various means; in fact, it is even recommended. But first, a player may invoke a trait to get in trouble (or automatically fail a roll before even rolling). This is a good idea because by doing so one gets a token. Tokens can be used to invoke traits before rolling dice – each token allows activating one trait to get one bonus die. Given trait can only be used once per roll. So: traits may give any number of bonus dice, if managed with care. Circumstances are another means of getting bonus dice: Favourable circumstances is one bonus die, highly favourable means total of two bonus dice. Guideline: Using a wise successfully earns a bonus die, using three or more wises to set up a situation earns two.
Above a single instance of hurting someone else is described. In play there is further structure around it. First, there must be a situation in the fiction where another entity can be attacked. Usually these come from first trying to negotiate or avoid overt conflict in other ways. If one ends up harming others, dice are prepared. The others being harmed can give in, take the harm or fight back; in the first case, there is no need for dice, while in the second case the abuser rolls dice and deals harm but takes none, while in the third case an opposing attempt to harm the other is made as above. After dice are rolled and fiction described, assuming nobody is out, then everyone can continue, someone may give in or stop resisting. Repeat as long as necessary. Note that conflicts never force anyone to do anything; they simply hurt people.
In group conflicts both sides select one champion who rolls and takes harm. The champion with better reinforcements gets bonus dice. Others besides the champion may take damage instead of the champion if their players so decide. The champion has no power to stop them.
Wardens change. This happens naturally in play and rules exist to make the process more explicit and to smoothen it out. Warden changes according to the impression other players have of the warden. The way a warden is played has a significant role in shaping the impressions. Play well.
First a few more words on the structure of play. After a significant situation has been sorted out – for example, a villageful of problems dealt with or a long and eventful journey done – wardens gather around a campfire or in the hall of some friendly lord and tell tales of their exploits. The frequency of this event determines the pace of the game. The following happen in order.
Experience makes warden more formidable: They learn a bit about the world around them. Each player may have or may now fix three wises to improve or open. Other players (including the GM) decide what the warden has learned most about. That wise gets a check for advancement. When the number of checks exceeds the current value of the wise, all checks are erased and the wise improves by one (unlisted wises have value zero).
Some wardens are crippled in their travels, while others grow strong and powerful. For each attribute the character has check if there are traits which point at the attribute having higher value: For iron, examples are strong, bloodthirsty and serpent-slayer. If the number of positive traits exceeds the value of the attribute, then it increases by one, but some traits are lost along the way. Namely: Of the positive traits named, number equal to the attribute’s value before the increment must be removed. One additional trait must be removed – this can potentially be any trait, though the player should not remove traits with too much dramatic potential. Likewise, for each attribute higher than one, check if the number of negative traits associated with that attribute at least equals the value of the attribute. If so, the attribute will decrease by one. Total of traits equal to the attribute before decrease are lost – one can be chosen freely, while others must be of the negative traits named. Attribute can both increase and decrease, which simply amounts to bunch of traits lost. The purpose of this rule is to clean the list of traits once a while. It is smart to remove traits that are rarely used and to keep those that are often in use. Note that temporary traits count towards attributes increasing and decreasing. Yes, even minor consequences. The campfire counts as a scene.
Wardens are shaped by their actions. For each warden, other players decide one trait the warden receives. This is something the players judge, not the characters, mind. Do make judgments about the rightness and wrongness of the warden’s actions.
Critique
I am not yet quite satisfied with these rules. They have not been tested. There are some fiddly bits that are likely wrong or suboptimal: starting values of everything (I might go with 7 attribute points, 3 traits, 4 wises for everyone as the other seems to be pointless detail), harm thresholds of consequences (1/2/4 are the current ones; 2/3/4, 1/3/5, 2/3/5 might also work; making the first one a 2 would be less punishing of hurting others; I might actually go with 2/3/4) and the maximum number of consequences (one minor and major per wound track, maybe).
Sources and inspiration
Two former posts of mine: 1 and 2
A song of ice and fire by George Martin. Particularly the watch.
Dogs in the Vineyard by Vincent Baker. Particularly the dogs.
Select rules bits: FATE/Fudge via the Shadow of Yesterday and Diaspora.
Incoming: Open game table volume 2
17 December, 2009 at 9:05 pm (roleplaying) (ogt, open game table, rpg blog anthology)
It is time for second volume of the rpg blog anthology.
Previously the content was quite fine, though there were some very 4e-focused articles of little use to those who don’t enjoy that game.
Now is the time to influence what the next OGT will be like. You can apply for a position as a peer reviewer and nominate blog posts. Please nominate lots of blog posts. I’ve done my share of that and there are a few theory and such posts that will almost certainly be weeded out in the peer review, as well as some that might even be accepted.
The blog post nomination works as follows: Enter up to five complete urls, press submit, find the page again, repeat as many times as you are willing to. This is not entirely ideal from usability perspective, but functional none the less.
You can read slightly more at the newly reawakened Core mechanic.
Mathematics is and is not formalistic
2 December, 2009 at 8:33 pm (mathematics, philosophy) (formalism, philosophy of mathematics)
Some philosophy of mathematics. And of philosophy.
The question I will cover is: Is mathematics purely formal manipulation of strings of symbols?
First, the trivial answers: Yes, since all results, definitions and theorems could in principle be reduced to such. No, because doings mathematics takes imagination, creativity, and whatever other positive-sounding things I would like to mention. (It also requires manipulation of formal systems, occasionally known as abstract nonsense or computation or calculation.)
There was this philosopher named Immanuel Kant. He proved (by very nonrigorous standards and with many hidden assumptions) a number of seemingly contradictory results called antinomies (of pure reason), such that the world is infinite and finite both. I stated something similar above, but it is fairly easy to see that I cheated, since my two statements are actually about different things.
Mathematics is formalistic in that the mathematical results: theorems, definitions and proofs – can be stated formalistically. Mathematics as in the activity that mathematicians do is not so, as it involves building and understanding (often complicated) arguments, seeing analogies, seeing past analogies, and other quite non-formalistic activities.
There is more to the question. Namely, is mathematics something discovered by or created by people? (One could ask this of natural sciences, I think.) Mathematics is discovered in that all the theorems and results are fixed, given a particular set of axioms (which means assumptions): Given proposition is true or false (or undeterminable due to Gödel’s incompleteness or even meaningless in the same sense that not every string of letters is a word or has meaning) based on the axioms in use.
Mathematics is created in that the particular results achieved, axiomatics considered, and so on, are determined by the questions mathematicians ask and answer. Physics, statistics, and various other fields of inquiry motivate plenty of mathematics, for example.
What is our conclusion? It is that the answer one finds is not important, but what philosophy does is highlight concepts that are hard to separate otherwise. This is what I find useful in philosophy. This is what I wish more philosophers recognised.
(Post inspired by this one.)
TSoY in space: The inhuman
22 October, 2009 at 9:27 pm (Solar system) (alien, scifi, starcraft, the Shadow of Yesterday, tSoY, zerg)
This post contains thoughts about the inhuman elements of the game world: psionics, aliens, robots and androids, cyborgs and whatnot.
My experience in balancing secrets and keys is not great, so all commentary is gladly accepted. Few of the secrets are intentionally powerful; steel and wires, in particular.
Psionics
Everyone knows psionics exist. Very few have met anybody capable of manifesting them or controlling their power. There are rumours of gifted children simply disappearing and of secret government programs and corporate assassins and so on. Rumours, nothing more.
Secret of psionics: The character can contact others with her mind. This requires a successful psionics (instinct) test, possibly resisted with resist or psionics. Using a skill through the psionic contact is taxing and costs 1 instinct. Other secrets in this chapter require the secret of psionics. Only those with the secret can take the psionics skill.
Secret of disciplined psionicist: Psionics (reason), not (instinct). Using skills through the connection has no extra cost. The character has been trained by some facility dedicated for this purpose, and is almost certain to either be an employee or a very hunted rogue operative.
Secret of [freaky exotic psionic ability]: The character can use [freaky exotic psionic ability], which may cost reason or instinct, in addition to requiring dice to be rolled. Telekinesis, making the heads of people explode, invisibility, illusions, that sort of stuff.
Secret of the electromancer: Psionics affects androids.
Secret of psionic storm: Pay up to six points from insinct or reason, whichever governs the psionics ability. Roll psionics. On failure, take reason harm equal to the resource spent. On success, deal that much harm to all characters in the great area affected by the power and take half that in reason damage. Named characters get to resist; others die, are in pain, or whatever was at stake. This ability is not fast to use and any psions in the affected area may resist, hence making this a risky proposition. Still utterly powerful.
The following keys, aside from the first one, only make sense for characters with (latent) psionic ability.
Key of shattered mind: Some psionicist has violently invaded the character’s mind. 1 experience for being hostile to such vile mind-rapers, 3 for losing control in public when something important is happening (and sobbing incoherently or going berserk, say). Buy-off: Forgive and accept.
Key of the empath: The character can sense the emotions, particularly strong emotions and pain, of others. 1 xp for revealing this in play, 3 for suffering due to the talent. Buy-off: Silence the pain by becoming inured to the suffering of others.
Key of the wilder: The character has uncontrolled or poorly controlled psionic ability. It manifests at inopportunate times, particularly when the character is stressed. 1 xp for uncontrolled manifestations, 3 for major destruction or set-back by wild psionics. (Note: this could manifest whenever the character fails a roll, particularly psionics roll, or when the story guide or players feel like it. Up to group negotiation.) Buy-off: Characters gets rid of unintended psionic effects (by iron will or removing the ability).
Steel and wires
Our game has thus far not seen detailed robotic player characters. We do know that proper robots and androids are (almost) immune to psionics.
Secret of steel among the flesh: Character can accomplish deeds requiring superhuman strength or endurance. One point of vigour gives 2 bonus dice to such and makes them possible.
Secrets of wires in the head: Character can compute and analyse with great speed. One point of reason gives 2 bonus dice for analysis (not limited to epsilon-delta proofs) and calculations.
Fancy cybernetic gadgets are also secrets. Heat-vision, cleverly hidden needle guns, hidden containers, armoured skin, things out of Cyberpunk books.
Key of programmed mind: Those who built or fixed the character added some unwanted orders. 1 xp when the character acts upon the programmed orders, 3 xp when he does so against his will. Buy-off: Remove the programming.
Key of lost humanity: Some go mad when great parts of their body are replaced with inorganic materials. 1 xp for showing the cold, aloof and cruel nature that is now character’s; 3 xp for murdering or slaughter of humans in cold blood. Buy-off: Become completely human or completely machine.
Key of malfunctioning component: Some component of character is constantly malfunctioning and in need of repair. 1 xp for maintaining it, 3xp for getting in trouble when it breaks anyways. Buy-off: Fix or replace it.
The hive cluster
Just recently there have been aliens discovered. Inspirations are the zerg of Starcraft and the aliens in series of movies with alien in the name. They are not public knowledge, and whether they will ever be is up to gaming. They have a hive mind; all are connected to the collective consciousness and it commands them all, much like a player in an RTS game. The aliens encountered thus far have been somewhat insectile in appearance.
Skill: Hive mind (instinct): The character is in contact with the hive mind, willingly or not. The skill can be used to communicate and command other aliens, but they can also command back. It works by telepathy. The collective has 4 skill, takes penalty dice for distance (1 for orbit, 2 for solar system, 3 for galaxy, 4 for outside it) and can command the character; resist with hive mind, telepathy or resist. The collective can also lend its knowledge and help for the character, in which case the character gets to help almost any skill roll with the hive mind skill, though failure at the roll inflicts a penalty die. Other keys and secrets of this chapter require this skill.
Key of slave to the brood: The character is unwilling servant of the swarm, yet has little power against it. 1 experience for obeying its orders, 3 for doing so in spite of one’s will. Buy-off: Be rid of the influence.
Key of corrupted monster: Requires some visible mutations. The character looks horrible and inhuman. 1 experience for being shunned and despised for it, 3 when someone’s actively hunting the character for such taint. Buy-off: Mask your true nature.
Secret of contaminated talent: Requires hive mind and psionics. Whenever character touches the mind of another, the brood widens its influence. Pay one instinct to inflict the slave to the brood-key upon any contacted via psionics. Upon first contact they also learn hive mind at skill level mediocre.
Secret of vast knowledge: The character can scan the collective memory for information pertaining to whatever subject; pay as much instinct as desired to get bonus dice for any attempt already aided by hive mind skill, 1 die per point of instinct. This is an awfully big deal.
Secret of regeneration: At the start of a session, or when significat time in the fiction is glossed over, roll endure are heal on level of vigour harm, up to the endure result. Further, given sufficient time, the character can heal from the most severe of wounds.
Secret of [random mutation]: Character has [random mutation]. Claws like knives! Acid spit! Tentacles! Using it may or may not cost vigour. Spitting acid does, for the record.
TSoY in space – skills
16 October, 2009 at 7:57 pm (Solar system) (alien, scifi, starcraft, the Shadow of Yesterday, tSoY)
This post contains the skill list for the scifi version of the Shadow of Yesterday that I’ve been running.
Skills
These are copied from the tSoY wiki, with removed and added entries.
Innate Abilities
Every character in this game has three innate abilities: natural reactions and quantifications of the character’s physical and mental stability.
| Ability Name | Uses Pool | Summary |
|---|---|---|
| Endure | Vigor | This is your character’s ability to push on and persevere though pain and fatigue. It is used to test the limits of a character’s physicality and fitness. |
| React | Instinct | This measures the quickness of a character’s body and mind. It is as much “how quick the character notices something” as “how quick the character moves.” |
| Resist | Reason | “Resist” is the strength of a character’s will, and is used to prevent compulsion of a natural or supernatural type. This includes physical compulsion: “Resist” would be used for a character to keep her cool under torture, for example, while “Endure” would be used to see how long she could stay conscious under the same torture. |
Other Abilities
Open abilities follow a few guidelines:
- They are either innate abilities to a person (Athletics) or things that can be easily learned. Usually, they’re both, as in the aforementioned case of Athletics, or Scrapping.
- They are rather wide in scope, encompassing a field of actions, without being overly broad. Movement is too broad; Climbing Fences is too narrow. Fighting is too broad; Broad-sword Usage is too narrow.
- They are not specialized knowledge that applies only to a certain people or culture. These are the Species and Cultural Abilities, which are much more narrow in scope. Do note that academic skills are open: Internet and various projects for the freedom of information did pay off to significant degree.
- They often overlap with other abilities, which is great. Two abilities may describe different styles of performing similar tasks.
The pre-made open abilities are below. Examine them to get ideas for your own. They’ve been organized by category. Any character can take abilities from any category, but it may be easier to choose a category or two that define your character and take most of the abilities from them.
Artistic Abilities
- Freeload (Instinct)
- Freeload is used to get free meals and shelter. Your character can’t really get wealthy using Freeload, but you can manage to survive even if broke, which isn’t bad.
- Create (Instinct)
- Create is used for painting, sculpting, and other arts where a concrete item is created.
- Story-tell (Reason)
- Story-tell is used for creating or telling stories, including ballads.
- Music (Instinct)
- Music is used for singing and playing instruments, and represents musical talent, not lyrical talent. Music and Story-tell are often used together to make an effective song.
- Sports (Vigour)
- Athletic activities for keeping in shape, as a job, or impressing others. Specialisation is common.
Technical Abilities
- Mechanics and electronics (Reason)
- Mechanics and electronics is used in building and maintaining various gadgets, equipment and vehicles.
- Pilot (Instinct)
- Operating vehicles. Everything between motorcycles and huge spaceships, the extreme cases included.
- Hacking (Reason)
- Operating and manipulating a computer effectively. Programming and gaining access where one should not have it are notable activities.
Military Abilities
- First Aid (Reason)
- First Aid is simple medicine: bandaging cuts, binding broken bones, and washing out wounds. If someone’s been physically hurt, this can be used to heal them.
- Melee (Vigor)
- Killing and surviving in close quarters combat with or without weapons. Weapons are highly recommended, though. Also, using exoskeletons and such in melee combat.
- Sense Danger (Instinct)
- This ability is used to perceive anything that might physically harm your character. It is not a “sixth sense”: the danger must be somehow perceivable, if only barely. Here’s where you get those cat-like reflexes.
- Tactics (Reason)
- Tactics is the basic skills and techniques known by any military commander. It is used for giving orders in combat and planning attacks, including ambushes.
- Shooting (Vigour)
- Using and taking care of weapons that shoot targets from a range. Includes weapons installed in various vehicles.
- Military training (Vigour)
- The daily routines, etiquette, basic combat and technical skills, rough knowledge of organisation. Can be used when fighting in orderly situations. Generally useful as an auxiliary skill.
- Explosives (Reason)
- Controlled and precise use of explosives. Timed explosives, mines, excavation and sabotage. Nuking it from the orbit just to be sure.
Black ops Abilities
- Stealth (Instinct)
- Stealth is used to sneak up on people, hide from other characters, and conceal objects on your character’s body.
- Theft (Instinct)
- Theft is used for picking pockets, cutting purses, lockpicking, breaking and entering without being noticed, and safecracking, as well as any other theft-related activity.
- Deceit (Reason)
- Deceit is used to fool other characters, including pretending to be someone else, forge a document, or straight-out lie well.
- Underworld (Reason)
- Underworld is used to know information about the illegal underground, including where to buy illegal things, sell stolen goods, or know who controls organized crime.
- Security (Reason)
- Security is used for building, recognising, analysing, avoiding and disabling various electronic security implements, such as cameras and locks.
- Assassination (Instinct)
- The art of killing someone unaware of the menace. Common equipment includes poisons, long-range weaponry, discreet explosives and various fancy gadgets.
Outdoor Abilities
- Surival (Reason)
- Survival is used to track people or animals, know what sorts of plants and animals are present in an area and their properties, as well as set traps.
- Animal Ken (Instinct)
- Animal Ken is the social skill for dealing with animals, and is used to deal with domesticated animals or wild ones. Domesticated animals are much easier to control, of course, and this may be used to give them commands. For wild animals, on the other hand, this works about as far as scaring them off, or convincing them not to eat you.
- Outer planets (Reason)
- Measure of the character’s familiarity with strange, unexplored and hostile planets, asteroids and moons. Settling them, using them and surviving therein to the extent possible.
Academic Abilities
- Psychology (Reason)
- Psychology can be used to bring peace to someone via private conversation. It is the spiritual equivalent of First Aid. It also is the academic knowledge of mind and workings thereof.
- Rhetorics (Reason)
- Rhetorics is used to sway opinion with speech or demagoguery, and is generally used with crowds. Media makes it an effective tool for crowd manipulation.
- Biochemistry (Reason)
- Biology and chemistry. Knowledge and research of nature (of several worlds) and processes happening therein.
- Physics (Reason)
- Knowledge of space, relativity, quantum mechanics and various less exotic fields of physics. Used for surviving the process of gating.
- Research (Reason)
- Research is the valued skill of finding and interpreting highly specific and useful information to solve a particular problem.
- Diplomacy (Instinct)
- Diplomacy is used for negotiating treaties between corporations, nations and other large groups.
- Politics (Reason)
- Knowledge of the various political parties, shadowy or influential organisations, military establishments and important people. Manipulating the aforementioned for one’s selfish benefit.
Social Abilities
- Sway (Instinct)
- Sway is used to affect individuals through conversation. Unlike Orate, this works better one-on-one, and the character being swayed may not even realize your character’s intentions.
- Savoir-Faire (Instinct)
- Savoir-Faire is used to act smooth, dance, get a kiss from a lady, and get another character into your character’s bedchambers.
- Etiquette (Reason)
- Etiquette is used to know your way around a society, including knowing who is important and where to get favors. It is the non-illegal society equivalent of Streetwise.
- Pray (Vigor)
- Pray is used for meditation, blessing actions, and performing religious rituals. It involves the character’s belief that she is connected to something better than her.
- Discern Truth (Instinct)
- Discern Truth is used to tell if someone is being honest, or read a person’s intentions.
- Athletics (Vigor)
- This is a measure of raw physicality and fitness. It is used for running, jumping, swimming, climbing, or any other strength-based task not listed as a separate ability.
- Finances (Reason)
- Investments, stock markets, accounting, keeping one’s finances in order, finding items of quality at affordable prices.
Burning death frost doom
4 October, 2009 at 11:40 am (Burning Wheel, dungeon crawling) (burning thac0, death frost doom, LotFP)
We did indeed play Burning Wheel old school style. I had a number of pregenerated characters, seven I think, and there were five players. I had built the characters so that a number of them had specific drives; locations or non-player characters. There was a duel of wits to determine where to go and the result was, as the fate had it, death frost doom.
First, I’ll describe our play a bit; then, some of what happened in and under the cabin.
Play
The player characters were a knowledge-seeking sorcerer, a haughty knight, a ranger whose family had been killed by orcs (traditional D&D character if there ever was one), an overconfident and mad monster hunter from the wastes and a doctor who could talk to birds and insects. They started in a tavern (the name of which I recall no more; maybe Broken boot?) and, after talking about where to head next (we used duel of wits; there were preciously few dueling skills around the table, so untrained duel of wits) consulted the skies to see if this was the proper time for such traveling and tried recruiting some people; indeed, they managed to find one guardsman willing to travel with them. The circles roll was a failure, so I decided this NPC is a traitor. This NPC was, to some amusement, named Regdar. Onwards, then.
Since the DoW was a major compromise, they decided to travel to the Whitecap mountain, but first check out where the goblin hideout was. The orienteering was an abject failure: seven or eight dice, obstacle three, two successes. So there was getting lost and a bandit ambush. Here I chickened out, having only two bandits in the woods and Regdar make the attempt to rob the characters. It did not end well.
Lesson learned: Use credible threats. They can take it; else, they will perish. Now I have pretty much forced myself to create an incompetent bandit leader as a NPC. Too bad. Regdar lived and will have his revenge. Or make a fair attempt at it, at least.
With one bandit as a prisoner and another dead, and one mage now armoured in leather and plated leather breastplate, the party continued onwards. This my complication of choice for that failed orienteering roll, so I let it ride and had them reach the mountain. There they encountered the strange guy living in the woods. Some talk and dinner later they continued onwards, after punching the old geezer. (I did not get to deliver the tasty line, since death was not at line. A pity.)
The cabin and the underground complex of doom (and death and frost)
Inside the cabin they, in no particular order, made a fire, burned a tapestry/painting, destroyed a clock, the sorcerer stole the book of names (but did not read it, just snatched the damn thing, as per his instinct) and finally moved down to the temple. Again, in no particular order, there was walking on faces of stone, messing with doors, grabbing a skeletal hand or two, playing with the organ and stealing something from the altar. Three characters died, two lived. I refer any who own the adventure to read the back cover.
The atmosphere was quite good, though one player did not help the matter. One player actually commented that he was expecting more monsters, so, Jim, your design works as intended.
To do
I will try to organise more of these sessions, as this I count as success, even though few, if any, of the players had played together before this.
I will need to start naming things and drawing my map on paper; as is, it is firmly located in my head, but not drawn anywhere. Further, I will need to name places and things. The city, in particular, needs a name.
To transfer the characters to BW wiki or forums would also be useful.
Burning sandbox
1 October, 2009 at 7:01 pm (Burning Wheel, dungeon crawling) (burning thac0, bw, sandbox, west marches)
This is a game I want to run some day. Maybe next Saturday, but probably later.
Fiction-wise
There is a bunch of kingdoms, fighting as they ever do, but also occasionally financing explorers to distant lands. There is a great waste west of the known kingdoms; there are few barbarians, some stunted people, a number of ancient ruins and scores of monsters there (or say the rumours). Some explorers discovered ways through the waste: An oasis here, a deserted town with a well there, easy passage through rocky wasteland somewhere else.
The remarkable things is what was found on the other side: There’s more waste, of course, but there is also a great sea, rolling hills and steppes, a range of mountains that separates the waste from the great forest further to west. Further, a walled city of no small proportions was found, deserted and with no sign of where the original residents are.
Rumours of the discovered new land quickly spread and across the waste many traveled. Now the once-dead city has plenty of life and the surrounding wilderness is slowly tamed. Yet there are tales of monsters, of ancient tombs and caverns, of unexplained vanishings of children in the streets and of strange foreign cults to vile gods. Many claim to have witnessed some or much of these mysteries. Furthermore, there are visitors from the sea: people of foreign appearance and language who trade in goods and slaves, sometimes even settling in the city born anew. They bring rumours of the past: A curse and deadly diseases.
Enter player characters. For whatever reason, they are in the city born anew. They are desperate for money, noble and idealistic, seeking power, or simply curious. They will brave the dangers that threaten the city from without and within. Maybe they will live to list their deeds and boast.
Rules-wise
System of choice for this game is Burning Wheel, as the quick-witted and cultured among my readers might have already guessed. No experience with the rules is necessary; there will even be pre-generated characters. If you are not familiar with the rules, you may wish to skip to the game-wise section.
Three lifepath characters, exponent cap of 5 (four for sorcery, faith, etc.). Should stat or attribute exceed this, -5 and make it grey (in particular, faith B4 or G1; I heartily recommend B4). Available lifepaths are those in the red book, waste wanderers from the wiki and LPs in Magic Burner when and only when the book is brought to the game; I don’t own it, at least yet. Human characters only (for now; other stocks may be encountered by adventuring and be made available as PC races thereby). Gifted separately for different schools of magic (alchemy included in any) and separate magical skill for art magic, practical magic and standard sorcery with abstractions. Death art is a skill. The faithful should have some idiom and some deity corresponding to it; player’s responsibility, though I keep veto power in case of inappropriateness.
For beliefs, I recommend having one that motivates general adventuring; earning lots of money, arcane power, ancient secrets, or maybe glory and fame. One should be about specific monster, NPC, item or adventuring location; feel free to name the monster, NPC, item or adventuring location; I will cope. The third one can be about whatever; do keep in mind that the cast of player characters will not be static.
The rules for finding the path are in use; basically, locations are handled as relationships and finding them is similar to rolling circles.
Game-wise
This won’t be standard Burning Wheel. West Marches of Ben Robbins are an inspiration, as is Burning Thac0 and various old school luminaries around the Network. So, in no particular order:
This game does not require a stationary set of players or characters. Participate when you feel like it. I am willing to run the game whenever I have some time and some players (one or more); I may initiate a game as may any players; simply tell me the time and what you intend to do, so that I can prepare the location, if necessary, or create/convert monsters or NPCs.
I will have pre-generated characters that are somewhat capable of adventuring, if not outright optimised, but you are encouraged to bring a pre-burned character if you have the books. You can, the entire group willing, focus on adventuring outside, within, or below the city, or even in the nearby islands; Duels of Wits (social resolution system of BW) about adventuring locations are a fine means of solving the issue, but do inform me ahead of time where you intend to go. Getting to adventure locations is nontrivial; orienteering, sailing/navigation, or streetwise are useful skills. Moving in a party is recommended, but not a required.
I will prepare the adventuring locations to some detail; likely as not, this means using stuff found on the ‘net interpreted through BW lens. If I am not given suitable information on the plans of the party, then I will not prepare and the quality of the game is likely to decrease, as sandbox play requires some preparation to feel authentic and rooted. Note that players may use wises, circles and other relevant mechanics as normal: If I have decided why an NPC died and you want to roll murder-wise to know that it was the butler but it was not, then I will let you know that I have decided who the killer is and you may roll the wise to find out.
Players are encouraged to draw maps, write game reports, and generally communicate with each other. You can keep your characters or I can keep them; if me, than I will try to transfer into electronic format, probably on the BW wiki.
Burning Wheel is not a simple game and is very character-focused, so this is very much an experiment, but one that I am eager to try.
D&D 4e and social conflicts?
21 September, 2009 at 10:49 pm (roleplaying-games) (4e, D&D 4e, skill challenge, skill challenges, social conflict)
Way back when 4e was previews and rumours I remember there was some talk of social conflict system. I haven’t heard much since, which is no surprise, as I don’t really follow most blogs focusing on 4e. Friend asked about the subject, so now I’m asking you:
- Is there a distinct social conflict subsystem in 4e? Particularly, distinct from skill challenges and skill rolls.
- If yes, is there some nice summary available somewhere? I have PHB and do not intend to spend any money on the other books and further I do avoid illegal (though morally justifiable) actions.
- If not, are there good examples of social skill challenges available online? I do not subscribe to the Insider and do not intend to do, so it is not very interesting for my purposes.
- Any good quality actual play reports featuring social conflicts that are handled mechanically would also be appreciated.
Thanks for help.
Ropecon 09: briefly on zombies and cinema
10 September, 2009 at 7:51 am (Ropecon, actual play) (ropecon 2009, zombeja ovella, zombie cinema, zombie studies)
Tommi Horttana, brother of a friend of a friend whom I had not met before, wanted to play some forgish games and another friend of a friend did not know how they were different from most roleplaying games. I prepared to create some horrible abomination on the fly, but luckily Sami Koponen of Efemeros fame happened to be nearby and the game he was playing in ended. So, we played some scenes of (the Finnish version of) Zombie Cinema.
The remarkable thing was my continued difficulty in playing games with shared narration and explicit scene framing. The others were pretty much pros or natural talents, it seemed. Small part of my poor performance is the heavy reliance on visual media (movies, TV) and the effects used therein, which I am not familiar with. The significant part is, I think, that though I can make scenes where something happens, I don’t have a feel for that something is supposed to be in this style of play. The good part is that now I have a new way of looking at storytelling.
I’ll be playing in a Burning Wheel campaign where I’ll try to make a dramatically interesting character. We are almost past the mechanical parts of character generation, so hammering beliefs and instincts is what remains. Just to not make things too easy for myself, I’ll try playing a religious character who is quite fervent about it and is not a sword-wielding maniac or overtly abrasive. This ought to be interesting.
Further, a bunch of us at Jyväskylä have been trying to make a short movie-like object. Success has thus far been mixed, but the parts I have found to be most enjoyable are the scripting/brainstorming sessions. They have also been the most challenging, which is appropriate. One lesson learned is to only include the relevant: Communicate something about a character or keep the viewers on track about what is happening, basically. (The other people make sure that inserting random bursts of action is not my problem.) Maybe this ties back in to playing a dramatically interesting character and to scene framing.
Note 1: Tommi Horttana is one of the designers of Lies and seductions, a free (as far as money is concerned) computer game for some non-open operating systems. It should be about relationships. I don’t play many computer games, but interested readers might want to take a look, as Horttana is quite smart as far as people go.
Note 2: Zombies.