Feng Shui is well on its way to a long awated second edition and though I was in on on the playtest I can't share much. I can share that Robin Laws' goals for this game were to make the template system even faster to use, and to even more focus on the preferred campaign frame of the PCs being the new incarnation of the Dragons moving from one butt-kicking site to another.
All well and good - it's his game after all - but when I've run it I've always wanted a slower burn on my conspiracy. There's a lot to be said for "someone shows up to explain the incredibly convoluted chi war and basically anyone not on your team is either an enemy now or will be one later" as a way to get the game moving, but there's also something for both non-chi war games and those where the PCs are slowly inserted in, being courted by multiple sides (perhaps in opposition to one another) and playing with the politics that are inherent to the setting but minimized by the Dragons campaign frame.
One area I want to touch on today is how the malleable history of the chi war gives room for some real horror. To explain, Feng Shui has 4 separate time junctures for action, and acquisitions or losses of Feng Shui sites in an earlier juncture change the downsteam history. Every normal person remembers the new history. the PCs, however, and anyone else who has traveled through the Netherworld (and likely through time) remember their old history unchanged. Eventually most abandon the 'normal world' because their external past changes so often in so many subtle ways that they have no frame of reference - a handy device for removing the complex interpersonal relations that are secondary to the Dragons frame.
That historical malleability, however, is a fertile ground for horror. I got some good mileage out of events in my 1001 New York Nights campaign - the PCs were top officers in a NYC 'flying squad' sent out to handle rough cases - not just in how the conspiracy was roping them in, but how the conspiracy was altering their pasts to make them more amenable to joining, or how once they had unwittingly entered the netherworld they started sliding out of sync with the rest of the squads remembered reality. I could easily ramp this up to 11 and make the game about both butt kicking action and the disintegration of ones history, the sort of trade off that powers horror gaming like Call of Cthulhu.
Imagine if you will the PCs entering the Netherworld without realizing it, returning home and finding over the next few sessions their case files change, their jobs change, their friends and enemies shifting roles and so on as the world alters around them. That's room for horror. And I expect I'll come back to that even after Feng Shui 2 comes out.
Sunday, October 5, 2014
Friday, October 3, 2014
Turning Buffy to Agatha part 1 - Skills
Last time the players opted for a melodramatic rather
than political view of Girl Genius. That meant using C. J. Carella’s Buffy the
Vampire Slayer rules as my baseline. I could’ve built something from scratch
but I’d enjoyed BtVS before and thought it’s balancing of powerful Slayer with scoobies
would capture the powerful Spark and allies dynamic.
The Cinematic Unisystem is simple so I didn’t alter any baseline
mechanics: same d10+stat+skill compared to a simple success table, same stats
and life point calculation, same damage philosophy. Where I made changes were
the Skills and Qualities that define PCs. BtVS eschewed the long Unisystem skill
list for one that stripped down and combined skills and renamed them to match
the show’s vocabulary. This fits my design philosophy, long being an advocate of
the “no more than 24” skills list.
As such I compressed the BTVS melee skills into one and
rolled Sports into Athletics. I broke out the Science skill into medicine,
cooking and physics since science is much more important here. I dropped
Computers and renamed the somewhat jokey Mr Fix-it to Mechanics. (Why do that
if I made Chemistry into ‘cooking’, which is also a little jokey? Because there
are a couple instances in GG where people incorporate chemistry as food, or say
they’re going to cook or brew something, so I liked the flavor. )
I dropped Languages because, as my lovely wife pointed
out, it’s an exclusionary skill – flagging that your PC to be good at languages
means the GM should put in language challenges, and such challenges exclude the
other players and slow communication. (As James Maliszewski pointed out in his
lamented Grognardia blog stealth had the same problem – in early D&D
everyone could do it, then the thief class was introduced with specific rules
for doing it better, and 5E is struggling to bring such a basic ability back to
the PC masses.) Since language challenges never occur in the source material
the Languages skill is gone.
I added a Travels skill to indicate how widely your PC
has ventured from the games starting point because that was somewhere I wanted
an exclusion – the heiress would have been living in a small town in secret and
learning about the world on the run, which creates a niche for a high Travels ally
who looks cool knowing safe places to hide, arranging travel routes, finding
the best restaurants, having contacts and, yes, savvy the local argot if I want
to add a language challenge. Society was added for the same reason – something
our heroine wouldn’t have but an allies could.
BtVS makes some interesting decisions on skill breadth
and overlap – there isn’t a stealth skill, but you can attempt sneaking with
Acrobatics or Crime. I aimed for that aesthetic so the allies wouldn’t have to
spend their precious points mastering 3 or 4 skills to have a society belle who
can sing, dance, use the right fork, speak classical French and do other things
belle’s do – Society would cover for that.
Next time, I tackle qualities
Thursday, October 2, 2014
Musings: Advantage, Disadvantage and Bounded Accuracy in 5E (Thur, Oct 2)
I’m planning a 5E campaign for one of my two game groups
and that means reading through not just the new PHB and starter kits but also a
lot of the online design discussions so I understand why the game is the way it
is. A lot of the discussion revolves around a pair of 5E innovations –
Advantage/Disadvantage and Bounded Accuracy
Advantage/Disadvantage is the mechanism for removing all
of the +1 tracking that occurred in earlier systems. Rather than getting a +2 for
having the high ground and another +2 for flanking and a +1 for racial
advantage and a +2 for the Bard’s singing you simply roll 2d20 with an attack or
skill test and take the higher roll. Likewise if you have a mass of penalties
you roll 2d10 and take the lower roll. There’s a general claim that the bonus
and penalty tracking got really bad in 3E onward but I never saw it as a
problem (and will admit that when I was playing 2E I’d engineer insane
contrivances like the black mesh bag designed to make my continual light stone
instead produce twilight conditions to boost the efficacy of my Fairy Fire
spell, layered with a Prayer and a Chant simultaneously – I referred to myself
as a +1 Slut in my drive to be a force multiplier for the party fighters).
Still, this is an elegant enough mechanic that won’t cause too much problem.
Bounded Accuracy is the designer’s term for doing away
with the really high bonuses that higher level PCs could accrue in 3E onward.
If your thief maxes out their Climb skill (just to pick an example) by high
level their bonus is so high that things that challenge them will be impossible
for their partners. This is something I have a lot less sympathy for, just
because I have been running some version of 3E on and off for 14 years and I
have never seen it. Now enough other people have brought this up that it must
be happening, but it still floors me.
I’ve run/played several campaigns up to 9th
level and others where I started the PCs at 14th or so and one of
two things always happen – the players opt for PCs with very broad skill sets
that max out around +10 in any one skill (so that a take 10 will give a 20
result) or the PCs focus on one skill that they bring up to superhuman levels
with skill and magic and therefore I treat them as… superhuman. Now, I run a
lot of supers games with Ninja heroes or people who can turn invisible or
intangible while staying part of a team so the idea of having managing
challenges for someone with +25 with Hide, Sneak and Climb just doesn’t worry
me.
For combat fighter types would have high to hit rolls
that people though would require really high Armor Classes on opponents, high
enough to make other PCs unable to hit. But 3E solved that problem by giving
additional attacks ever increasing penalties, so you could aim the AC at their
2nd or 3rd attack bonus and it would just mean fighters
would hit reliably on their 1st attack.
I just don’t see either as a game breaker, but apparently
a lot of people who played a lot of D&D did. There was some inexplicable
urge to say “the sample characters are built to look like X, but the rules
allow me to build my PC to have up to X+8, so I have to do that! Wow, PCs at
X+8 are stomping over some parts of the adventure and wrecking party cohesion,
we need to try to bed the rules to make X+8 the standard. Now everyone has X+8
and look at all these unfixable problems the system has. These rules suck for
letting me ignore the suggested designs and build my character to X+8!” So now
we need to fix that.
5E solves these ‘problems’ (and I’m sorry if I sound derisive
here, but I’ve been listening to some variant of “doctor it hurts when I do
this” for more than a decade) by radically curtailing the bonuses PCs get. A 7th
level fighter used to get a +7 to hit on his first attack for skill, probably
up to +12 when you add in magic and stats, letting him reliably hit most
targets with his first attack and increasingly less reliably with his second
attack. Now that fighter has a +3 for to hit, likely increased to +8 with magic
and stats. Notice how his stats and any magic are now more important than his
skill? That’s a design decision – it’s probably not until 17th level
that a characters training with their key abilities outstrips the bonus they
get from their stats, and at no point is the combination going to exceed +11. (OK,
I lie – Rogues can get up to a +17, which means there’s a good chance that
stealth, climbing and similar skill checks will still have to be statted outside
the easy range of anyone else.)
The goal on this is to keep the bonus in line with the AC
ranges and make lower difficulty scores the standard. The outcome is that PCs
don’t have heroic bonuses for a very long time and the swinginess of the d20
means an awful lot more than before. Worse, with no way to stack a meaningful skill
bonus onto a stat bonus the strongest, smartest or most graceful people in the
world end up with a 25% advantage over the average man. The game designer’s
solution for this is to let the DM skip those checks for high attribute characters
in favor of auto successes, which is a fine piece of handwaving.
I may be wrong – this may all work swimmingly. I admire
the designers for identifying a problem and trying to fix it. It’s just not a
problem I ever had, and I don’t know about the solution. I’ll find out soon
enough.
Wednesday, October 1, 2014
Alternate Paths Towards Running a Girl Genius RPG
I’m trusting that if you’re reading this you’re marginally familiar
with the Foglo’s award winning webcomic Girl Genius. (If you’re not, go here: http://www.girlgeniusonline.com/) While
there is an official RPG adaptation on the way from Steve Jackson Games several
years ago I had posited to my player group that I design and run and my own
version. I gave them two different options, which I called Gaslamp Intrigue and
Gaslamp Melodrama.
Gaslamp Intrigue is looking at the Girl Genius world at the
higher level – the PCs are all Sparks of considerable power or potential and,
like Agatha and co, are the heirs of the previous generation of Sparks who
tried to remake the world. They might BE Agatha, Gilgamesh and Tarvek, be their
peers or replace them in the narrative. For this style of game I would
repurpose Erick Wujek’s masterful Amber Diceless Role Playing since through
this lens there are a lot of similar elements. Bill, Barry, Klaus, etc. take
the role of Corwin, Eric, Blaise etc. from Amber while the PCs have the role of
their children. The PCs are all more powerful than normal men but stack up well
against one another, and engage in their own politics as well as trying to
unravel the politics and mysteries of their parents. The Amber rules even have
lots of space for the sort of inter-character competitions and conflicting
goals that typify parts of Girl Genius.
Gaslamp Melodrama is looking at the Girl Genius world at the
personal level – the PCs are a powerful spark heiress and her allies helping
her fulfill her destiny. Again they could be Agatha with Zeetha, Krosp and
perhaps a couple of others. Some of those allies are close to the heiress in
power, the rest are distinctly weaker but have skills she doesn’t, and she
relies on them for advice and emotional stability. For this style of game I
would repurpose C. J. Carella’s very solid Buffy the Vampire Slayer RPG. BtVS
does a good job of balancing the PCs spotlight time and effectiveness even as
it ignores the idea that everyone is balanced in power. The rules have a lot to
do with generating and releasing the emotional tension and angst that propelled
the TV show and have no shortage inside the Girl Genius webcomic.
The player group selected the Gaslamp Melodrama game, but
then that campaign fell through due to player scheduling and life concerns. The
idea went onto the back burner until 6 months ago when James Cambias (http://www.jamescambias.com/) and I
decided to revive it as a game for him and me to alternate running for each
other, our families and friends. We’ve had 4 sessions as of this writing. I’ll
be laying out what I did for the first set of rules, how that played out during
PC creation and the early games, and how I’m adjusting the rules set based on
actual play experience.
Tuesday, September 30, 2014
A brief apology
So this blog obviously feel into torpor some time ago. My
hope is to revive it with a few modifications.
First, several of the comments were that my posts were too
long, making them difficult to read in the usual blog post rotation. Fair
enough. I’ll strive for concision this time, and also breaking the big ideas up
into smaller ideas.
Second rather than trying to fit a whole game into a month I’m
going to focus on some things I’m doing right now over the next several months.
These will be my entirely unauthorized Girl Genius rules set, my entirely
unauthorized and started before the 2E playtest revisions to Feng Shui for a
Western with the kitchen sink environment and my experiences with D&D 5E as
I run it for my parent and child D&D group. I’ll be alternating between
these three.
Hopefully I will be able to work enough in so that I can
keep up momentum and not have things peter out again. Switching things up might
help.
As always the comment boxes are open.
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