Friday, February 13, 2015

Another Soundscape Option

Back here I posted about the Softrope soundscape program (which I've also used successfully as a live theatre soundboard program).  A couple of days ago, I stumbled across something else as well.

It's called Syrinscape, and at first glance it seems really spiffy.  They have two programs, actually: one devoted to fantasy gaming, and one to sci-fi/post-modern.  It looks fairly polished, and uses algorithms to make the different soundscapes sound more organic rather than like a looping tape.  It is already programmed to fade in and fade out certain effects like background music and rainstorms when toggled.  Not bad.

But there are a couple of issues:

   1) It is entirely self-contained.  You cannot add in your own sounds or music files to plug into different soundscapes, so you are limited to what is packaged with the program.  Now, in total that may not be terribly restricting, as there is a fair variety of sounds available, but...

   2) The majority of the prepackaged soundscapes are unlocked through either a subscription service (which, to its credit, permanently unlocks any new 'scapes released while the subscription is active) or by purchasing them directly.  Without one or the other, you are limited to two 'scapes in either the fantasy or sci-fi program.

   3) I personally would have preferred they not split the 'scapes into fantasy and sci-fi.  Doing so requires that anyone wanting to be fully prepped for, say, Shadowrun has to have both programs up and running, since the Shadowrun setting incorporates both post-modern weaponry and magic.

It seems almost like the Syrinscape creator saw Softrope and thought, "Hey, I could put together sound packages and charge people for the convenience of not having to find sounds and put together their own."  And that's not a bad thought, but most gamers I know don't tend to have much expendable income, myself included.

The one aspect of Syrinscape, though, that could really sell the product is something that Softrope doesn't have and, judging by their website that doesn't look like it's changed since I first wrote about them, likely never will: mobile support.  Syrinscape is available in both the iTunes app store and on Google Play for Androids, and is intended for tablet use (you can use it on a smartphone, too, but it isn't optimized for it).  Being able to take your soundboard with you on a tablet is a nice feature, making it a lot more mobile and less visually distracting than a laptop.

Is that worth $6.50-10.00 per month?  For me, not really.  I don't tend to have more than one actual tabletop game every three months.  I'd be more likely to spend $5-10 getting a Roll20 membership, which would let me use their site on a mobile device as well.  It's possible I might decide to pick up a sound pack here and there, but at $4 each or $20 for a six-pack, it still seems a bit pricey.  I'll stick with my Softrope.

Thursday, September 4, 2014

Continuing on Magic and Race

So after I dropped the last idea into my online bucket, I went ahead and made a brief write-up for it:

"Certain types of magic are traditional to (and generally guarded by) certain races:

Dwarves are regarded as the masters of Gem Magic, while Elves have long been the keepers of Crystal Resonance.  This has lead to a feud between the two races, as the Dwarves begrudge the harvesting of quartz and other appropriate crystals for what they view as a "perversion" of Gem Magic, while the Elves say that Gem Magic was an attempt by the Dwarves to steal the knowledge of Crystal Resonance.

Halflings use Sorcery, though other races often refer to it derogatorily as Witchcraft.  It is a simplistic magic, but with no less potential to be powerful.

Gnomes, with their analytical minds and love for categorizing, developed Occultism, which relies upon hidden knowledge derived from both arcane formulas and religious texts and ceremonies (which are often formulas disguised as dogma and doctrine).

Humans, with their short lifespans and overwhelming drive for power and knowledge, have not developed their own form of magic, instead learning whatever form they prefer (or can get their hands on).

It is possible to learn more than one type of magic, though finding willing teachers may be difficult."

Wednesday, September 3, 2014

Magic and Race

So I'm puttering about, as usual, with my various spreadsheets and text files, trying to determine how many or which magic systems I want to keep, like I do.  I'm starting to separate things out by assigning which stat is used for casting, when suddenly a thought hits me: what if your character's race determined what sorts of magic you had access to?

So maybe humans have access to gem magic, which I figure is more or less universal, as well as some other type, probably based on the spell lists in various resource books.  And maybe elves can use gem magic, as well as the free-form d6 based magic system I came up with.  In the meanwhile, maybe dwarves can use gem magic, as well as something based on runes, and halflings get gem magic and... I don't know yet.  But the idea just hit me about five minutes ago.

Whaddaya want for nothin'?  A rubber biscuit?

Tuesday, September 2, 2014

Demonwars: One More Thing

Something I'd intended to bring up last post, that strikes close to some of the problems I've been having with differentiating between races, is that the setting (at least in this book) doesn't have non-human PCs.  Even the elves of the world, the Touel'alfar, are treated as a mysterious NPC faction that will occasionally take human children off to be trained as this game's version of the Ranger class, but is generally unseen unless they want to be seen.  So you can play as an elf-trained human, but you're still human.

For the setting, this likely makes sense (again, I haven't read the books the setting is based on), but from a mechanical standpoint it also makes things less complicated and tricky, regarding balance between races and what sorts of differences they have: there are no different races for PCs, so there are no differences.

I don't know that I want to go that route, but there are times that solution seems tempting.

Monday, September 1, 2014

Gem Magic

One of the several d20 books I have on my shelves is R.A. Salvatore's Demonwars Campaign Setting book. It's got a neat flavor to it, despite that I've never read the books its based on. Definitely a lower magic setting than traditional D&D, with most hybrid classes only being permitted if they drop their spellcasting abilities, and clerics/druids/wizards/sorcerers being replaced entirely with setting-appropriate casting types based on the indigenous magic system: specially imbued gemstones.

Woo, objectification.

Sexualized cover art aside, I really like the concept of gem magic and the way it has been implemented in this system.  Enough that I would use it, perhaps slightly modified, in my own games, except that as it is I'm already struggling with too many options and magic systems.  I had wanted to make this system less complicated, not more, and having multiple systems of magic and spellcasting does not fit with that goal.

Regarding the setting's system, essentially there are gemstones which are imbued with magic (as well as naturally occurring gemstones that are not imbued, and can't be used to cast spells).  The type of stone determines what type of magic or effects it can produce in the hands of a skilled wielder.  Certain feats permit wielding two or even three stones at once, combining them to produce new effects not possible with only one gemstone.

The setting uses a mana-type system instead of spells-per-day, since you invoke the power of a stone through channeling that mana into/through it, and gem-wielding classes get 1d8 mana per level, with a bonus from their Con modifier.  This still provides a limiter, which is what a spells/day system does, but there is also the secondary limiter of having any magic dependent upon having one of these special gemstones.  There's no learning new spells each level, or scroll scribing giving a wizard a utilitarian edge.  You either have the stone you need, or you don't - leveling just gives you more mana.  Multiple gem wielders, though, can potentially share stones with each other, and I don't think there's any mention of stones breaking or losing their magical properties with use.

Combining it with any other magic system has the potential to make gem magic significantly under-powered, which means if I do want to use it, it may have to be the only magic system available.  Alternatively, I could keep all these systems as options and leave it up to the players as to what gets used.

Saturday, August 23, 2014

Friday, February 21, 2014

Mental Balancing Act

Last post got me thinking about how Psionics could be balanced so as not to be too overpowering in comparison with other magic types.

The first limiter, of course, is that the "casting stat" for Psionics is a derived stat, so to have a comparable amount of power to draw on you need to have multiple base stats which are high enough to average to another high or moderately-high stat.  With a system where there are only three base stats, admittedly, that is not necessarily as difficult as some, and yet it also means one low score can remove it as a viable option.

Something else to consider is what can affect, or is affected by, what.

Physical can affect physical things.  That's... pretty much it.

Magic can affect physical things, and it can affect magical things.  It can also bypass physical, depending on the spell.

Psionics can affect physical things (though this may or may not be more difficult), and it can affect mental/psionic things.  It can easily (depending on the setting, nearly by default) bypass physical.

But magic does not (at least typically) affect psionics, and likewise psionics do not affect magic.

So where's the problem?

Generally, magic does physical damage.  Even when it bypasses physical armor, it does physical damage or has some physical effect.  Psionics do mental damage, the grand majority of the time.  So a psionicist can easily bypass not only physical armor, but any form of resistance to physical damage, and is therefore even more effective against physical-based characters than a magically-trained character.  In addition, since magic doesn't affect psionics, a psion can bypass magical defenses as well, and is only slightly deterred by the better mental stats of a spellcaster vs. a fighter.

On the other hand, a psion can't block a non-physical magic attack, either.  Hmm.

Ok, so really, where's the problem?

Even if I permit a magic-user to affect psionics, and psions to affect magic (at an increased power cost for either) all I'm doing is making attack and defense types more accessible.  Which would mean mages and psions could actually have a chance of resisting each other rather than being glass cannons.

Maybe it isn't as intrinsically overpowered as I thought.

Thursday, February 20, 2014

Free-Form Featherfall

So, I've scrapped the entirety of my magic system, including the compendium list of spells that I'd accumulated, and replaced it with a free-form system somewhat reminiscent of the casting system in Fabletop or the skill and magic system in Shadowrun.  For purposes of nostalgia (and because I'm not ready to scrap my list of weaponry and make all weapons of any given size equal), I still have physical combat within the d20 set-up.

So how does this make things simpler?

I have some basic rules for how spells work, and how adding on different effects increases the cost of any given spell on casting.  But by making the magic system entirely free-form I eliminate the need for resource books.  No more looking up spell descriptions.

It makes it potentially more powerful, sure.  High-powered mages have always been powerful.  And there's still the limiter of "I'm the DM," plus the added bonus that a player can't point to the rulebook and say "but, but, but!"  Plus, it gives the player an excuse to roll a whole bunch of six-siders, which is always fun.

My test subje-erm... game tester has brought up the concern that it can be easier on the player to have a list of spells to work from, the idea that you can look in your toolbox and see what you've got.  And while there is some truth there, if a player wanted to they could write down spells they've used or come up with to refer from later on as well.  I think the potential for versatility and accessibility outweighs that particular bonus.  Plus, I've already come up with a short list of example spells that simulate well-known effects, so if someone says "well what can I do?" I can hand them that list.

Another aspect of this free-form system is that it means any caster can cast any spell.  Healing, direct-damage, buffs/debuffs, whatever, is free game.  Because as I've discussed here before, the idea that any given person can't figure out how to make a spell work in their own tradition is a bit weak.  So I have two spellcasting traditions, Arcanist and Spiritualist.  You can claim the power comes from a potato on a string around your neck, if you like - the only mechanical difference is which of the two spellcasting stats you use for your primary.

This free-form system will also work for psionics, and I have the mechanics in place to support a psionic system, but psionics have always been a bit game-breaking as far as power goes, primarily due to the general non-existence of psionic-resistant monsters.  I'm thinking I may keep psionic ability as a rarity, rolled at character generation, as my mother does it.

Monday, April 8, 2013

Online Gaming Resources

I came across this site a couple months ago, and overall I like it: http://fabletop.com/  Simple, easy to use, great for quick pick-up games.  Biggest problem is there is very little you can do to customize the system to suit your tastes.  The system in place is good, not saying otherwise, but it makes playtesting my own system on the site rather difficult.  Also, though there were a small number of people running games when I first joined, the site seems to be languishing right now, possibly due to a lack of GMs.  If you already have a playerbase to bring to the site, not so much an issue, but it can be hard (as a player) to find a game when you're available to play.

So I also came across this site: http://roll20.net/   Not quite as simple and certainly not as quick and easy to set up a game, but the customization is much more universal.  Dice are customizable, and I can actually use my own system on the site.  Plus, the option of voice and video chat between players is a nice touch.  I played around with it a lot tonight, and I'll probably end up using it to run games soon.  It seems vastly more populated than Fabletop, though that's less of a concern for me there since I'll be playtesting my own system.

On a side note, I may need to tweak the bonuses for weapon skills.  It looks as though I may have been a wee bit generous.

Monday, March 25, 2013

Staring back at myself

Sometimes I just have to stare something in the face long enough before I can see it.

Sorcery is Arcane.  Ritualism is Divine.  The four schools that were under each are combined into one skill.

Is this a perfect balance?  Well, no.  Transmutation as a spell group has always dominated the list by the sheer number of spells it has.  As it is, I'll be going through the Arcana Unearthed spells and redistributing them as I feel appropriate.  Because I can do that.  And I'll probably add in a few here and there that I really liked the flavor of (probably a good deal from the Arcanis system).  And I'll remove the typical summoning spells, replacing them with my preferred one-shot summons, and that by itself should help balance between the two groupings.

Spellcraft as a skill would allow access to more complex magics from the other magical discipline (skill in either discipline would give access to the simple spells from any school).  Exotic spells from your own discipline could be learned at ranks 3, 6, and 9, and more could be learned (from either discipline) through the use of Combat Proficiencies.

Unrelated quick thought: Base exotic weapon proficiency on a new Weaponmaster skill - each rank gives access to the exotic weapons of a different basic group (polearms, heavy blades, etc.), chosen by the player upon placing points in the skill.

Friday, February 22, 2013

Sorcery vs. Ritualism

In the interests of simplicity, then, I'm once again taking a look at the magic system.  Dividing things up into schools of magic, while it makes sense in some ways, has also imposed some limits that were not intended.  Not to mention that the sheer volume of spells I've accumulated from so many different sourcebooks in order to fill out the lists of some of the lesser endowed schools (such as Divination) makes sifting through them prohibitive.  Of course, the idea of rendering all that work invalid has only been more and more distasteful the more I've added to it, but I think something needs to give.

Part of this stems from reading through another sourcebook, Monte Cook's Arcana Unearthed.  In this book, magic has been separated according to complexity.  Every level has simple spells, which any caster might access, complex spells which might require greater training or access, and exotic spells, spells that might become the signature ability of a character because of their rarity or difficulty.  And the book has its own magic spells, already separated into these categories.

Trying to just cram it into the full list would destroy the balance.  Trying to split the full list into simple, complex, and exotic is an ambitious and prohibitive project.  It would be easiest, if I want to use this method, to simply use only this one spell list, but it is tiny in comparison to what I have, and there are entire schools with less than ten spells total, and none in the first few levels.  Transmutation, as per the usual, has the most spells, including a few I disagree should be placed there, but others have also commented on the favoritism Cook shows for Transmuters.  Obviously, this wouldn't work for a system where schools of magic are learned individually.

And so I'm considering scrapping all of this subdivision, and offering simply two choices:  Sorcery, and Ritualism.

Sorcery, based on Mind stats, akin to Dragaeran sorcery, where the caster simply pulls energy (either to him or from within, I'll leave that to the player's flavor preference) and tosses it to achieve the desired effect.  This would apply also to any magic system where memorization is more important than intuition, though it could be argued that the use of magical formulae is ritualistic.

Ritualism, based on Soul stats, which might be Eastern witchcraft, or religion-based, or even bardic magic - any ritual-based magic.

I'm not sure if this will be the final iteration or not.  There are some discrepancies, I'm sure.  Discworld wizards, for example, might well be ritualists with such a system, especially when you consider some of the high-powered magic such as the Rite of AshkEnte.  But, considering how the Disc works, and what that Rite in particular does, that may not be inappropriate, especially if you go back to Pratchett's Sourcery.  More concerning might be that magic used by divine beings might be categorized as Sorcery, since they're simply lobbing energy.  Another explanation might be that they're imposing their will upon the cosmos, which would place their magic as being based on Willpower stats.

But all of this is simply a matter of semantics, a matter of the magic's origin, and not a matter of what you can do with it.  Arcana Unearthed uses the same spell list for all caster types, leaving it to the player (and a handful of various feats and methods of altering magical effects selected by the player) to determine the flavor.  This method would mean that the source of magic has no bearing on its limits - a Sorcerer might heal someone just as well or better than a Ritualist.  It does away entirely with the debate of cleric vs. mage, arcane vs. divine, and says instead, "This is what is possible.  How you get there is the fun part."

In some ways, though, it seems they should complement each other.  Let's use the Force as an example: most of the active abilities used in combat such as a Force Push or even the Jedi Mind Trick would be based in Sorcery, in the Mind.  The ability to use the Force as a means to predict the future, or to commune with deceased Masters, or to sense a great "disturbance" would be based in Ritualism, in the Soul.  So how do I account for this?

Maybe I should just forego Mind and Soul entirely, and create a Magic stat, then separate spells by casting time - anything longer than a standard action is based in Ritualism.

Sunday, November 25, 2012

System Overhaul

When last we left our intrepid game designer, he was blathering on about some dream, completely unrelated to the task of creating a gaming system.  After several months of not much progress, a recent visit from a close friend and play-tester yielded an unexpected result.

"Dude, you're making things way too complicated."

Faced with the accuracy of the statement, the game designer leapt to his mental feet and declared, "I have so much work to do!" before collapsing into the fetal position at the prospect of the undertaking now at hand.

Outside the city, in a remote location, our hero worked tirelessly at his task.  Though he'd broken the archetypal classes into their base components already, he still had ended up with what was essentially a class-based system, one which dizzied the mind with its complexity as he strove to make a fantasy gaming structure more realistic.  Taking up the tools of his craft, he tore this structure apart and rebuilt it into something simpler, cleaner, more fluid.  The basic details and abilities of a character could be seen with a single glance.  He had done the unthinkable.

The System was reborn.  Three stats, from which all else derived.  No classes, nor class-fragments, but a comprehensive list of skills to govern the abilities of a character.  And yet this simplicity maintained, at its core, a means to fit within the dynamics of 3rd Edition rules, providing the ability to use available Monster Manuals.

The game designer sat back to survey his work, making small adjustments.  He found it to be shiny.  But there were still questions to be answered, regarding how much of a role the character's level was to play, in contrast with skills and ability scores.

And so he sat, fondly inspecting his new creation, awaiting the chance to see it in action.

Thursday, June 21, 2012

Last Night's Dream

As far as I can tell and remember, all of the following was one stretch of dream, though I don't remember how the first part transitioned to the rest. There was something before what I have written here that led into it, but I can't remember enough details to mention it.

 ====

 On an alien planet with Anita, Elvendrums, and some of the Next Generation crew of the Enterprise, it's cold, and I use my cloak to keep people covered and warm, making reference to the fact that I'd used it to keep Anita and myself warm in KC at the renfaire, so it was good enough to keep everyone warm here.

 In a school, not because I'm one of the students but to "register" my proficiency with blunt weaponry, such as warhammers. Either by myself, or only with Anita now. One of the students accidentally jabs me in the shoulder near the neck instead of on the upper arm when trying to do a "friendly punch" greeting. I get irritated, possibly moreso because he didn't apologize before going off into a classroom. One of the teachers nearby asks what happened, and I explain but more or less brush it off.

 At a park, with swingset. There's some sort of water toy there, too. Someone I know, possibly one of the teachers at the school but a friendly figure regardless, asks if I can go get her and the person she's with (and presumably myself as well) some drinks, fruit punch. I start walking off (by myself) towards where I thought was a nearby place to purchase them, but it doesn't look right, so I turn around, head other way, still isn't right, so I stop, look around, head off in the direction it should be. Entering buildings which I thought had multiple eateries, end up having only one, they don't sell what I'm looking for (first asked for fruit soda, then pink lemonade, before remembering it was fruit punch). The restaurant has some kind of odd promotion/gimmick going where there's a $20 bill laying on the steps, and someone asks over intercom who dropped it there, but no one is claiming it - had the thought in-dream that maybe the longer it stayed there, the larger some payout would be. I went down the stairs, which are wide and rather opulent, to leave the restaurant (floating/sliding down rather than walking). I'm having trouble remembering, now, whether there were other stairs on my way in or through.

 Leaving restaurant, still trying to find place with fruit punch. Looks like an old-town shopping district, but larger, maybe similar to HP Diagon Alley. I make the comment that I need to find the right alley to reach the main street. My mind makes the connection that this place is like a labyrinth when a spectral image of Jareth appears in the next "aisle," which I hadn't noticed existed (when I entered my "aisle" it had been an alleyway between two buildings). I start to address the spectral image, something which my dream-self thinks Jareth may not have expected - maybe I wasn't supposed to be able to see him. He claims that this is his dream, which I reject. As I'm walking back to round the "alley" into the next aisle, I state instead that it is our dream. "You opened your gates to me, Jareth. I call you." At which point he solidifies, stating. "I am here."

 I ask him why he is preventing/impeding my progress. He makes some remark about my purpose here being to seek the Holy Grail, and starts taunting to the effect of, "You don't actually think it's a cup, do you?" I respond, "As if." (Post-dream, as I'm writing this, realize that I had actually been seeking drinks in the dream, which would have been in cups.) We start talking about what the grail actually is, and I make some clarifying remark about some early Christians knowing the truth despite modern ones believing otherwise. Jareth asks me to explain the nature of intellect and belief (not sure if "belief" was the actual word, may have been "spirituality" or something else). I quip, "That's kind of a fuzzy topic. So I imagine it's rather hairy." This earns a laugh. Then I continue with "I think that the intellect and (belief) are what (go/we lose) when we... die. I think they comprise the soul. At least, that's what I believe."

 The aisles we've been walking down, I've noticed, have shelves, like a thrift store. Jareth picks something up from one of the shelves, it looks like a couple pieces of fried chicken (one was definitely a leg) and a container for it of some sort (cone-shaped?) which may have had the Popeye's logo, and makes a comment about it being a shame (possibly that someone dropped or didn't finish it) before offering it to me. I think I politely declined, or was about to, when I woke up. Post-dream, it occurs to me that the items on the shelves may have been a correlation to the soul-items from A Dirty Job, in which case was Jareth offering me a soul or was he offering a receptacle which would hold mine? I got the feeling that the reason the chicken had been (at least mostly) untouched is because the person who had it before died, and that's why I was reluctant to take it.

Saturday, June 16, 2012

Tolerating Distractions

Once again, enlightenment from another blog's comments.  Normally when I read the comments on internet articles and blogs, I'm left with disappointment over the state of humanity, so this is a welcome change of pace.

I recently followed a few gaming blogs on G+, and through that stumbled across this article regarding gamers who don't pay strict attention at the table.  Knitting at the table is kind of awesome, and is less distracting (for the other players) than my backpacker.  I know one GM who sometimes crochets while running the game, when the players are planning things out and so on.  In most cases, it is as easy to pick up and put down as anything else and is productive to boot.  I'm fairly lenient when it comes to distracted gamers, though I'll admit to some of the typical insecurities regarding whether or not the person is invested in the game, and whose fault that may be if they aren't.  However, my wife and I have discussed at various times her envy-inducing multitasking abilities, so usually I'm able to keep in mind that even if she doesn't appear to be paying attention physically, her mind is still focused on the game.  It was nice, then, to see this comment from "dfjdejulio":

So, on the “knitting while playing tabletop games” thing, I might be able to give a little perspective on why some people react so negatively to it.
My spouse does this sort of thing. I do not.
I was diagnosed with ADHD as an adult. My spouse has some ADHD-like symptoms but has never gotten a diagnosis. Right around the time of my diagnosis, I studied up on the condition, reading a lot of books and some articles from medical journals and stuff.
Some people with ADHD cannot concentrate well *if* more than one thing is going on. Other people with ADHD cannot concentrate well *unless* more than one thing is going on.
(What *seems* to be going on is, when the primary activity isn’t stimulating enough to occupy every last drop of their attention, they can “bleed off” some of the excess need-for-stimulation via secondary activities. If they’re blocked from doing this it gets frustrating and they fidget and daydream and stuff and just can’t focus.)
Whether she actually has ADHD or not, the latter certainly describes my spouse. She’s even got empirical data to back this up — when she started studying and doing homework with the TV *on*, her grades went *up*, and that correlation remained in place from high school through grad school. It was an objectively measurable effect, not just a subjective experience.
I, on the other hand, am the sort who can’t concentrate if anything else is going on.
Her behavior drove me *nuts* until I understood it, because if *I* had been behaving that way, well, it would have meant that I cared so little for the game that I had no intention of participating in it. But she needed the extra distraction in order to participate. What would have been a display of contempt from me was an accommodation in order to remain involved from her.
(Similarly, when we’re ordering pizza, I have to either pause or mute the TV, because otherwise I often can’t even read the pizza menu — my ability to multitask is *that* poor. This drove *her* nuts until she understood my nature better.)
I don't have ADHD (or at least, have never been diagnosed with it), but this still resonates with me very strongly.  I cannot multitask well at all.  If I open up a browser window while playing on a MUD, there's a good chance I'll get focused on whatever is in the browser and forget that I'm still logged into a game underneath it.  If there is a television within my field of vision, I have difficulty focusing on anything else in the room, whether it's visual or aural.  Trying to use multiple devices with multiple screens, something becoming iconic in the world of geeks and gaming, is simply beyond me.  I can listen to music while doing something else, but anything visual typically ends up derailing me.

My wife, on the other hand, typically has about twenty browser tabs open and is connected to the MUD while doing her college coursework, with the television on.  It makes me jealous, and also sometimes makes it difficult for me to understand comments that she makes because I wasn't paying attention to whatever source spurred the comment.  But, she cannot deal with having a lot of noise, or multiple sources of aural input, especially if she's trying to talk.  Music playing while the television is on ends up being too chaotic and cacophonous.  Sometimes just music on the radio is too much - she focuses better with silence.

So, I can handle background noise but not background visuals, while she can deal with visuals but not noise. There are exceptions on both sides, but this is the typical situation.

Both my wife and our friend Jonathan use their laptops to store character sheets for my game.  It's a lot harder to lose a laptop than a piece of paper or even a folder, and digital files are much easier to edit (and don't suffer from eraser marks).  Most of my game rules and information is also kept on my computer, though I try to only open it up on an as-needed basis.  So I have come to expect a certain level of distraction during my games, and for the most part I've built up a tolerance and I'm okay with it.  I have my limits as well, but it doesn't come up often because I know that it's mostly just satisfying the need/urge to fidget when the player's character isn't in the spotlight.

When I'm a player, though, rather than a GM, I use paper character sheets, and limit my "distractions" to random dice rolling and fiddling around on the guitar if there's no other music playing.  That's how I was raised, in gaming, so that's how I feel comfortable doing it.

Wednesday, June 6, 2012

Mad RP Skillz

   One of the people I follow on G+ linked to this livejournal post by Monte Cook, which started me thinking about things, but it wasn't until I read one of the comments on the post by Bryan Schuder that things started clicking for me. He wrote:
In one of my gaming groups, we had an interesting contrast that occurred that exemplifies why more constraint leads to constraint thought.
One GM started out the campaign in DnD 2nd Edtion, took it to 3.5, and then finally Pathfinder. To give him a break during the big changes and reworkings, I'd get to GM and prototype my game system and setting. My system is designed to be loose and admits to have gaps in coverage, but with the understanding that those are taken care of by things outside the core rules (game master or setting specific rulings). It was a blast, my players got to play all kinds of crazy characters (even players with no real combat skills that actually saved the day many, many times), do wild things (nano-tech infested player hijacks a pre-fall robot to distract and wrestle another robot infested with extra-dimensional bacteria.. while all the other players are trying to gun it down), and they felt their creativity would be greatly rewarded. (You know that hijacked pre-fall robot? They took it with them. It has it's own trailer. They used it to loot plasma cannons off of the turrets they disabled.) I'm an on-the-fly GM, so stick with outlines and let the players fill in the rest.
The interesting part came when we switched back to the other GM's campaign. Finally, in a discussion about tactics, the GM spouted, "Why don't you do crazy stuff in my game like you do in his game?" A player responded, "Well, in DnD there's all these rules and we try to do crazy cool stuff and it never works or we just can't do it." While I had a grin on my face, that statement stuck with me.
If your rules prevent anything outside their explicit domain from happening, players are going to naturally trend towards sticking within them. It's simple game theory; if no reward is had for an action, it will occur with decreasing frequency. Another situation came when our group tried out grid combat. While it allowed everything to be laid out well, our groups tendencies towards cool, creative ideas decreased quite rapidly. This bothered the GM and so we got rid of exact dimensions combat. After some testing, he went with the "not-to-scale minimap" setup. Allows the group to understand the layout, but not feel they are constrained to it any arbitrary movement rules. The creativity came back and all was good.
   First off, this helps me to realize that it might be okay to not have everything accounted for in the rules. My focus on playtesting was spurred by concerns about powergamers, rules lawyers, and just generally those people who would try to take advantage of any system, no matter how well designed. But honestly, the chances of me ever publishing whatever system I end up with are slim at best, and I don't see my playerbase growing at any point in the near future, so chances are good I can stop worrying about playtesting and just start playing.

   Secondly, it was nice to see that my decision to try and minimize any rules based on movement and grid-style tactics is not necessarily a terrible one. I still enjoy seeing a layout, and I still enjoy having miniatures as character and monster representations, but trying to lock down how fast or far someone can move tends to only slow combat down, and if combat isn't the primary focus of the game then that seems to be a mistake. 

   Thirdly, while reading through this I was reminded of skill systems in both D&D and Shadowrun, and how the GM's I've played under have handled skill resolution in the past. One thing that really frustrated me (as well as other players) at the Tuesday Game(tm) Shadowrun sessions was that we, the players, were more or less limited to our own experiences and personal strong points in designing characters to play. The GM ran most non-combat skills solely through RP, whether it was a social skill in trying to bluff or negotiate, checking for traps on a closed entryway, even disabling those traps. This depended on the player having knowledge that the character should have had, or been trained for, and it meant you were pretty much incapable if you didn't have player knowledge of how to do these things. If it was combat, or a skill the GM didn't have a personal basis for judgment on, you could just roll the dice.

   Don't get me wrong, I had a lot of fun at the games, and in Shadowrun, but often I would end up feeling like the points I would put into skills were wasted. Most often I played a Face/Negotiator type character, and the points I put into social skills meant I didn't have some of the machine, vehicle, or combat skills that others did. So when it came time for combat, I'd get one pistol shot and had to hope it would hit, as opposed to two or three initiative passes with machine guns or heavy artillery. Even if I took the cinematic route in combat, it still meant I'd maybe put down one baddie in the entire battle. Yet the sacrifice to my combat abilities felt meaningless, because not once did I ever pick up the dice to roll a social skill, despite having amazing dicepools in them. The only times my character would shine were at the beginning and end of a run, when the team had to meet with the contact to get the job and when we got paid, and maybe an occasional social infiltration.

   Here's an anecdotal example: The proverbial poo has hit the fan, with the party down on the docks outside a warehouse. Enemy targets are everywhere, including a helicopter. Police forces are on the way, but the gates to the dock are shut and locked. Since my character can't do anything meaningful in combat anyway, I pull back and hustle to the gatehouse to find the key and unlock the gate. The GM rules it will take me X rounds to get to the gatehouse, so I'm investing a lot of time and focus into this action while everyone else is making with the fireworks. I get to the gatehouse, grab the key, and start running for the gate. One of the party members with a heavy gun of some kind manages to disable the enemy helicopter. I reach the gate just as the helicopter crash lands into it, taking the gate down entirely. I'm left standing there, key in hand, having wasted all that time doing less than nothing, rather than even the next-to-nothing I'd have done if I'd stayed in combat with my pistol. I was so invested in trying to do the thing that was seen as most helpful to the situation, that I was unable to come up with alternative methods of involving myself in the scenario which might have had more ultimate effect.

   The image of my character standing there with the key in hand, staring dumbfounded at the now destroyed gate, burned itself into the minds of the players there, and everyone else got a big laugh. I grinned and bore it, then, but it has always bothered me. I had accepted the fact my character was more useful in doing this menial task than in trying to fight, and then was essentially told that no matter what I tried to do, my character's actions were entirely meaningless to the scenario. Thinking on that, and looking back now, I have to wonder how much any of the characters' actions in those runs made any difference, whether we actually made a difference to how things went or whether we were all just railroaded through the storyboards in the GM's head.

   This is one of the things that I keep in mind when I think about skill systems, and one of the reasons I lean towards a "tight rules" mentality when working out the mechanics of those skills.  If my players want to roleplay out a situation, that's great.  I would definitely give a bonus to their skill check if I thought they did a good job.  But basing the entire result on their RP, and ignoring whatever bonus they actually have to the skill, means that you never actually end up with people roleplaying their characters.  Instead, they end up just playing themselves, because that's the only way to progress.

Tuesday, May 29, 2012

Racial Diversity in Gaming

Once again I'm trying to tackle the question of how much or how little difference race selection should make in the game.  It seems like any explanation for giving bonuses or detriments, whether to stats, skills, or classes, is based on an attempt to propagate a stereotype of the race in question.  Yet this is generally only helpful if you intend to play to the stereotype, and most players I know like to break them instead.  Further, if you are playing in a system that allows you to place your ability scores as you like, rather than as you rolled them, then you're already optimizing for the class you want to play, and can manipulate the placement to either offset disadvantages or boost bonuses.

Back to the stereotyping issue: "Everyone" knows humans jack all the trades, elves are better at everything except being clerics and taking hits, dwarves are better at hitting things, getting hit, and making stuff, and sometimes being clerics, halflings are good at being sneaky, stealing anything not bolted down, and in some cases being clerics, while gnomes are the quirky alchemically-inclined arcanists.  If anyone plays a half-orc, it's always optimized for bashing things.  There are sub-races that break some of these rules, but generally speaking you don't see gnome barbarians, dwarven wizards, or half-orc bards.  There are various "reasons" given for these things, but without the setting's background it more or less seems arbitrary.  It gives a bit of flavor, another choice for the player, while still remaining (in theory) numerically balanced.

I guess what I'm getting into is flavor vs. substance.  Ice cream is ice cream, but choosing chocolate, vanilla, or any of the other 47 flavors is what makes the experience personalized, unique, and memorable.  Yet when it comes to race, what would be the ultimate difference between playing an elf (for example) rather than a human?  If you're already placing stats as you want them, you can put your high numbers in Dex and Int if you want to play to the widespread stereotypes.  Is it enough to simply state "my character is an elf?"  Is roleplay the major factor, or does there need to be a mechanical variance in order to really feel like you made a defining choice in the character's development?

I spoke with my wife about some of this, and came to the conclusion that I don't like assigning racial stereotypes.  Considering I'm a Sociology major, I guess this shouldn't be a surprise.  I'd rather leave it up to the player to determine what stereotype, if any, they want to play to or break away from.  But if there are no defined norms or stereotypes to begin with, then the player has nothing to guide him or her.  Stereotypes and norms would only come about by having enough player-created characters to build them organically.

Overall, I've decided that it isn't within the scope of mechanics-building to define these things, but in setting or world-building.  It is the campaign world which determines what is the norm, and mechanics are altered to suit. I could build a world where dwarves are the penultimate magic-users, elves have developed steam technology, halflings can take a severe beating and still keep going, and humans are terrible at everything except being clerics.  Sure, this flies in the face of most fantasy literature, and I'd have to come up with some fairly solid reasoning and explanation for why things were that way, but there's nothing stopping me from doing so.  The biggest problem with this, though, is that if I provide a setting with norms that are too different from what players expect, it will likely be (at least at first) confusing and may put them off if they don't enjoy it.  If someone expects chocolate ice cream, and gets pistachio instead, they probably won't be happy.

On the far side of the moon, I remember one of my gaming books mentioning that, yes, the setting does have set and discriminatory gender roles, but that's just part of the game society and is something the character will have to deal with, either by trying to blend in or by fighting the system and trying to enact change.  By creating norms and stereotypes, I'd also be providing a social contract for the characters to either adhere to or challenge, which can make for really good RP, but doesn't necessarily help me test my game mechanics.

Okay, I've gotten sidetracked here.  Determining whether this is a system issue or a setting issue doesn't help me to decide what sorts of mechanical differences I should be applying.

Size is basic, and easy. Regardless of what a race is called or whatever abilities it may have, its relative size to humans is something that doesn't bug me to include.  It determines non-magical weaponry available, and by 3rd Ed. also has an effect on armor class.  Also by 3rd Ed. it has an effect on movement speed, and my friend brought up the effect of size on reach as well, but that tends to get into positional combat tactics that I was trying to avoid, for the most part, in system construction.  There is a part of me that it appeals to, but it also can slow combat down in contrast with the system I grew up on.

Various vision types are available, with variations between editions to draw upon.  It still touches on pre-existing stereotypes of what defines a race, but it's easier for me to deal with than stat boosts.

Bonuses with weapons or skills and stat bonuses, and even discounted experience costs for certain classes based on race, are things that would make mechanical differences, but are the strongest "offenders" as far as stereotyping go.  Is it somehow inherently flawed or wrong if every race is capable of being just as much a jack-of-all-lanterns as humans are?  Should humans have some sort of specialty as well?

Too many questions, and I've run out of pebbles for now.

Wednesday, November 23, 2011

Short Update

Having only two people in the party can be a challenge as it is, but when neither one has healing it really makes it difficult to gauge an appropriate challenge.  In the most recent game, and the one before that, at least one character has fallen into negative hit points, and needed to be dragged to a temple for healing.  It seems like the encounters I've been giving are either way too easy, or way too hard, and I'm having some trouble trying to find the middle ground.  Then again, I don't really get a lot of time to find it.

Sunday, August 7, 2011

With Great Power Comes A Need For Control

I recently showed my static mana plan to my mother, the woman who raised me in modified AD&D. She liked the concept and implementation, up to a point - she raised concerns over it being too much power for a low-level character. My original thought was that, yeah, a 1st level mage might end up being able to cast 18 magic missiles, but magic is to a wizard what a sword is to a fighter, and the latter aren't restricted to how many swings in a day.

But then I thought about some of the other system changes I'd made from 1st and 3rd, and how weaponry and armor, as well as multiple attacks, have less to do with your class and more with your inherent stats. A mage might have stats optimized for casting, but if they'd taken fighter as a class instead they'd be no better off in physical combat. Any class can wear any armor, and my spell failure for arcane magic is based off of how much metal is in the armor rather than how much it inhibits arm movements for somatic components (something which seemed far too easily remedied with careful manufacture anyway).

So maybe I'm being too nice to casters.

Rather than come up with a system that limits how much mana is available until the maximum is reached, however, I thought about the possibility that spells might, at first, take more mana than would be indicated by their level. Say, for example, that at first level, a 1st level spell costs 5 mana instead of 1. You're just starting out in the world of magic, you haven't had a lot of practical experience, and you're still learning how to properly, and efficiently, wield the power you have. At second level, the cost goes down by 1 point. At third level, it now takes 3 mana for a 1st level spell, and so on until you reach the minimum of 1 point for a 1st level spell at 5th level.

Every time you gain access to a new level of spells, the cost of them is X higher than normal, let's say 4. That would mean that 4 levels after you start getting spells of that level, they would cost the normal minimum of 1 mana per spell level.

This could be a bit confusing for cantrips, since they normally take 1/4th of a mana. I could start them at 4, or I could be nice and start them at 1, dropping by 1/4 each level until the minimum.

Thoughts?

Saturday, August 6, 2011

Keep Those Dice a'Rollin'

So my friend Jonathan came out this past week (Huzzah!) and we got to game a little bit. I am still fairly enamored with my new experience system, especially how clean it looks/feels to me at the moment. One potential concern that I noticed is that my system for saving throws and skill checks may be inherently flawed. The concept is that you roll 3d10, and you are aiming for a number lower than the relevant stat with a bonus gained from a secondary stat. With an expected average stat of 15, and a range of 3 to 30, I figured 3d10 would be appropriate. However, it seems that the majority of rolls are landing above 16 even after adjustments. I should have expected this, but I'm not yet sure how to deal with it. I was trying to approximate a d30, but I don't actually have any of those and they're not terribly common anyway. I suppose I could do a d6 and a d10, like how d20 rolls used to be done before d20s became popular. 1-2 on the d6 means the d10 is 1-10, 3-4 means it's 11-20, and 5-6 means 21-30. I'll have to do some blank rolling to find out if that brings the average down.

In pondering further upon the topic of skills, I thought about the idea of a slow method of improving skills based directly on Intelligence, rather than class as 3rd Edition had it. I'm thinking about putting a limiter, though, on how much of a bonus you can give any individual skill, based on the primary stat governing that skill. Maybe half of the stat? One of the things that really bugged me about 3rd Edition skills was that within a few levels the bonus to the skill far outstripped the ability of most challenges to keep up. Difficulty ratings kept getting arbitrarily bumped up just to have any chance of failure. I'm also, personally, a believer in inherent ability being a greater contributor than training.

Friday, July 22, 2011

Minor Update: Death Threshold

After playing around with various ways to implement the concept I wrote about here, including lots of number crunching and contemplation, I realized that messing with the death threshold and altering it from -10 would necessarily mean I would have to alter some of the other Fighting Skills I'd implemented. Certain abilities already altered how far below zero someone could go without dying. This isn't a major concern on its own, since it's easily enough fixed.

But I also came to the conclusion that unless I was going to go ahead and strip the ability to bring back the dead, as the other person had, then all I was doing was increasing an already generous hit point system at high levels, and in some cases (depending on how I chose to implement it) making lower level characters less likely to survive.

So at least for the moment, I'm not going to be using altered death threshold rules. I'm still fond of the idea, and like the increased realism that such a system would bring, but I'm already concerned about the level of complexity in my system anyway. Until I manage to do some serious playtesting to determine current power levels, I should probably just leave the mechanics alone.