In my Amber game, none of the players are familiar with the setting. None. I am, somewhat, and thus far sufficiently.
So, we start with the standard amnesiac plot – you are all prisoners in this facility and know nothing. Have fun.
The players of course knew what I told them during character creation. I also told them to freely read the rulebook, and if they happen to read Amber material online, that is also completely okay. Their characters recover their memories to the extent that the players find out about things. They should still note that my Amber is, by necessity, not the official Amber, as I don’t remember that well enough. So their characters might have misconceptions and remember falsities. I get all that for free by allowing metagaming in these ways.
The organisation which imprisoned the player characters is (heavily inspired by) the SCP foundation. They have, for example, already had several encounters with [REDACTED], have sort of allied themselves with certain employee of the foundation, and attacked it more than once, generally pretty unsuccesfully due to lack of preparation and disparity in manpower. I have stated that they are free to read any stuff found there and use it to their own advantage, though my SCP foundation is not exactly what they find there, as before.
As a game master it takes some trying to not simply tell things or hint at them or whatever, especially when not playing. Games with serious secrets and hidden information are pretty much unlike the games I usually run, where there is certainly unknown information, but revealing it is not a problem. Here hidden information and not knowing are parts of the game. We also theoretically use secret notes, though actual use has been sparse, mostly due to old habit of not using them at all. I should send some dummy ones. And some proper ones, too.
As with all things, claiming that metagaming is good or bad is useless. In this case, it is mostly desired, but players are also free to stick with what their characters know. It might even be more fun that way, depending on the player. Players are free to make the call either way.
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A brief description of character generation in Amber diceless and some commentary on how it went. See the previous blog post for an introduction.
Characters start with 100 points. These are used to buy the following: Attributes, powers and items. The balance remains as good or bad stuff, essentially karma. Powers are expensive: Pattern, the fundamental and very useful power, is described as a bargain for 50 points. Attributes have the following scale: Attribute may be human level (which gives 25 points and is very much discouraged), chaos rank (gives 10 points) which stands for peak human ability, amber level (0 points, default) which is a major improvement over chaos rank. Further, each attribute is auctioned and bids buy ranks. Whoever has the first rank is significantly and permanently better than the other player characters. Only the ranks matter, points spent do not. In theory. In practice, NPCs (of which there are several in default cases) have point values, so ranking player characters with them goes by points. After auction, players can buy up the attributes of their characters so as to provide hidden information and uncertainty.
There is also player contributions: Diary, game reports and drawing trump (tarot) cards of the player characters and other major characters all give 10 character points per commitment. I add: Bringing munchies gives 5.
There are four attributes – Strength, warfare, psyche and endurance. The first three are used directly in conflicts, while endurance breaks ties and works as a sort of battery for powers. Of the attributes strength and sometimes endurance are judged weak, while psyche and warfare are strong. This is not a problem, since the auction nicely balances this. We had the first rank in psyche with 30 points, while first rank in strength was mere 11 points, so it was quite a bargain in comparison.
I set one limit: Everyone is to have at least amber rank endurance. That way they can regrow lost body parts and recover from other injuries in reasonable time and can acquire the pattern power. I did not force them to take pattern to start with and only one character has it (as public knowledge). I did emphasise that it is a good power and highly recommended. I suppose the other powers looked more interesting. Pattern allows one to shift from shadow (reality) to another, to manipulate probabilities, and gives certain other benefits.
Right now one of the characters has frequently used pattern to move from a reality to another, one draws trump cards, which are sort of cell phone-teleporters with extra risk of mental assault when used and allow travel to known locations and to familiar people, though they are slow to use. One has a pollaxe that allow to seek objects in shadow, but which is limited when compared to pattern. One has not demonstrated any significant ability shift through shadows. The trumps have been rarely useful (though there is a reason for this that is not related to their usefulness), pollaxe sometimes and pattern frequently.
So, of four characters, one is shadow-crippled and two have problems. One is as capable as one would assume an amberite to be. Give the players enough rope to hang themselves…
As it happens, the character without ability to travel shadow is separated from the others, in an unknown reality, and with no good means of escaping. There is one risky way, though, and more might be found – but they’ll have a price.
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I’ve been playing in several fairly short games with the Monday rpg group, but now I have again managed to start running a game, or maybe even a campaign, with some energy to it. We’ve played five sessions thus far. The players are Aleksi, Henrik, Mikko and one who on the internet goes by the name of Thalin.
Amber diceless is based on the Amber books by Roger Zelazny that seem to be quite obscure hereabouts, which is sort of pity. I read the roleplaying game first, then at some point (it has been more than five years, I suppose) read the books when Gastogh bought them, and then reread the rpg. Recently Thalin gave the rpg to me, or, rather, I saved it from an unknown destiny when Thalin moved.
Some mild spoilers about the books follow.
The cosmology of Amber is vast. There is a central pole, the city of Amber itself, which (simplifying and lying a bit) represents order. On the far edges of the multiverse there are the Courts of Chaos and behind them there is the Abyss, vast nothingness. Between these are innumerable shadows (of Amber), each of which is a world or a universe in and of itself. Our world, the shadow Earth, is one of them. The entire setting of Planescape presumably is one of them. Amberites can walk from shadow to shadow – they can, for example, find a shadow of their desire by starting anywhere and shifting between shadows until they get there. So, the multiverse or the cosmology or whatever is, well, quite large. There are philosophical issues and details that I choose to omit, as they are not really relevant until someone starts seriously playing around with the Pattern, i.e. the power of walking between shadows.
More accurately, almost all Amberites can walk through shadows. Of the four characters, one has in public admitted to having the power. This is somewhat due to the peculiar character creation rules and certain psychological factors, I presume, but more on those later.
Amber diceless is actually a diceless rpg. It does not use any other randomiser or bidding system or other complicated resolution system, either. Characters have attributes and they are compared. In a fair fight, the higher attribute wins. In practice, what the play is about is not having a fair fight. This can be accomplished by manipulating the fiction and using certain mechanical powers, more on which later.
For reference: The game was published in 1991 and was designed by Erick Wujcik. One interested in its design philosophy could do worse than read Wujcik’s article on diceless roleplaying. The articles is short and though it is hosted on the Forge, there’s never any GNS mentioned. Really.
I do also intend this article to mark the rebirth of my humble blog. Let us see how it goes.
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Briefly: Use the same short description over and over again to describe something that is or will be significant.
This is a trick learned from Ludosofy‘s Runequest game. There was a shaman in his hut. Our characters knocked on the door, the shaman (eventually) opened it, checked who was intruding, turned and walked inside, leaving the door open. This happened whenever our characters met the shaman. The phrase Ludosofy used to describe the event were almost the same, or maybe even exactly the same.
The descriptive trick creates an expectation and catches attention. Attention is naturally powerful – this trick can be used to create a clear vision of some place or character. Acting contrary to expectations is an effective way of creating a sense of foreboding – the shaman greeting us and not going inside in silence would have had us assuming a ploy of some kind. Creating a pattern and breaking it could be used to evoke the elusive beast that is horror.
Using the same short description over and over again to describe something that is or will be significant also enhances the potential of it being turned into an inside joke or story. Such inside jokes are can strengthen one’s role as a member of a group or clique, which might or might not be desirable.
Do remember to keep the description short, and don’t do it with everything.
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In most roleplaying settings there is something I call here fantastic: Something the players are not familiar with.
Exception
Lovecraft mythos, sword and sorcery, horror in general, LotFP’s products (this post of mister Raggi inspired my post), stories where characters discover that they (and nearly only they) have some strange powers, Stalker and Praedor.
Most of the setting is normal, non-fantastic, and typically draws heavily from the real world (present state, history, or low-key scifi). There fantastic is something that breaks the normal setting – it works with completely different principles, if any.
Assumption
Glorantha, Zelazy’s Amber, Nobilis, Carcosa, Tékumel.
These settings are fundamentally different from our reality. They work by different principles, and what is exotic and fantastic to us might be common and usual for residents of these worlds, and vice versa.
Why bother?
A setting where the fantastic is assumed can be explored to find out how it works, and supposing the setting has sufficiently interesting premises, this can be good play. A roleplaying game is a good medium for such an exploration because it allows many people to contribute and further allows several issues to be explored.
Settings with fantastic principles can also make certain dramatic issues very explicit and easy to treat via gaming. Sibling rivalry and broken families are good subjects behind any game set in Zelazny’s Amber where the amberites are played, as almost everything that happens can be traced back to some family member (at least by the first five books). This is also the justification for fantasy and science fiction as vessels of serious literature.
Settings where the fantastic is something exceptional are usually easy to understand (of equal difficulty to relevant setting minus the fantastic, assuming the fantastic is not the player characters, in which case there is more complexity). Unnatural makes sense as a concept. The fantastic creates interesting situations (in both senses mentioned above).
For short I would recommend a setting that is not entirely fantastic, simply to make learning it not a problem. A setting common to everyone would of course work, too.
The third way
There are also so-called fantasy settings where the assumptions are like those of the real world and yet where there is little uncanny even to the residents of the setting. This is the vanilla fantasy setting, which to me has no value – fantasy without the fantastic has no reason, no justification, and provides no interest. I’d love to hear from anyone who disagrees, since I almost certainly am missing something.
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Often, when making a character, one is advised to have some weakness. This may be justified in terms of creating a more compelling character, or maybe because this and that character have some weakness. Superman has a weakness, after all. I think that weakness is not really what people usually are looking for – rather, vulnerable characters are what is wanted.
As a context for this post, Aleksi and I have been working on a presentation on creating good characters and playing them well, to be presented at Ropecon, and Federico Figueredo has been thinking about related material (so watch his space). Further, my character had a nice opportunity of being infected with Chaos (some spirit in Glorantha), and I totally failed to play it as a proper vulnerability.
Vulnerability
By vulnerable character I mean one that can be influenced by other characters, player or non-player ones, and by events in the world. Influence is too broad a concept – emotional influence might be better.
Why would vulnerability be desirable? To this I have no satisfactory response. Assuming immersive style of play we could argue that characters experiencing powerful emotions gives the player powerful moments and is thus desirable. On the other hand emotionally vulnerable characters allow creating powerful decision points – the cliched case is that of family or lovers threatened, or Spiderman saving a falling bus or his loved one. (My examples seem superheroic. Odd.) Grand unified theory of why emotionally vulnerable characters are compelling is not something I have, alas.
Anatomy of
Of what consists an effective vulnerability, then? First requirement is for the vulnerability to be something that comes up in play, so it should not be a carefully hidden secret (unless it is on the verge of being uncovered, of course). Second part is the emotional investment – character ought to be emotionally invested to the vulnerability in some way, and further, the player should also be invested or at least understanding and sympathetic. Note that the investment on part of the player is a delicate thing and requires certain amount of trust on other participants.
Raw idea
This is still very much a raw idea. Do you, my hypothetical readers (given this long absence), know of anywhere where similar ideas have been developed? Any comments or questions?
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I am currently running a Solar system game. Last session contained something I have not often seen in roleplaying, so maybe it is worth sharing. First, some background.
I started the character generation by outlining the general situation and setting: science fiction, mostly hard, characters are people sent to the prison planetoid Pluto. Game can happen there or elsewhere if the characters get away.
Next, players created character concepts (I had a bunch of skill lists as inspiration and guide) and I asked them to pose some question they are interested in, and that is about their character. “Why is your character the main character here?” was something I think I asked. Use the word protagonist if you will. The questions the players came up with were surprisingly high-brow, even though I even gave an example of something more task-oriented. Here’s a few: Was the massacre of Ganymedes worth it? Why is [the character] such a ruthless killer? Do ends justify the means?
Then, each player posed a question about another player’s character. All the questions have mechanical weight: When they come up in a scene, 1 experience. When a scene is about a question, 3 exp. When a session is about a question, 5 xp. When a question is answered (in play), 10 xp, lose the question, and come up with a new one at some point. (I’ll change those criteria in the future. Probably 5 xp when a question is answered and none when an entire session is about some question, since that is hard to judge and does not add much.)
We had some themes related to the worth of humans, the value of religion, and how far can one go to achieve one’s goals. Situation in play: The characters are leaders of one group in power and they are planning to soon leave and in the process stall the life-supporting processes of the entire prison facility (which is an old industrial complex, unsupervised by outside forces as they mostly don’t care). There’s an android or robot (a robot, as they later find out) preaching faith, goodwill and uniting the divided gangs to improve the quality of life of everyone there, and later to build a force of robots to take over as much area as they can (such as the Solar system in its entirety). As it happens, the robot walks to the players’ base and is neutralised, later to be powered up again. Once that is done there is a discussion with all but one player actively participating (and also the robot, so I get involved, too). The discussion is about the worth of human life, what should we do to the scum here, what should we do to this robot (who is judged evil or maybe only mad), and why all of this is right.
This conversation was notable in that it
- happened in character
- enriched the game and deepened the characters, especially the inhuman-seeming robot
- actively benefited from the game to the extent that such views would not probably have been brought up outside this context
- revealed us a new conflict among the characters, hence adding more playable material organically.
Some notable techniques I used to facilitate this were: to not fall back to dice (I had actively removed most persuasive and lie-detection skills from Solar system for this game, or more accurately made them hard to learn outside special training), to actively poke the questions with NPCs who take strong positions with regards them, and to then give players power to judge these NPCs (a trick learned from Dogs in the Vineyard, I think). The rules were there as a framework, but they were not explicitly invoked in this situation, which I think is somewhat optimal for may style of play.
And then the serious part
I have been explicitly called a Swine by the pundit, so of course my gaming must be ponderous and unfun. That is exactly why the robot preacher had the shape of an idealised white male (think of Tarzan or Conan) and used the name Arnold, and one somewhat shifty NPC is called Judas Calgarus, and why there is a bunch of old worker robots reactivated that have a hive mind and negotiated free time and pay to work for the PCs (there was certain speculation involving how they spend their free time, and many references to the strike that elevators did when people did not give them sufficient respect), and all the usual skulduggery and action bits, including neutralising the Terminator-like preacher Arnold by heavy gunfire.
Point being that the interesting philosophical discussion is good content, but much better when it is not too frequent and there is sufficient action and humour to balance it out.
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Two friends were visiting me and we talked roleplaying, so I figured we might as well try a thing that’s been on my mind.
Design goals: To have a game that is easy for everyone to get into, but so that a longer campaign can be set up in the process or created in play by stringing a series of scenarios together.
- Set up a strong vision for a game world. Have people contribute, ask questions, answer them, so on. If there is glitches have someone (the GM, probably) take creative responsibility for the whole deal. Someone, again probably the GM, should write down details like names that would otherwise be forgotten. We had a city somewhere in the future where the rich built their homes above those of the poor. Eventually the poor were living in sewers where rubbish and prisoners were also thrown. This was iterated a number of times, but still it is the poor ones who keep the city living by using all that is thrown to them.
- Set up a goal. GM should have a few ideas ready, but if someone makes a more interesting suggestion, go with it. This should not take too long. We had a sick person in the underworld who needs a medicine that you can’t get but above.
- Players create characters who are motivated by the goal. They should be pretty freely adding detail to the goal. Also, and this is important, name the characters. We had the sick person being some sort of prophet and spiritual leader with unknown motives and the characters were a cybernetic, still approximately human, mercenary called Zack and a wanderer secretly from the city above, called Nils. Both had their own motives for trying to save the leader.
- Players state one question about their character that they would like to know an answer to. We had: What is Nils willing to do and believe to live a thousand years? Can Zack become the master of his own life?
- Players state a question about one other player’s character that would like to learn. We had these being restatements of the original questions though with different emphasis: Does Nils really want to live forever? Does Zack even have a mind of his own (or he a mere follower)?
- Physical descriptions of the characters until everyone has some sort of mental image of them.
- Are the characters in order? Everyone interested in at least their own character and have some sort of image about the other characters?
- Does everyone have something about the game world?
- Brainstorm how the mission could be solved. This is quasi-play in that people should be getting comfortable with their characters and brainstorm about how the goal could achieved. The game world should be getting some flesh around the bones at this stage. GM is free to participate. End this stage when there is at least one viable plan that could work.
- GM should now have a a list of questions about the characters that the players are curious about, a strong vision for the world, and knowledge about what the characters will be doing. GM should think some obstacles to show how fascinating the world is and some situations somewhat related to the questions. Don’t try to push all that in, but do add it to play when natural.
- Right now, you should have a game world, a situation going on and a bunch of characters ready for action with a rudimentary plan. So go at it. Play.
Since half the goal is to prepare for Solar system play and create characters, we added some rulesey bits. When characters tried to do something with risk and interesting consequences, players rolled three fudge dice, summed, added two if the characters was very good at it and 1 if the character was good, else only the roll. Positive result was success. GM was free to give a bonus or penalty dice or two if situation warranted it. I went pretty light with the dice, saying yes much of the time. Players might want to keep track of what their character is good at.
So, you have played and probably answered some questions that were posed – at least the goal should be resolved to one direction or the other. Most of the questions about the characters are probably not answered (unless you had lots of time and very focused and aggressive play, in which case you might want to use a more focused rules set to help with it), and that’s okay.
Talk a bit. Are the unanswered questions still interesting? Did any new questions arise? We had a few new ones.
Now, supposing there still are unanswered questions about the characters and supposing you want to make Solar system characters out of them, here’s what you should do. Select skills as normal, though you have made many of the choices in play. Assign resource pools as you will. Turn questions into keys so that the question itself is the buy-off condition. The ways the key gives experience should be inspired by the question and the play. For example: Is Zack merely a killer? 1 xp – kill someone out of necessity , 3 xp – kill someone when other methods would have been sufficient, buy-off – the question is definitively answered.
I imagine that after each session of play there would be reflection and some of the questions would be noticed to have been already answered and probably new questions posed. It doesn’t really matter if the questions are answered affirmatively or with a negative answer, as long as they are answered.
Why have such a prologue?
Many players, especially those less used to roleplaying, often have trouble starting to play, so the prologue is a situation where characters and the world are fleshed out and play starts slowly. Further, there is a clear purpose and motivation to go for that, which hopefully reduces the barrier of entry.
There is this phenomenon where players create characters, start playing them and notice that the character actually is quite different from what the mechanical bits would say, or maybe the game world is quite different from what they imagined. A prologue mitigates this effect by having the player play the character and only then create the mechanical description in detail.
Additional bonus is the episodic nature of play. You can have a self-contained prologue, then maybe different players, another linked situation that builds on the previous one, and soon you’ll have a vibrant world and a fair number of interesting characters. My gut feeling is that the prologue format becomes restrictive and abrasive if used with established characters and setting, but maybe not. A quick pass through the list might very well be useful even in longer games.
Further refinement
Thus far there’s been one impromptu session, so obviously further playtesting is in order. One particular issue I’d like to focus on is if players should ask genuinely new questions about each others’ characters (which might create too much clutter but also inspire new ways of looking at the characters) or if they should refine the questions the players themselves posed, which would make them sharper and enhance a shared sense of what the characters are about.
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I have up to this point game mastered three, I think, sessions proper of Dogs (hereafter DitV) plus one character generation session. There is a pool of six players (plus me as the GM) and we handwave why the cast of characters changes between sessions.
If you, dear reader, are not familiar with Dogs, I’d recommend reading about it here or here. Now, some observations:
- DitV is actually well-designed. Both the rules and the setting are. The writing is very conversational, which I occasionally find demanding to interpret, but most of the time the text is clear and entertaining enough.
- Dogs is a game about religion. It is not a game that defends or attacks religion. This I find both rare and refreshing.
- Dogs works well with three or four players. I think I actually prefer three. No testing with two or merely one player. (Plus the GM.)
- The town creation rules work. Following them is recommended.
- The game works best when one is trying to play it honestly – don’t create a tricky character to begin with (that will come with play), don’t create a caricature, but do try to honestly fix the towns and their problems. Playing inquisition is trivial.
- DitV is difficult to game master. One should be able to play generally more than four actually different characters and make them somewhat compelling and sympathetic. This is beyond my skills, but one learns by doing.
- Do call player characters by name. Always. All the time. It helps to establish the characters. Also, non-player characters. Don’t be ashamed of the names you or others come up with – just use them.
Here’s something I’m planning to do. There are six players total. After each session there is a moment for reflection. Here’s my plan: an entire session for reflection, socialisation between the players and free roleplay. Some possibilities within the fiction: A city where everything is okay. Return to Bridal Falls (where everything is okay). Number of players would be up to six. Probably no or very few dice used. Players sitting in a circle or semicircle rather than around a table other obstacle. Maybe even players freely roaming about.
My modest apartment is too small for this, I fear, but maybe sometimes, somewhere.
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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.
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