Experimenting on Mythos Tomes

We have been playing my AWengine hack for a few months now. There is a lot to talk about this game but I make my return to blogging by discussing the use of Mythos Tomes in roleplaying games.

A Mythos Tome is most likely found in horror games but should by no means to be limited to them. Mythos Tomes are ancient books filled with most eldritch secrets no man was ever to know. Or at least that is the main assumption. Continue reading

My not-so-favorable view on Hollow Earth Expedition character creation

I stumbled on an internet forum to a thread about Indiana Jones type roleplaying, and noticed that Hollow Earth Expedition is a very popular choice. For the life of me, I cannot understand why. OK, there are good things in it, but more on those later. The first thing I always do when I try to decide if a new RPG system is worth my while, is to begin reading on character creation. After about five minutes of reading it I notice the first warning sign. Attributes and Skills are first bought on one-to-one basis, but later they get a scaling cost. This is a classic White Wolf mistake. Perhaps it has been around before WW, but if it is, I have no idea where that idiocy sprang from.

I steel myself and venture further into the mechanics. Then I notice: six attributes that start from zero, and you add 15 points to them, but there must be at least 1 in all of them. Why not say: “every attribute starts at 1 and you add 9 points into them”, because that’s what it really means!? OK, a rookie design mistake (again)… Let’s see what it looks like when the system is played with optimization in mind.

Derived attributes have way more mentions on Dexterity, Body and Intelligence than on any other attributes. Strength and Willpower get mentioned once each. It is obvious that low character intelligence almost never gets any real hindrance in games, it is “just” roleplaying stuff, so I decide to “dump” it. I toyed with the system for a while, and the “ideal” character is: Body 5, Dexterity 5, Strength 1, Charisma 1, Intelligence 2 and Willpower 1. Of course Dexterity is related to shooting at things, like in almost every game. So now my guy has the maximum “hit points”, maximum shootyness, maximum defense, good initiative score and sometimes even notices stuff happening. Otherwise it is very lackluster, but who cares about those other types of thingies anyway?!

Obviously that is not the most ideal character, there never is, and definitely not very enjoyable to play. It is just so easily maximized to most of the things that happen in RPGs, outside of player-GM narrative (i.e. within the mechanics of the game). Note that I could, if I wanted to, start this guy with 5 points in Diplomacy and Investigation each, for example, and rock pretty well in those departments too.

To clarify, I am most definitely a role-player, not roll-player, but this kind of thoughtlessness in character creation mechanics just makes me mad, and makes me not want to play your game. At least not under your rules, that is.

I promised to write something positive about this so here goes. Setting is innovative and exciting, as is the dice-mechanic. This setting would be great with some other RPG system, and if polished, or rather reconstructed from basics up, the dice mechanic could be really cool.

Open Versatile Anime analysis

Regrettably I won’t be talking about artwork, layout, or any of such things. I want to talk about raw data.

Why this little gem has restricted itself solely to anime genre, I have no idea… It could do any type of game where the characters and the story matters the most, and tactical chess-type gaming next to none. There are tactical elements there, sure, but they are largely intentionally left in the background. The most astounding thing in OVA is the amount of different character types it can support, but you better leave your power-gaming hat at the hat-stand, because even a novice attempt to work the system is guaranteed to break it. This is a game for character-players, such as myself.

OVA won’t be satisfying for players who look for realistic or detailed systems, nor will it satisfy people who want to play in a fully shared narrative, such as Fiasco. It has Drama Dice as a mechanic, but as written, those alter the perceived surroundings only in traditional rpg style. There are some written examples though how players can ask questions from GM whether something is in immediate vicinity, but that’s it. This is a game for people somewhere in the middle-ground of those previously mentioned groups, such as myself.

Now here’s the boring stuff. Mechanics. I’m sure that anybody’s who’s worth their google-fu-salt can find out what the mechanics actually are, so I won’t go into details here. The Difficulty Numbers (DN) are too low. As written the DNs go from 2 to 12, but they should go from 4 to 15. That way the percentile chances are exactly what they say they are, from easy – to nearly impossible.

Seriously, check it out. Show some support to Wise Turtle, so that they would be able to give us some more books! :D

How I made my peace with Silhouette Core

Long ago, I got myself acquainted with Heavy Gear 2nd edition RPG. I liked the basis of the system, but the more I read it, the more I found some of the usual offenders of RPG systems of the time. Agility as a god-stat, Combat Sense skill 2 is mandatory unless you like to do nothing in many of the combat rounds, movement calculations need to be done beforehand by whipping out a calculator to do some fraction counting, and the overall fiddliness of the system made me dump it. But before I had the chance to do that, I fell in love with its seamless integration of the vehicle rules, and the damage system. SilCore as a whole stuck to my mind as a diamond in the rough; probably salvageable, but not without a heck of a lot of brainy type work.

I don’t really know why exactly I decided to give Silhouette Core another look after all these years, I guess I was bored or something, but I broke it into tiny pieces and put it back together. High attribute modifiers apparently are one of the things that have offended people playing it. I’d say the contrary: too much low attribute modifiers is the reason it doesn’t work well. Or rather, the radical contrast between them. This is a dice-system feature and nothing much can be done about it, if one wants to preserve the original game engine. The problems may be alleviated by handing out the essential bits free for everyone.

When I had put it back together, I reverse-engineered to see how it compares with the original, and I saw that the characters made through my method were somewhere between “cinematic PCs” and “cinematic major NPCs”. But that’s the way I like my games pretty much always. I do not want to sit moping in my chair due to an unfortunate Initiative roll, not even bothering to watch as other players get to do all kinds of cool shit.

So in my mind Combat Sense, along with Agility are the main offenders. Combat Sense and ranged defense had to be separated from the skills, so I made derived attributes out of those. In SilCore there are a whole lot of pretty much redundant attributes, so I decided to begin my work by cutting those. I ended up with four attributes, so that all of them would be used in determining Defense and Combat Sense. Alertness + Body for Defense and Intelligence + Spirit for Combat Sense.

I worked on simplifying skills, movement stuff, overall action economy, injuries, you name it. I even added some stuff that I felt was missing, like different close combat maneuvers, which are completely absent from SilCore. I ended up with a 23 page skeleton of a system that goes best for modern-equivalent settings or sci-fi when put some meat on its bones (I never thought that SilCore would be a good fit for fantasy or horror genre).

Anyways, here it is available (with permission from Dream Pod 9). I you have any suggestions, praises, comments, or you would just like to let me know how I have ruined the game, please leave a comment! ;)

SCUMM basic rules v0.2

SCUMM character sheet

Edit – Made a better character sheet.

Edit 2 – Made a change to the damage system.

Killing Player Characters

Death and the act of killing a player character in roleplaying games is a controversial subject. The players are quite rightfully protective about their characters but even when not considering about their opinions about the death of a PC the hardest part of such an event is in the hands of the GM.

In my past I have shied away from killing the characters. As a teenager I tended to make all of my rolls in secrecy so I could always fudge the result to keep a character just barely alive. Later on I made the decision of making my rolls open so that the dice would decide wether the character survives or not. But lately (once again thanks to the AWengine) I have had to scrutinise my thinking.  Continue reading

World of Dungeons: The Teachings of a Drunken Oneshot

birkin

We had a Chrismas party a week ago. Instead of board games, I said I could run World of Dungeons. It’s an ultralight hack of Dungeon World which I hadn’t run it before, so we took it on a spin. Because nobody believed that we could play entirely sober, I decided on a full improv session. It degenerated slowly, but inevitably—and undeniably gloriously—into player vs. player mayhem, which surprised me very little. Despite my mistakes as a drunken GM, we had a whole lot of fun, and I learned a few important lessons. These are my notes from the GM’s standpoint. Continue reading

Guild Redemund Holiday Gift Guide 2014

I know we’re a bit late on this, but it felt like a good idea, so here’s a short one anyway. Perhaps we’ll have one in good time next year. (No, we won’t.)

Note that we are not getting any money for any of the links. They might not be the best sources, but they were the ones I found first (well, in some cases they are the only sources). Anyhow, do your own research if you want the best deal.

Continue reading