How I See The Credits


The Marvel Heroic Roleplaying Game rolled out today. It's awesome, simple as that, but I wanted to take a moment to throw up my own version of the credits page.

That said, if you're on this, and want your descriptor changed, add a comment, and it will happen!



Notebooks

Curiosity was expressed regarding how I come up with stuff, so here are a few pages from the notebook I'm thinking in, representing a few thoughtful days..















WOTC’s 3 Pillars

Not sure I buy into this, but a mention on twitter of WOTC's 3 pillers of RPG (Exploration, Roleplaying and Combat) popped it into my mind. (EDIT: Dave rightly points out that Wizards views these as the three pillars of D&D, a subtle but important distinction)

More Guys With Swords

For a friend's birthday this weekend, a request was made for a game to be run, and given a combination of short notice and assessment of the taste of all players involved, I ran Two Guys With Swords.

2GwS has a somewhat fantastic self-selection process. It is run (at least by me) with a certain tone that combines high action with no small amount of tongue in cheek. Thankfully, the random tables do a fantastic job of conveying the tone of the game - if you see the tables and they make you smile, then it's probably the right game for you.

Anyway, this was interesting since it was a full table, and we ended up playing Five Guys with Swords (insert obligatory hamburger joke here), which required a little tweaking of things. There were also a few decisions made on the fly that might be useful for folks looking to do interesting things with C+, so I figure I'll run through them.

First, the big change for chargen was to allow every player to write something down on everyone else's sheet, so it went something like this - write a distinction, pass the sheet left, write another distinction, pass the sheet left, and keep repeating this until there were 5 distinctions on the sheet. It worked startlingly well, and because distinctions are entirely subject to player interpretation, it was less inhibiting than doing the same thing with aspects might have been. it also gave everyone a little bit more of an investment in everyone else's character, which was a good way to establish quick cameraderie.

Second: Magic rules. So, 2GwS technically includes magic, but it's totally the magic in the same way that Gray Mouser technically knew some magic. That is to say, badly - often to the point of disaster. When a player uses a gonzo distinction for a gonzo effect, they roll both the d8 and the d4 (and do not get a plot point) but in return there's a lot more narrative leeway in the outcome (and I am also more shameless in my willingness to explicitly pull out crazy-ass consequences as a result).

Third: Multi-sided conflicts. At one point in the first fight, one of the players started a small avalanche (d8) which I shamelessly spent complications on to turn into a d12 + d8, and it became a third side in the fights. Mechanically, this proved staggeringly easy to adjudicate, at leas tin part because the avalanche wasn't doing anything terribly complicated: if it wins, it puts a "Buried" complication on the opponent, and it was an equal-opportunity threat (one fight ended with both sides getting whomped by the Avalanche and taken out of the fight)

Fourth: Fixed and transient play elements. It totally helps to have 2 colors of post-its, so transient declarations are a different color. Makes table management much easier. Similarly handy - I've been experimenting with all-caps handwriting lately, and while I'm still undecided on it, it _absolutely_ helps with the post-its.

So, given those rule hacks, the thing I found I need to add are a few more tools for the GM for handling his threat budget and drawing inspiration in a manner similar to the generation tables. In the absence of that, I was very ad hoc in my threat numbers. I think it would probably be easy to standardize it, and I have at least one good idea for a hack (turning any cleaned up elements into complications). All of which is to say, I suspect I may have to do a proper 2GwS writeup, including some explanation of what actually happens at the table for those who don't quite get some of the statements I'm making about the game.

Tags and Axes (and Axes)

Ok, so if you're not going to do damage types (or even more complicated things like weapon versus armor type tables) then how should you go about meaningful weapon differentiation?

Well, first off, why would you want to? Isn't that a pretty finicky idea?

Yes, it kind of is. And it's entirely possible (and reasonable) even, to create game with no weapon differentiation, or with nothing more complicated than light, medium and heavy weapons. This totally works, and it allows for dramatic differences in color without slowing down the mechanics. You have a longsword and I have a mace and he has a katana and she has something from a Star trek episode that only she can pronounce, but we all just roll 1d8 for damage, so it all works out.

But sometimes people like differentiation to have teeth. Sometimes it's a sense of 'realism' but more often it just the general desire to have system reinforce and support our choices.

If you're going to do that, you need to make sure that the difference between weapons exist on more than one axis. Now, damage will almost always be one axis, but the other might be speed, accuracy or something else. As an example, one of the baseline weapon choices you can make in 4e is whether you want a weapon that's +2 to hit and 1d10 damage or +3 to hit and 1d8 damage. Deep math nerds can tell you a lot of details about that tradeoff, but to jo reader, that seems about right.

Two axes (axis, plural, not the chopping thing) helps, but it still produces a pretty straightforward curve of tradeoffs that gets easy to calculate on. The obvious solution is to add more axes - speed and penetration and, yes, even damage type. Provide enough differentiators and choices become inobvious, which is desirable.

But that is, frankly, a pain in the ass. It makes weapon stat blocks complicated and unreadable, and virtually guarantees that some number cruncher will find some specific weapon that is just unbalancingly badass if used just so. The rewards of complexity are quickly bogged down by the drawbacks.

A good compromise is to use an exception-based system. That is to say, some weapons may have keywords which grant them special rules. Now, this may seem fancy pants, but this idea has existed for as long as there have been bastard swords. The introduction of a special rule (you can use it in one OR two hands!) made the weapon interesting and appealing in a way that was difficult to precisely measure against. You can add these special rules individually (as was the case with the bastard sword) but it's often easier to come up with a set of keywords for frequently occurring effects.

The joy of this method is that because these are exceptions, they don't introduce any more than the bare minimum of necessary complexity. Now, yes, this can spin out of hand - it would be easy to conceive of a system where EVERY weapon has multiple keywords (the longsword is "Versatile, Stabbing, Slashing" while the dagger is "Stabbing, slashing, nimble, concealable") but at that point you're just recreating the axes problem all over again.

Now, if that complexity is what you want, then totally go for it. My aversion to it is at least partially a taste thing (albeit a taste thing that the larger part of the market seems to bear out). But otherwise, look at creating simple differentiation with 2 axes, then layer just enough keywords on top to spice up the mix.

At least that's how I'd do it.

Tags and Axes (and Axes)

Ok, so if you're not going to do damage types (or even more complicated things like weapon versus armor type tables) then how should you go about meaningful weapon differentiation?

Well, first off, why would you want to? Isn't that a pretty finicky idea?

Yes, it kind of is. And it's entirely possible (and reasonable) even, to create game with no weapon differentiation, or with nothing more complicated than light, medium and heavy weapons. This totally works, and it allows for dramatic differences in color without slowing down the mechanics. You have a longsword and I have a mace and he has a katana and she has something from a Star trek episode that only she can pronounce, but we all just roll 1d8 for damage, so it all works out.

But sometimes people like differentiation to have teeth. Sometimes it's a sense of 'realism' but more often it just the general desire to have system reinforce and support our choices.

If you're going to do that, you need to make sure that the difference between weapons exist on more than one axis. Now, damage will almost always be one axis, but the other might be speed, accuracy or something else. As an example, one of the baseline weapon choices you can make in 4e is whether you want a weapon that's +2 to hit and 1d10 damage or +3 to hit and 1d8 damage. Deep math nerds can tell you a lot of details about that tradeoff, but to jo reader, that seems about right.

Two axes (axis, plural, not the chopping thing) helps, but it still produces a pretty straightforward curve of tradeoffs that gets easy to calculate on. The obvious solution is to add more axes - speed and penetration and, yes, even damage type. Provide enough differentiators and choices become inobvious, which is desirable.

But that is, frankly, a pain in the ass. It makes weapon stat blocks complicated and unreadable, and virtually guarantees that some number cruncher will find some specific weapon that is just unbalancingly badass if used just so. The rewards of complexity are quickly bogged down by the drawbacks.

A good compromise is to use an exception-based system. That is to say, some weapons may have keywords which grant them special rules. Now, this may seem fancy pants, but this idea has existed for as long as there have been bastard swords. The introduction of a special rule (you can use it in one OR two hands!) made the weapon interesting and appealing in a way that was difficult to precisely measure against. You can add these special rules individually (as was the case with the bastard sword) but it's often easier to come up with a set of keywords for frequently occurring effects.

The joy of this method is that because these are exceptions, they don't introduce any more than the bare minimum of necessary complexity. Now, yes, this can spin out of hand - it would be easy to conceive of a system where EVERY weapon has multiple keywords (the longsword is "Versatile, Stabbing, Slashing" while the dagger is "Stabbing, slashing, nimble, concealable") but at that point you're just recreating the axes problem all over again.

Now, if that complexity is what you want, then totally go for it. My aversion to it is at least partially a taste thing (albeit a taste thing that the larger part of the market seems to bear out). But otherwise, look at creating simple differentiation with 2 axes, then layer just enough keywords on top to spice up the mix.

At least that's how I'd do it.

The Golf Bag Tactician

There's an interesting question over at Rob Schwalb's D&D blog about whether weapon damage should be typed. In practice this would mean that weapons might do, say, "slashing" "bludgeoning" and "piercing" damage, and implicitly removing entirely the idea of "untyped" damage from the system.

This is, on the surface, a kind of compelling idea (and fans of GURPS and some other games are going "Well, DUH!"). It adds another dimension to weapon selection so characters stop gravitating to the same sets of weapons. Heck, it could even inspire play: when your fighter is faces with an oozy opponent who ignores his slashing attack, he might be forced to grab an improvised weapon to finish the fight. That's cool, dramatic and thematic! A total win!

Except...

The reality is that the fighter is just going to carry around 3 weapons, one of each type.[1] The opportunity cost of doing so is fairly low (encumbrance? for a fighter? I laugh!) and the payoff is high enough to allow it. Or if the payoff isn't high enough, then it hardly matters, does it?

This is one of those unfortunate design traps that I like to call Golf Bag Tactics. The idea actually has its roots in D&D, back in earlier editions when the vulnerabilities of different creatures were sufficiently wide and varied that a common solution was to carry an array of weapons. Even if you didn't count magic items, a well equipped fighter had his normal sword, a backup sword, a silver sword, a cold iron sword and a non-metal sword, and that was just for starters. It meant the fighter could choose just the right weapon for the fight, which theoretically felt clever and tactical. Unfortunately, all it really felt like was a golf bag full of swords. That idea of the vulnerabilities as drivers of RP and excitement existed, but never really materialized in the face of this.[2]

All of which is to say, be careful of anything that looks like it adds interesting tactics and decisions during a fight which can be trivially short-circuited by choices outside of the fight. Otherwise, you might be one left holding the bag.




1 - Or he might carry some multi-purpose weapons, like an axe with a backspike. How the system handles mixed damage - like blunted edges or stabbing vs slashing with a sword - invites many options.

2 - Part of this was also the fault of a TERRIBLE understanding of the role of dramatic weaknesses in adventure design.

Archetypes and Planting Flags

We respond instinctively to archetypes, and a lot of shysters take advantage of this. Yes, there's a lot of interesting, useful stuff about them (Hero With A Thousand Blah Blah Blah) but the reality is that if you come up with a list of, say, 3 or more things, and define it broadly, then it will resonate with people as a powerful model. Some of this is just numbers: If I list 8 types of Stamp Collectors and define them loosely enough, odds are good I've covered 90%+ of the potential audience, and that last 10% will probably find a way to make it work. A larger part of it is how our brains tend to glom onto data - archetypes (like stereotypes) are the chocolate frosted sugar bombs to our brain's appetite for understanding - they're tasty and they go down easy.

So, with all that cynicism established, I do want to talk about how they're useful - especially the ones you create yourself.

After my post last week, I was speaking to one of the subjects (the Rookie) and he voiced an interesting thought, wishing there was some way to note people's archetypes and then keep track of the characters they've played and see how those things overlap. We agreed that for a lot of players there's a comfort zone that they like to stay within, and there's a lot of value in pushing them out of it, but at the same time you don't want to push them too far out of it.

Now, doing this is tricky, but the first part of requires identifying the player's comfort zone, and this is where the idea of making your own archetypes becomes handy. See, an advantage of making archetypes for your players is that you can afford to not be entirely precise, but at the same time you're going to get more specific than you would with generic character types.

Once you've figured that out, you can do something Fred did, long ago, when setting up Born to Be Kings (The first FATE game, and my favorite campaign of all time). See, Fred knew his players and their tendencies pretty well, so as part of character creation he took each player aside and planted a single "flag" outside of their comfort zone. This flag was the one element he was imposing on the character backgrounds, and it served as an irritant to form a pearl around.

What's interesting was that each of us responded differently to the flag. One player who usually tends towards logistics had a fae element inserted, and jumped into it with both feet. Another player was uncomfortable with it, and that friction drove a lot of play. But one way or another it forced us all to play differently than we would have if we'd been given free reign.

Constraint breed creativity strikes again. Who knew?

Anyway, this is one of those ideas that not hard to implement, but may be tricky to implement well depending upon how well your players respond to structure and how much trust they have in you as a GM (especially if your flag would force them to make what they consider a non-optimal build choice) so you may need to learn how to strike a balancing act. This is easier in something like FATE or Cortex Plus where an Aspect or Distinction is rarely a "wrong choice", but it's still entirely possible with games like Pathfinder or 4e (4e actually offers some really interesting options for this with Themes), even if they are entirely in-fiction.

Anyway, when the time comes for you to start your next game, stop and think about your players, and how you can help them push beyond the archetype you see them in and into something more complicated, interesting and fun.

The Five People At My Table

I believe that when you design a game, it helps to have an audience in mind, the more specific the better. Trying to make a game for everyone seems noble, but it's unlikely to challenge you as a designer, and it's more likely to produce something that's fairly weak sauce. Yes, targeting an audience runs the risk of making your focus too narrow, but the alternative is vastly more boring.

For me, there's a table of five players that I keep in my head when I design. They raise questions and challenges to my work that I would not raise myself. They're all real people, dear friends and loved ones, but today I want to talk about them in terms of the roles they play.

First and foremost, we have the Connector. She plays for story, and for her, stories are about people much more than they are about grand, exciting things. She has negligible patience for rules, especially for rules pertaining to things she views as uninteresting or unimportant to play. However, she is intensely motivated to engage the fiction, very organized and outright driven in her play. Left unchecked, she will take over discrete but very tidy portions of the game world.

She teaches me to ask myself whether a rule really makes the game better, and she forces me to make sure that the fiction is engaging and robust enough to survive her interest.

Next, we have the Evil Muppet. He's creative, whimsical, engaged and is himself a fantastic GM, so he's a huge help at the table, but he also has a strong agenda of play - he wants me to bring the pain. He wants play to be personal, intense, laying bare buckets of blood and pain.

Just as the Connector makes me look at the fiction, the Evil Muppet makes me look at the characters and ask if I'm giving the tools to make these into the kind of people capable of driving and feeling that kind of intensity, or am I just providing interesting numbers. He also forces me to raise the bar on my design because if I don't, he'll casually make it better.


After that is The Swooshy Giant Brain. The Brain is smart. Really, really smart - probably smarter than anyone else at the table, certainly smarter than me. Yet despite that, her big interest is to swoosh around, stab things, and occasionally do something totally unexpected. But she's still going to almost absent-mindedly deconstruct or extrapolate the most complex things you put in front of her with terrifying ease, whether they're rules, puzzles or the very underlying logic of your game.

The Brain teaches me to build bulletproof. Complexity has its place, but she makes me really question whether it is adding to things. But strangely, she also reminds me to check for the fun.

Next is The Rookie who, in fairness, has been at this table long enough that the name is no-longer really fair, but sometimes these things stick. The Rookie is enthusiastic, rules saavy, willing to learn and all around a great player, but his experience has been both narrower and briefer than mine. In many ways, the rookie is very much like myself, minus most of a decade.

The Rookie teaches me not to take things for granted, whether techniques or rules history. He's smart enough that I don't need to hold his hand, but that doesn't mean I should leave him hanging.

Last is the Wildcard, who alternates between being the greatest inspiration and the most maddening player at the table with reckless abandon. He's a great player with enough system patience to try something out followed by an enthusiastic willingness to dump anything he thinks is crap. To call him a proactive player would be an understatement, and he couples that initiative with a twisted, creative mind that guarantees to take things in directions you would never expect.

The Wildcard is something like the mirror image of The Swooshy Brain - just as I need to design for her scalpel, I must design for his oncoming freight train. He forces me to build robustly, but more than that, he forces me to challenge my own assumptions. When I ask myself what he would do in a given situation, the answer often allows me to surprise myself.

So those are my five. They help me out, whether I'm designing a game, planning an adventure or just kicking around an idea. So I guess the question is: who's at your table?

A Pitch In The Dark

Fred has opened the door to pitches for a book of Don't Rest Your Head hacks, which is a fantastic idea. You can find out more details, you can check out his post, and if the idea appeals to you, I strongly encourage you to consider writing a pitch.

I've had an idea for a DRYH hack for years, and this seemed like a good opportunity, so I crafted a pitch[1]. After passing it along to Fred and Ryan, I asked if they would be cool with me putting it out there in public, both as example an encouragement. They gave the thumbs up, so I'm going to share it here in hopes it helps someone considering their own pitch.




Proposal #1: Don't Turn Your Back
~2000 Words
Rob Donoghue - [redacted]
I've Written for Evil Hat, MWP, WOTC and White Wolf.


Don't Turn Your Back: A game of action, espionage, and the prices to be paid for both.

This is, for all intents and purposes, a hack for using DRYH to run stories in the style of Casino Royale - superspy stories with all the trappings of gadgetry and badassery, but with nightmares and madness being replaced with the growing threat of compromise and moral decay. Characters are Agents, badass masters of espionage, assigned to stop The Opposition from carrying out their Sinister Master Plan.

While this was conceived in the vein of Daniel Craig's James Bond, the idea is flexible enough to handle much of the "action-espionage" genre. This is not suited to games of quiet intrigue - it is for a game where intrigue is shaken (not stirred) with excitement, violence and sex.


Mechanical Tweaks:
  • Exhaustion is now moral exhaustion, the toll of taking lives and trying to live in the strange limbo of a spy's life. Go to far, and you're In the Wind.
  • Madness is Support (sounds nice, doesn't it) - you can draw on it for resources and gadgets, but doing so runs the risk of Blowing Your Cover.
  • Talents - Two Statements, one "I Always" and one "I Never", both with a qualifying conjunction from the GM(A la Mortal Coil)
  • Despair is The Master Plan, and serve as a clock for the game.

    New Elements:
  • Asset Dice - A single blue die to represent that NPC helping you out. Useful, but expendable. Works like extra discipline, and can be sacrificed to recover from being In The Wind or a Blown Cover, but the Asset goes to the GM.
  • Help and Trust - Loan another agent your discipline dice for a roll, but he may choose to put any bad outcome on you.
  • Secret Agendas - In multi-agent games, everyone has their own agenda over and above stopping the opposition.




    [back] 1 - My wife's comment was 'only you would apply for a job at your own company'