Aethertide Magick

Now that my group’s played Aethertide for a couple sessions, I’ve had a chance to see what does and doesn’t work with the magick system. Here’s what I’ve come up with (which I happen to think is pretty neat).

Spheres & Rankings

What you can do with a given sphere is determined by the limits in Mage: the Ascension. The die rating in a Sphere corresponds[1] to a dot rating:

d4 = one dot, Apprentice
d6 = two dots, Initiate
d8 = three dots, Disciple
d10 = four dots, Adept
d12 = five dots, Master

Pushing Beyond Those Limits

Given the conceit of Aethertide — that mages used to have higher-ranked spheres — you can push yourself to do a higher-level effect. If you want to do an effect that’s one rank higher than yours, add a d4 to your roll. You’re more likely to accumulate paradox. If you want to do an effect that’s two ranks higher, pay a Plot Point and add two d4s to your roll. It’s exhausting and troublesome to push yourself that far. You cannot push yourself beyond two ranks.

Magickal Actions

When you’re doing a magickal action, start by describing the intended effect. You’ll need the right sphere(s) to pull it off, as per above. We also figure out if it’s coincidental or vulgar.

When To Not Roll

Don’t roll if the situation is not complicated. You succeed automatically. This in particular is when the moment is calm and you’re doing a simple rank 1 scan of something. When you do this, the GM will give you information. You can pay a Plot Point to turn that into an Asset for as long as it’s relevant.

Gathering Dice

  • Take one die for your Avatar (a d6 to start). (Edit: I’m removing this for now as an experiment, but not taking the time to update the rest of the post.)
  • Take one die for your Sphere. If your effect spans more than one sphere, take the lower die. Magick is harder today, yo.
  • You may take one die for a Distinction, either as a d8 for it helping you or a d4 (and claiming a Plot Point) if it hurts you.
  • You may take one die for an Option, such as a Focus or Relationship.
  • You may take one die for an Asset.
  • You take dice from the opponent’s Stress, if any.
  • Are you skullfucking reality? Take a d4. Paradox is likely to happen, yo.
  • If you want to add in another Sphere or Option die, you may pay a Plot Point to do so.

The “Are you skullfucking reality?” question is more or less “Is this vulgar?” The first time I asked this in play, there was a little heming and hawing, not unlike when we played Mage years ago. So I immediately reframed the question to the above, and the answer was clear. (In prior versions of this rule, you also get a d10 for saying yes. I decided that was a silly idea.)

[Designer's Note: As it is, I think there's one too many dice you can take in the middle section. It makes sense to allow Assets & Stress to always be grabbed, but Distinctions & Options seems like too many. We haven't solved that yet. It could be that I just solve that by default rolling 3d6 instead of 2d6. (I may also change what Focus do again; they originally allowed you to add in a third die for free, which was super potent.) I could also ditch Avatar, maybe.]

Example: Atlas Six is up against a psychotic Reality Deviant dressed as Emperor Palpatine & throwing around lighting. He’s going to use his integrated thermal lance (a focus) to do a Forces effect: melt the guy’s face off up close. He takes a d6 from his Avatar, a d8 for his Forces, a d8 for Primium Laced Exoskeleton (explained by talking about how it stores energy for such purposes), a d4 for his relationship with Abby, the “friendly” reality deviant he’s protecting from Emperor Gothsalot, and a d4 for skullfucking reality by using an piece of Technocratic cyborg gear out in the open. That’s: d6 d8 d8 d4 d4.

If he wanted to do it from a significant distance, he’d probably have to also use Correspondence, which he has at d6. That would mean his Sphere die would be a d6, though he could add in his Forces d8 at the cost of a Plot Point.

Rolling Dice

Roll the dice you’ve collected. Set aside any 1s; that’s Paradox. Take the two highest of those that remain; that’s your total.

Option: if you want to add more dice to your total, you may spend a Plot Point to add another non-Paradox die you rolled to your total. You may keep doing this until you’re out of non-Paradox dice. In addition, the die type with the highest number is your effect rating.

Another option: if you want to reroll your dice and you used a role, you may spend a Plot Point to reroll any or all non-Paradox dice.

Compare your total to the GM’s. Depending on the action, you may need to meet or beat. (Typically meet in a Simple Action, beat in a Fight Action).

Example: Atlas rolls his d6 d8 d8 d4 and gets 6 & 3 on his d8s, the 5 on his d6, the 1 on both his d4s. That’s one Paradox die, and a total of 11 (6 + 5). His effect rating is d8 (the highest die is a 6, on a d8). That beats the GM’s 9, so he wins.

He could raise that total to 14 by spending a Plot Point to add the three in. He could not however add the 1s in, because they’re Paradox dice. He could also reroll any of the non-Paradox dice. He decides not to, this time.

What Happens When you Win

You get your effect. In addition, you can create an Asset rated at whatever your highest rolled die is rated at, or you can do Stress equal to your highest rolled die.

Example: Atlas won the action. He applies stress to the Emperor, d8 Injured. The Emperor flees. Altas could give chase (or use a Correspondence effect) if he wanted.

What Happens When you Roll Paradox

This is where doing coincidental or vulgar magick comes in. If your magic is coincidental, it takes two Paradox dice to trigger Paradox. If vulgar, just one. If you trigger Paradox, you have a choice: swallow the Paradox, doing Stress to you equal to your effect rating; or unleash the Paradox, where the GM twists the effect, possibly causing a Complication or unwanted Stress to another nearby character.[3]

When this happens, the GM “buys the Paradox” from you, giving you a plot point.

Example: Atlas rolled two paradox dice. Since he was doing vulgar magick, it only takes one die, so the second one doesn’t matter (except that it can’t be added or rerolled). He decides to unleash the Paradox rather than swallow it, because he’s already taken d8 Injured stress, and he doesn’t want to pile more on. The GM twists the effect by saying that it causes backlash, igniting a nearby gas main[2] and getting Abby hurt in the process. She takes d8 Injured Stress. Oops!

What Happens When you Lose

If you lose, and you are pressed for time (like in our example), you don’t pull the magick off in time. If you aren’t, then the magick is pulled off, but a d6 Complication comes with it. When you lose, don’t worry about Paradox. (That last bit might get changed later).

- Ryan

[1] hah!

[2] In Mage: the Ascension games, there’s always a gas main nearby. That’s just fact.

[3] Which is to say, how Dresden Files RPG handles magic fucking up. Handy, that. :)

A Gencon Plug

Stepping off the design train briefly as we start warming up for Gencon (which I will not be attending, sadly), and I have a larger post in the works about all the new things I regret I won't be seeing which you should totally check out. However, I want to make a smaller recommendation today, perhaps even a request.

If you get a chance, stop by booth 1544 - Outrider Studios. There are a few reasons for this, and I'll break them down.

First, they have a game called Remnants which is pretty sweet. It's a post-apocalyptic game centered around battling suits of power armor, and while that's pretty cool in its own right, it makes a lot of little decisions that make it even more interesting than the premise. The core system is fairly lightweight, with some pretty clear Tri-Stat influence (that's a good thing) but some very clever tweaking, including it's handling of critical failures. More interestingly, it strikes a very interesting balance between providing a detailed setting and recognizing the flexible elements of the premise. Of all things, it's reminiscent of Sorcerer in that regard - a nice little engine with a strong core idea that is reasonably easy to skin in a variety of ways that stay within theme. Also, it deserves kudos for production - it's a $20 game (great price point) that looks good and is cleanly laid out.

So there's that. Also, I had the pleasure of spending some time in conversation with the Outrider folks at Origins, and they're good people. Perhaps more persuasively, they're folks who have decided to make a go of this crazy gaming madness, and have decided to take the risk to come down for the conventions. This is, to put it bluntly, expensive and a lot of work, and they're absolutely taking a risk in following this route, and I hope it pays off for them.

I had, I should note, not ever hear do these guys before Origins, and that was a useful reminder to me that for all I try to keep on top of things and think of myself as watching the hobby for new entrants, I can't see everything, and I'm still going to be surprised when someone comes in from a vector unfamiliar to me. This is a good, awesome, and humbling thing.

Anyway, the last reason is that it will take you over to Entrepreneur's Avenue, if you check out the map of the dealer's hall, you'll see there's a little cluster of booths. This is where you're going to see the people you've never heard of before, and that's important. It's all well and good to be going to Gencon to get the new releases you know are coming, but if that's all you get, then you're missing out. New releases can always be gotten later, but there are people and things at Gencon that you won't see anywhere else. Take the time to look at those, let yourself be surprised, and maybe try something new and unexpected.

It might suck. I have a small stack of bought-and-played-once games from gencons past, but I also have some pleasant surprises. Remnants, I should add, was one of them.

So, please, do me a favor. If you're there, swing by and just say hi. Take a look at their stuff, talk to them for a few minutes. Obviously, don't buy anything unless it grabs you, but allow yourself the opportunity to be pleasantly surprised.

Skill Contexts

I am totally breaking my own rules and double-posting today because I think these ideas are complimentary enough that they would suffer from a split across the weekend. This won't make a huge amount of sense without the post prior to it, so if you haven't read that yet, start there.

--
Feng Shui's skill system was one that I really came to appreciate as I started digging into other games. It had a very clever element to it that let a reasonably short skill list feel suitably broad yet cinematic. The idea was simple: each skill actually represented three things. The first was the skill itself, the things you would expect to fall under the skill. Drive let you drive things, Guns let you shoot guns and so on.

The second was your knowledge about the skill. That is, your Guns skill also encompassed your knowledge about guns, ballistics and all things gun related. You might not be a scientist, but you could answer serious metallurgical questions if they had to do with bullet composition or gun barrels.

The third was that it encompassed how connected you were within the social network surrounding the skill. That is, your Guns skill represented how well you knew and could find gun makers, gun smugglers, black market gun dealers, the location fo the nearest gun show and so on.

I adopted this idea in a number of games, adding a 4th element: perception. Your Guns skill might not help you spot a footprint, but it would let you recreate a firefight from evidence or spot a sniper. It worked decently, better in soem contexts than others.

Recently, Brennan Taylor has taken this idea and nitro-injected it for his game Bulldogs. In Bulldogs, he has structured his skills explicitly in terms of these broad categories of action. It's pretty slick.

Anyway, I like this idea a lot, and it's one of the best ways I know to distinguish between broad an narrow skills. A narrow skill just does a thing, a broad skill has a whole array of associated things (knowledge, connections, perception and the like) with it.

Now, let's take this back to the skill system as we've proposed so far, with it's increasing narrowness of scope. It's foundation - the culture skill - is one that explicitly depends on context. By creating the culture skill, you are implicitly creating that culture in your setting. You are saying things about the culture based on what the skill does. This is pretty potent, and I intend to use that potency over the course of the game.

Specifically, I intend to make it a necessary part of advancement. That is, I am going to add an extra step between "Soldier 2d6" and "Musketeer 3d6", and that step is the explicit creation of context.

That sounds fancy, but in practice it's much simpler - it requires taking the skill, which is fairly abstract, and concretely nailing it to the setting with specifics. In this case, the specifics might be what military the soldier is serving with, such as "Sargent of the Army of the Republic 2d6" or "The Queen's Guard 2d6".

This difference is easy to point to in the fiction, but it also has the mechanical impact of turning the skill from a narrow one into a broad one (see, there was a reason for that whole preamble). It also now opens the gateway to buying a specific skill at the next die-step up, which also indicates the context within which the character's skill is exceptional.

Doing this as advancement is simple enough - the context should be something that evolves out of play, but doing this as a part of character creation offers an extra bonus: Players may _create_ these setting elements as part of character creation. In effect, character creation can become setting creation.

Obviously, this isn't required. The GM can have a list of contexts to pick from if so desired. Heck, I'd suggest having such a list as a starting point, then letting players come up with exceptions, or drive you to come up with something off the top of your head when they really need a context for the best bakers in the kingdom.

RPG Buzzword Bingo for Gen Con 2011

Are you going to be at Gen Con next week? If so, let’s play a game of buzzword bingo! To get your card, click on the link below:
RPG Buzzword Bingo for Gen Con 2011
This card is generated from around 70 terms and 20 quotes for the center. Playing is simple, and the instructions are on the card:

The rules: Print this out before Gen Con. At Gen Con, mark your bingo card when someone else in normal conversaion says the term. The center square is a quote or partial quote. The other squares are terms & subjects.

Once you have a row crossed off, tweet @RyanMacklin with a picture of your board, or show him in person to win the admiration of countless dozens. He may blog about these later.

The cards are generated based on your IP address, for two reasons: one, I don’t want people refreshing until they get a card they like. Bingo is about being handed your fate, not mulliganing it! Two, if you want to find out all the various terms used, you’ll have to talk with other people playing. Of course, plenty of people know how to circumvent this, which is why I’m declaring why I did up front.

So come and play. My default location, if you don’t have a smart phone & Twitter, will be the Games on Demand area (which you should check out anyway).

If you find typos or whatever, feel free to comment. I hope to see some of you playing there!

- Ryan

P.S. This is not the same as the buzzword game Robin Laws’ does, though a prior year’s buzzword made it on this list.

Skills

Ok, enough combat for now. We'll need to come back to it after other things have evolved a bit more, but I feel like we've got enough of a foundation to work with. That brings us to something that's potentially even stickier: Skills.

Broadly speaking, skills are going to be what distinguishes one dice pool from another. That may seem like a very pedestrian, gamey way to describe them, but in practice it's the purpose they ultimately serve outside of the game space. Inside the game, in the fiction, there's obviously a bit more to it than than, but to someoen watching your game, they're the reason you rolled 5 dice instead of 3.

There are a lot of different ways to handle skills lists. There's the traditional skill list, where you create an actual list of skills which - hopefully - covers everything a character might do and let players buy from it. There's the broadly descriptive model, where players simply take descriptors (like Cop, Soldier or Pastry Chef) and use those values for anything that fall under the auspices of that descriptor. There are hybrid models that use a short list of broad descriptors to be all encompassing. And we've only scratched the surface - we haven't yet considered, stats, pyramids, simple and advance skills, specialties, descriptive vs. narrative pricing, implicit skills and many many other things.

All of which is to say, there's no right way to build a skill system. Use what you're comfortable with and you'll be fine, but if you try to present it as somehow inherently superior to other models, you mostly reveal your own ignorance. I think the skill model I'm going to pursue is clever, and I like it because it does some novel (and some less novel) things, but it's no great apex of skill design.

The system starts from two datapoints: I like cultural skills and the system has been designed so a d6 is a valid value. For the unfamiliar, cultural skills are a bit of an idea riffed from Over the Edge, where you had a 2d6 in anything you should normally be able to do. It's a super practical rule, but when you try to move the OtE system to another setting, you find yourself asking what "normal" is when you start comparing elves and dwarves. With that in mind, I want the starting point of every character to be "[Culture] d6".

Now, it will probably be pretty easy to figure out what that means, and if that was the only skill then it wouldn't really be much of an issue, but obviously we're going to need to start slicing things thinner. And that's where things are going to get a little bit fiddly, since I'm not going to let skills improve.

That sounds draconian on the surface of it, so let me explain a bit. The character's [Culture] skill will never be higher than a d6, but he can learn more specific skills at a higher level. However, rather than making a fixed skill list and letting people buy up it (So one guy might be Swordsman 2d6 and another might be Swordsman 4d6), I'm going to make the scope of skills narrow as they go up. That is, 1d6 skills (of which [Culture] is the only example) are SUPER broad. Any skill at 2d6 is still going to be very broad, but not as broad as culture. As such, Merchant, Soldier, Noble and so on are all valid 2d6 skills.

Each tier narrows things further. At 3d6 might be Musketeer or Doctor. 4d6 might be Fencer and Neurologist. 5d6 narrows down to a specific specialty, like rapier or diseases of the brain.

Obviously, each of these must be built on a foundation. So you need to have Culture to get Soldier, Soldier to get Musketeer and so on. These higher level containers create natural limiters on the flow of skills, so you don't just get "Rapier 5d6" out of the blue.

Now, this is a good start, but there's one more twist to it that I haven't touched yet, and this is the really crazy bit, but it's going to have to wait until next week. :)

Bringing Alcohol to Conventions

Several people have asked me about drinking at conventions. Apparently, I have some sort of reputation for being a, uh, who the fuck am I kidding? I have a Twitter account for drunk-me, @NightMacklin[1]. I have a giant flask that’s bigger that your head, which holds 64 ounces of bourbon (however that’s expensive to fill and heavy, so I only fill it to the 50 oz point. SUE ME.) And I’ve been known to walk around conventions, like some sort of Alpine Saint Bernard, hooking those in need up.

But to quote the venerable Walter Sobchak, “This is not ‘Nam. There are rules.” Gen Con is coming up, so I’ll talk that specific, but many of these things apply in general. Today, we’ll talk about bringing your own booze to the show.[2]

Know The Convention Rules on Alcohol

Before you go swinging around booze like it’s the day before Prohibition, find out how kosher that is. What we’re talking about are rules and laws regarding open containers. Conventions often have some sort of rule about this, either their own or inherited from the convention center or hotel[3] they’re held at.

Do a little effort to find out how cool that is. For instance, having an open container and bringing it non-convention center food & drink are apparently not kosher, according to this forum post (and we all know how reliable forums are):

http://community.gencon.com/forums/p/4391/46796.aspx

Not that I’m surprised. I found this by doing a quick google search on “site:gencon.com alcohol”. The only pages that came up where in the forums, and not in the other information. But really, the rules are more complicated. After all, if they weren’t, White Wolf wouldn’t have been able to do their bar in the dealer’s hall last year.

Keep in mind that there’s a difference between having a cover-your-ass policy and enforcing it. Some people won’t care as long as you’re not a jerk or in-your-face. Others are hardcore about enforcing every rule in the book. If you decided to break an alcohol rule (or, really, any rule) and get called on it, be cool. Put it away. There’s always time later to get your drink on. And it’s not worth you getting ejected from the convention. Do you really want your convention story when you get back home to be “yeah, I decided to argue about how I had a constitutional right to this bottle of Captain Morgan and they kicked me out?

Frankly, that’s a better story for what happened to your character that to you. Here are some other ways to keep you in the good.

Follow-up: Check out this post that briefly goes over some of the legalese of Indiana state law. It also talks about how you shouldn’t fornicate with corpses, so it’s pretty good advice.

Don’t Be a Dick

Wheaton’s Law applies strongly here.

Not Being a Dick During a Game

When I do drink at a game, I limit it to one shot, one I sip. The point isn’t to get drunk, but to enjoy a moment in time where I’m engaging in my beloved hobby while also enjoying an adult beverage.[4] But before I do, I ask two things:

  • “Hey, does anyone mind if I do?”
  • “Would anyone also care for some?”

I don’t ask when I don’t know other folks at the table, because I don’t want to put people in an awkward position. It’s only when I feel like the answer will be “totally cool” when I bother to bring it up. Use your inherent social gauge for if it’s cool or not.

And when you offer, pour for those who accepted before you pour your own. Again, this is not Walter’s ‘Nam.

Not Being a Dick in the Dealers’ Hall

Offer to people you know, and if you’re in a situation where they’re around others, offer to them as well. Take quick pulls from a flask or bottle; don’t make a big deal with as you’re walking around the convention hall.

Not Being a Dick in General

You might be around alcoholics and not know it, or around people for whom alcohol is a bad memory trigger. Shit happens. Respect that. Be magnanimous. Discretion is the better part of valor, they say.

Don’t offer to minors. I know, I know, but I gotta say it.

Offer once, but don’t be pushy. If people say no, respect that. I violate this rule with friends sometimes, but that leads to the next bit…

Know Your Limitations

And here’s where we heed the words of Saint Callahan: “A man’s gotta know his limitations.” This comes in two forms: knowing your body’s limits on consumption, and knowing your social limits. Some people can walk around the convention with a few bottles of booze on them without blinking an eye because that’s their function in their social circle. Others would look stupid, like they’re just drunks in constant need of a fix. (Some would argue that these are the same person. Whatevs. :)

Don’t get tipsy or drunk, especially during a game when people are relying in you to actually engage with others. Don’t be pushy or awkward about having it on you.

Use good judgement on when it’s cool to throw back. And if you don’t have a good sense of social cues, just don’t fucking do it.

It boils down to this: Don’t be a guy that causes concern.

Be Amusing

The best way to get out of an awkward social situation you’ve created, beyond just walking away, is to make a joke about it. Look at what’s engraved on my flask pictured above. People might not want to drink from it, but I get chuckles when they see it. It goes a long way to making me not look like a dick when I take a quick pull in front of them.

When In Doubt, Remember: After Hours

What I’m talking about is how to do the open container thing during a convention hall’s hours and at sanctioned events. Remember that there’s another time that’s more or less designed for this: after hours parties. Hotel lobbies, bars (though don’t flaunt your own stash there), suite parties, private games, things like that are great for drinking.

Final Word: The Litmus Test

If you think you’re pushing it, you are.

If someone else thinks you’re pushing it, you are.

If you’re pushing it, back the fuck up. Slow your roll, son.

 

Keep all this in mind, and people will not give you shit for carrying a small bar in your shoulder bag. (That said, it’s damned heavy. Stick to a small flask if you have back problems. I’m not kidding.)

- Ryan

[1] True story: I was told if I didn’t make it, it would be made on my behalf. And I wouldn’t know the password.

[2] A friend said of this post: “That’s possibly the thing you’re most qualified to write about.” Wow.

[3] To be fair, hotel lobbies are hives of scum and villainy. You won’t get busted for an open container inside, especially one with a hotel bar. Being disorderly, however, that’s no good.

[4] Admit, you thought I was going to finish that sentence with “…while playing a game.”

The Hard Questions

Ok, the remaining questions:
  1. How many dice should it take to offset a status?
  2. Who gets to say what form the status/result takes in the fiction?
  3. What order do things happen in?
  4. How big an advantage is 1 die?
  5. How does this map over to multiple combatants?
These are some of the hard ones.

How many dice should it take to offset a status?
I touched on this earlier, and one commenter gave some useful breakdown, and the short form is that this is a surprisingly tricky question. If this number is fairly low (say, 1 die per) then it makes dice differences more potent because it makes it easier to smooth out any short term advantage that a smaller die pool might have achieved. Not sure if that's good or bad, but it's important to know.

This also plays interestingly into the question of how target numbers are rolled for, because there is some question as to whether and how players can -try- to recover. This is not totally black and white, since I think it might not be unreasonable to say that if you really want to focus on recovering, pick something other than attacking (with a target of 4) and do that.

Lastly, we get some interesting effects if the pricing is inconsistent. Damage could become "stickier" if it becomes more costly to remove (or reduce) a status.

But in that, I think we might have our answer - reduction. If the "cost" is 1 die per 1 step reduction (rather than total removal) then it has two interesting effects. First, it makes it harder to clear the board - totally removing a severe effect - so the more severe the effect, the more implicitly costly it has become. Second, it means that even with mitigation, the accumulation of statuses is dangerous. That is, if you are already inconveniences and harmed (or whatever) then you can't just bump a taken out result down 1 to save yourself - you need to remove it entirely.

There's also some asymmetry to deal with. The steps for inflicting a status are big, so leftover dice are going to be more common than statuses, and that's a problem, since it invites fights that never end except at the very high and very low skill ranges. Some of that will hopefully be mitigated by other things you want to spend overage dice on, but that's a weak prop.

So with all that in mind, I think the right answer is to make the price consistent, but slightly higher - Allow 2 overage dice to reduce (but not remove) a status.

Who gets to say what form the status/result takes in the fiction?
Touched on this yesterday, and for the moment, I'll stick with the target defining things (with the possible optional rule of allowing the attacker to define things with a higher roll).

What order do things happen in?
Ah, now there's a bit of a bear. Initiative.

I cannot think of an initiative system I've ever actually liked. Round robin works ok, so it's all the way up to tolerable. Speedy action based ones (Shadowrun, Deadlands) make me crazily stabby. Shot Clock ones (Feng Shui, Exalted 2nd) always seem promising in theory but always prove more work than they're worth in practice. I could totally cheat the whole issue and go for scene based resolution or some other abstraction to escape the question entirely, but I don't actually enjoy things like that (with the exception of how The Shadow of Yesterday handles it, which I'll probably steal).

The reality is that I'm probably going to be forced to go with some sort of round robin/turn taking model out of brutal necessity, but I don't have to like it, and I can work to avoid things like "Declare up, resolve down" because part of what I'm trying to avoid is the big pow-wow between each round of combat. If action isn't fluid then it's less fun for everyone.

Honestly, initiative is one of those areas where I really prefer GM instinct and dicelessness. That is to say, while numeric initiative totally makes sense when everyone is part of the big picture (as in the case of, say, a tactical minis skirmish) that's not how fights work in fiction or perception. They are lots of miniature stages within the large picture, and we (as audience) move from one to another according to the cadence of the fight. A good GM can use "initiative" as that audience, moving from place to place according to the logic of the fights, not according to some numeric counter. Doing so covers a multitude of sins, allows for characters with different levels of combat focus to get different levels of attention while still keeping the spotlight from lingering too long in one place.

But that's not something you can really write a rule for. That's a problem.

So, honestly, my take on it is to make the official rule very simple - literally just go around the table rather than do any weird rolling or anything - but provide guidelines for initiative as cameraman. Mechanically, we might allow some rules for speed tricks using unused dice or the like, but those are for exceptions - character for whom speed is a schtick. In the absence of that the role of initiative is to keep everyone playing and engaged, not to reward the guy who found the best mechanical abuse of the system.

How big an advantage is 1 die?
Pretty big. In the end, if a 1d advantage means an 80% chance of success, I'll be happy. Obviously, there's a sliding scale to this - 3d should beat 2d more reliably than 5d will beat 4d, but that's my ballpark starting point, with a roughly 10% margin of error. However, I expect abilities (ways to spend dice) will throw this off when I get to them, which is fine.


How does this map over to multiple combatants?
This is the most important question to apply to any combat system. It is not hard to come up with a brilliant, clever, intricate system for handling 1-on-1 fights which utterly fails to account for multiple actors. Some of them try to apply duct tape solutions, like trying to make everything into chained sets of duels or aggregating opposition, but you can see the seams when that happens.

There's also an important genre consideration to how numbers work. I hate to invoke realism, but I'll do so in this very broad context - being outnumbered sucks. One man can absolutely fight a larger number of opponents, but doing so is dependent on a lot of factors, most of them involving finding a way to keep them all from coming at him at the same time. This is important, not because of how you model tactics, but because it's very important to _society_. It's what makes armies and police and many other things work. It also matters to style. The number of people one guy can fight speaks directly to the genre of things. In a gritty setting, even badass will run from groups of lesser adversaries, but in very cinematic settings, those adversaries are probably mooks, and can be easily dispensed with.

I'm definitely looking to avoid mook rules, though that's a whole other discussion of it's own. They're easy to add if a specific genre demands it, but I don't want them as a baseline. I like ganging up to be dangerous because of the aforementioned social element (and, in fact, this sentiment is all over the Fate 2 combat rules) but I think I may have implicitly handled that already. Since status mitigation depends on excess dice, the simple reality is that multiple opponents are going to burn through your dice in no time at all, even if they're not hugely dangerous individually. That's just a gut answer for now, but I think it will do.

Dungeon World at Gen Con 2011

If you’re going to Gen Con, there’s a game I’d like to to check out. It’s called Dungeon World, by indie publisher Sage Kobold Productions — Sage LaTorra & Adam Koebel.

After a year of PDFs and incremental releases, Sage Kobold Productions will proudly have the Dungeon World Basic Game on sale at GenCon through Indie Press Revolution (IPR, booth 413) for $15. It’s a striking red book featuring four classes playable to level 5, all the rules, equipment, and an included adventure. The cover is by Edwin Huang, artist of the wonderful Skullkickers comic.

The included adventure is really something special. It’s the first time we’ve tried to write a module for DW and it’s pretty great. It features a wonderful new map by Tony Dowler and an awesome contribution from none other than Jason Morningstar, designer of Fiasco and many other great games.

(Click for the rest of the press release.)

If you’ve been following me over the years, you know that normally I would never tell you to check out a pay-for “preview edition” (or playtest edition, or ashcan) of a game. They’re usually unplaytested, unfinished crap that someone’s trying to get out early so they can claim some indie cred.[1] But I’ve been watching the game & the twitter streams about it for the last year, and it’s clear to me that Sage & Adam have actually Done The Work. So I’m likening it more to incremental products like the Dragon Age RPG box sets from Green Ronin, which I think is a pretty neat model.

I’m showing some love to Dungeon World because they’ve take ideas from the old school revival and from Apocalypse World, and have made it their own. It’s like a sweet little idea baby from an odd but loving marriage. I hear they’re doing interesting stuff with layout, which excites the fuck out of me because I’m looking at doing similar with Mythender. And they ended up inspiring a fix for a problem I had in Mythender — Bonds came directly from Dungeon World (though they do things differently in terms of mechanics, the language around the idea solved a lot of stuff). And Sage tweeted about having an editor, so yay!

Granted, that doesn’t say shit about the game play. And I haven’t had a chance to play it myself — every time I’m at a con where a game’s happening, the fucker fills up fast. But I got to hear an entire group be Excited As All Hell at the May #BarCon[2] in LA. Colin Jessup ran the hell out of Dungeon World down there, and all of his players came back with that sort of high you get from an exciting, phenomenal play experience. Them raving about it makes me want to play Dungeon World. Maybe at Gen con.

It’s a sweet, sweet idea baby. Go check it out. Flip through it. Play it at Games on Demand. And if it look like it’s up your alley, like it’s worth your $15, buy it & take it home for your group to play.

- Ryan

[1] Which I did when I participated in the Ashcan Front, and which is what the ashcan model in 2007-2008 felt like. It was a place where several people wanted spotlight without Doing The Work, which was a shame.

[2] Which mortals call Gamex.

Fighting Questions

Ok, getting into some of the nitty gritty here, so let's review.

The idea so far is that combatants will have die pools of D6's. When they go after someone in a fight, they are trying to hit a fixed target number, with a result as follows:

4 - Inconvenienced
7 - Harmed (possibly handicapped. Maybe another term)
13 - Taken Out

These are statuses which map to in-fiction effects, and they also accumulate, so an inconvenienced character who is inconvenienced again becomes harmed.

Statuses can be changed by spending unused dice. Unused dice are dice which have been rolled, but which were not necessary to hit the target number. If, for example, you rolled 4,3,3 then you can hit a 7 with 1 unused die (or a 4 with 2 unused dice) which you can use for stuff. Much of the stuff is currently undefined (and is expected to be a place for mechanical hooks) but specifically, they can be spent to "downgrade" statuses.

With that in mind, I'm looking down the barrel of the following questions:
  1. Does the attacker choose the target number he's going for, or does he simply take the result?
  2. When a status "rolls up" does the previous status remain? That is, if a second inconvenience becomes harm, is the target now inconvenienced and harmed, or just harmed?
  3. Is there an option to respond to a Taken Out result?
  4. Are statuses the only possible outcome, or are they simply the non-specific outcome? That is, is a disarm a _form_ of harm, or something with a difficulty equivalent to harm (because it has a similar impact but with player-directed outcome)
  5. Are 3 statuses enough? Do we need 4?
  6. How many dice should it take to offset a status?
  7. Who gets to say what form the status/result takes in the fiction?
  8. What order to things happen in?
  9. How big an advantage is 1 die?
  10. How does this map over to multiple combatants?


That's a lot. Enough to tempt me to just accept a standard injury model and move on, but I'm kind of dumb that way, so let's press on and work through these, though it may take a while.

1. Does the attacker choose the target number he's going for, or does he simply take the result?

Ok, two options: decide before you roll (declare intent) or declare after you roll ( describe outcome). The argument for post-roll is that the assumption is that every attack is an attempt to finish the fight. It also opens up an interesting decision-point of allowing the attack to choose to get a lesser outcome in order to keep more unused dice. That is, if you rolled 4,1,1,1 then you might feel better off taking the 4 and three unused dice (which probably need a cool name) than taking the 7 with no remaining budget.

The argument for a pre-roll decision is that it adds a little more strategy to the mix. It makes risk-taking a bit more of a calculated gamble, and it does _not_ require any post-roll decisionmaking. That's kind of a big deal, since post-roll decisions are a big source of friction - you totally don't want a player sitting there deciding if he really wants that 7 or those unused dice on a borderline case.

So, there's a clear priority conflict here with no clear answer. I think either option could work well, so it's really a matter of taste, style and (of course) subsequent testing to see which works. It's one of those situatiosn where you make a decision, but put a pin in it to come back to. With that in mind, I'm going to go with decision before the roll because I think it will be easier to test whether that feels frustrating than it will be to test if it's what people want.




2. When a status "rolls up" does the previous status remain? That is, if a second inconvenience becomes harm, is the target now inconvenienced and harmed, or just harmed?
The default assumption in most systems would be that the effects stack - that is, that you would now be inconvenienced and harmed. I'm inclined to buck that trend, at least while we have such a short list of statues, because it effectively lengthens the "damage track". This might prove to be too much bookkeeping in the end, but it's what I want to try for now.


3. Is there an option to respond to a Taken Out result?
I feel like there should be, but the real answer to this can be found in the question of sequencing. If all action is simultaneous, then this is easy to implement - just let overage dice be used immediately to mitigate an effect. Unfortunately, simultaneous action has its own drawbacks, so this question needs to be set aside until we answer the question of order of events.

4. Are statuses the only possible outcome, or are they simply the non-specific outcome? That is, is a disarm a _form_ of harm, or something with a difficulty equivalent to harm (because it has a similar impact but with player-directed outcome)
I'm strongly inclined to the latter, and as I think about it, I think the rubric may be simple. Outcomes are defined by the attacker, harm by the defender. That means that the fiction of being taken out stays firmly in the hands of the player, which is a plus. It also works nicely with the idea of hitting set difficulties, and it also supports players who are very descriptive as well as those who are not.

Curiously, this also suggests an interesting extension of the outcome ladder, which might be a little meta, but kind of resonates with me. To inflict harm AND describe it, you must hit the next target up. That is, the target for taking someone out in the way YOU want is 19. It means the "one shot kill" still exists as a possibility when dealing with very skilled opponents, but it's rare. That has some weird interplay with things when the target is already hurt, so I'll need ot think about it some more, but if nothing else it feels like a good optional rule.


5. Are 3 statuses enough? Do we need 4?
Dunno yet. But the answer to that previous question may prove a suitable compromise.



Ok, enough for today. We'll run through 6-10 tomorrow.

Actual Fight Mechanics

OK, so the basic non-fight component of a conflict is this: take a swing, beat a 4, if successful, the other guy is taken out.

(I like “taken out” as a euphemism because it underscores that all ways of taking someone out of a fight are roughly equal – unconsciousness, death, getting tossed overboard and the like all fall into the same bucket, and it leaves the exact color and fiction flexible. It also leaves a hook in place later to allow players to offer their own taken out outcomes if you want to avoid death in interesting ways, but that’s a matter to think about later.)

Once we’re in an actual fight, we don’t want things to be quite so quick as all that, but we still want to respect the 4+ success rule. We could go for a numeric system (hit points or the like) but let’s think of this in terms of statuses – we have this idea that a good enough roll can result in being taken out, what else might happen as a result of a roll?

Suppose that there are two other results – inconvenienced and harmed. Inconvenienced means that the other side has gotten some transitory advantage - they’ve knocked you back, rung your bell, seized the high ground or whatever. Harm is more palpable – it’s a disarm, an injury or some other major setback. And, of course, the third result (taken out) has already been recovered.

So, at their baseline, let’s map these as follows:

4 – Inconvenience
7 – Harm
13 – Taken Out

Now, that maps to our difficulties, but it raises some immediate questions. Does it mean that you need at least a 3d pool to be able to win a fight? And what happens when two people of high skill go at each other? Do they both just die? Obviously, we need to address these issues.

Now, the first is pretty straightforward, and we’ll do something that has been done in many other systems and just have damage “roll up”. That is to say, if you inconvenience someone who is already inconvenienced, they are now harmed. If you inconvenience someone who is already harmed and inconvenienced, then they’re taken out. Pretty simple. It allows high skills to get decisive results while allowing unskilled combatants to have sloppy, ugly fights that end badly.

Still brutal, though, especially since there’s no idea of defense. Skill won’t keep you standing any longer, and that’s problematic.

The fix for this is tied into how I view the statuses. Note that it would be normal to put a checkbox next to each status an fill them in over the course of a fight, but that’s more static than I like. I actually don’t want them to be static, I want them to come and go – not just inconveniences (which are already often tenuous in games like Fate) but harm and maybe even taken out. This means that, at a high level, I want people to be able to improve their status as they play, so that’s another axis of action. Sometimes it will be a dull axis (shrugging off an injury) and sometimes it’ll be flashy (getting out of a tight corner) but the bottom line is that status can fluctuate over the course of a fight.

(Saying that, my gut is suggesting we need a 4th status, just so there’s more room for things to slide. That may be true, but I’ll sideline that concern for now. If I figure out a good mechanic for this, then one good test for it will be expanding the status list).

So how should we implement this? My first thought is to make it something you can spend extra dice on (that is, for those who don’t recall, dice that weren’t needed to hit the target number). This has an interesting upshot because it provides a double incentive to go for inconveniences and harm rather than KO’s, because you’re more likely to have extra dice left, at least in theory. Of course, the fact that hitting three “4s” may be easier than hitting one 13 may also play into that. This also provides an interesting tool for NPC behavior, since the target number an NPC aims for speaks directly to their tactics, and can be a solid part of an NPC writeup.

Anyway, at the simplest you could just say that 1 extra die can reduce things by one “step”, so a hurt can become an inconvenience for 1 die, or go away entirely for 2 dice. That’s a good baseline, but it might be too easy. This is something to test, but I’d absolutely want to fiddle with different costs, including a higher base (say, 2 dice per step), or a sliding scale (1 for inconvenience, 2 for harm, 3 for taken out if apt – or perhaps the reverse!) but the idea is solid. It just leaves two real questions – how it interacts with a taken out result, and how it sequences. Those are pretty fiddly bits, so they’re best left for tomorrow.