Monday, March 9, 2020

Streamlining/Making Emergent Play Emerge Sooner, Part 2

Still more to come (so expect a Part 3), but some updates to the conversation beginning with yesterday's post emerge already.

First: we've been having a go at some of this on the r/osr subpage, with interesting questions, ideas, and comments over there.

Second: since my post I've picked up both The Perilous Wilds and Freebooters on the Frontier, which together offer a very well-regarded way to play a PbtA game honoring OSR principles (if you keep reading below, you can see what I mean by that). Early impressions after studying them is that these may offer a very good compromise solution when I want to address the needs I raised yesterday, which I can supplement with a few tricks from other games as needed. Meanwhile, however, reddit user u/Deathadder99 suggested that I also check out Ironsworn: Delve, a new (paid) expansion to the (free) solo-or-coop-or-GM'able pbta game Ironsworn. Since I just dropped $12 on the Perilous/Freebooters combo, I'm not going to drop another on Delve just yet, but it looks, frankly, really awesome. It has a 60-page preview and if you read our reddit dicussion you'll get some further input on how it addresses the issues I raised.

[please note that the links in the previous paragraph are Drivethru affiliate links, which means that you don't pay anything extra, but I do get a credit-tip from DriveThru if somebody buys something via these links.]

Third: over on the "off topic" (soooooo off-topic, sorry folks!) page of the Into the Odd Discord channel, @Freddo and @Yochaigal asked me to clarify my views on the lines between storygaming and OSR gaming. My response turned out to be about the length of a blog post, so I figured I might as well drop it here as well with light editing:

Thanks! Hmmm...honestly, that seems like a simple question, but it could be addressed in so many different ways...I'm not going to try to offer my take on a definition of the two forms, which often seems just divisive as well as subjective (ok, here's my working definition of OSR, only partly tongue in cheek: if anybody has ever had an argument about whether your game is OSR, congrats, it's OSR ;-). No, more seriously...I'll offer some personal, subjective impressions of what makes me go "oh, I see it's a storygame" and what I like or don't about these options.
10:07 AM
A game shouts "OSR" to me if it emphasizes the concrete reality of the shared fiction; locates (at least almost) all narrative authority over that fiction with the GM; and encourages thoughtfully manipulative engagement of that fictional reality through players' creative problem-solving rather than predetermined video-game-like actions or abilities. Within the universe of games that do this, I personally find the ones with elegantly minimalist rulesets more appealing.
10:12 AM
In OSR-land, we often (rightly) use the expression, "the answer isn't on your character sheet." That's a helpful shorthand way to express the value of creative problem-solving instead of those video-game prescribed moves. However...it is possible to push this too far. In point of fact, even in an OSR game (say...B/X or Old School Essentials, which nobody should doubt = OSR), sometimes the right answer is, very clearly, on your character sheet. The baddies are about to attack across this narrow log-bridge and we need somebody to hold them off while the rest of the party tries to get the gates unlocked. Well...it's not shocking to discover that the character sheet that says "Fighter" on it also has the best available Stats to handle holding off the hobgoblins on that single-file log bridge. If somebody decides that what we need now is "FIREBALL," well, this is probably also somewhere on a character sheet and/or in a rulebook. So OSR play doesn't actually abandon "answers on a character sheet," it just emphasizes the importance of other answers too. At the end of the day, however, if there are NO answers on a character sheet then we lose: genre. It's just a universal rules system. You can hack genre back in, but ultimately we do have to balance player freedom with genre emulation. Even OSR games have to honor genre emulation a little bit - or they'll get boring.
10:12 AM
Now, what about storygames?
10:18 AM
Ok. Like OSR games - whether or not we admit it - "storygames" also exist somewhere in a range along part of the same spectrum. There are some storygames that almost completely do away with the 'concrete reality of the shared fiction', and this can happen whether the GM alone or all players share authority to change that reality on a whim by reshaping reality with new 'facts.' I have the ruleset for a narr game called "On Mighty Thews" that I greatly respect in terms of game design - but I just can't get behind its agenda. It uses a delightful, elegant chargen and resolution system, and/but it works by inviting players to introduce new facts about the world (ranging from "the first hobgoblin falls dead from the log bridge" to "ah, but those runes on the gate are the work of Atlanteans, my ancestors! I read their glorious words and command the gate to unlock." The reality of the game-space is in perpetual limbo, and in some of these games, nothing is sacrosanct about that reality unless/until it gets fixed through narration at the table. I can respect what these games seek to do, but I generally don't find them appealing.
10:19 AM
But hang on...because there is a whole range of games OSR-fans might dismiss as "just narrative" games that actually still have a lot to offer.
10:23 AM
Games like the PbtA series do - or at least can - operate in this middle sphere. Years ago I was an ardent devotee of PbtA, then got sick of it and turned to OSR gaming. I've realized recently that there are ways to play PbtA that wouldn't have bothered me as much. In some ways, a 'restrained' PbtA approach is kind of middling on my spectrum. Fictional Positioning can be honored in ways that align neatly with the OSR's emphasis on concrete, manipulable reality. I am not a fan of inviting the players to call down brand-new facts about the game world during play, but you don't actually have to adopt this approach in PbtA gaming (so, e.g., based on my read of Freebooters, it seems that the 'spout lore' approach only works, explicitly, if the GM buys your rationale for what you have heard). So in some ways the spirit of OSR gaming's "game structure cosmology" clearly can be maintained in a PbtA game [c'mon, Gundobad, if you're going to nerd out, then nerd out properly: "the game's assumed ontology" would be a much better way to express this idea].
10:26 AM
The last piece I want to signal takes us back to what's on the character sheets. The common playbook structure in many PbtA games drops game-changing special abilities that do sometimes look like we're moving back toward the 'video gamey prescribed abilities' problem. Above, however, I suggested that this is a false binary; even OSR games have to rely on a bit of this to promote genre immersion. As I've chewed on all this lately, I've realized that I value the ways a restrained PbtA playbook can honor OSR concrete-reality yet take the players deeper into genre immersion. In Freebooters, for example: anybody can fight, of course, but the Fighter can do it better. Yet this isn't just due to some bonus bumps. The Fighter playbook includes a starting Move/Ability that basically means you're better at charging like an idiot against overwhelming odds. The game doesn't guarantee success - you get some cool perks when you do this, but the rules also require you to 'burn' Wisdom - confirming that this is probably a dumb idea. But one of the possible outcomes is that you make the enemies focus on you and you alone until you've gone down swinging.
10:28 AM
So: return to our hobgoblins-at-the-bridge example: B/X already has a character sheet telling us that the Fighter is the right one to put on the bridge. Freebooters, however, moves just a bit in the storygamey direction, but does so to breathe life into this moment. The fighter is going to look awesome, but he might also die horribly. Either way, a Boromir-defending-the-wee-lads moment - a major genre touchstone - is easily fulfilled.
10:28 AM
I find this appealing. As I've recently quoted Michael Prescott saying "when I've had a lot of one of these approaches, I start to get hungry for the other approach." Ok, sorry for the long rant-dump, but y'all literally asked for it!

So, what does this all mean? Well, for now, I think it means I need to try out Freebooters when I GM for the kids, and see how it goes, without letting go of my OSR concrete-reality sentiments; and it means that I need to keep running my based-on-OD&D play-by-post campaign, but stay open to fluid pbta-ish ways to handle its pacing should that seem appropriate. And it means that I still owe a promised Part 3 discussing some useful mechanics for streamlining wealth and domain play. And finally? It means that I, and you, should enjoy some happy gaming.


Sunday, March 8, 2020

Some Hackable/Portable Ideas for Streamlining Play - Or, Making Emergent Narrative Emerge Sooner

Oooh, I'll get in trouble for that subtitle somehow.

Sometimes the siren call of the green grass across the fence reaches us, and we try out something new - or revisit something old, again. Lately, I've found myself in one of those moods.

I have long loved a fairly minimalist approach to game rules. But lately I've had a hankering for a further level of streamlining - for an approach to gaming that is still capable of handling tightly-focused action when you want it, but is also more open to fluid, fast-moving developments in play. I'm wanting something that lets a party accelerate past some of the grind of dungeon-crawling and just get on with the exciting bits. Please, don't misunderstand me: I recognize fully that when we're in a dungeon-crawling mood, dungeon-crawling itself provides the exciting bits. But sometimes, the gamer-heart hankers not for yet another dark hallway full of random encounters, but for the rest of the story (yes, even if that story remains a result of emergent play). Play a D&D campaign long enough, and survive, and you'll get there - but frankly, my gaming time is limited enough that I sympathize if my players want to skip past the next monster-infested necropolis wing and find out what happened to that prisoner they're hunting, go back home, challenge the corrupt lord, build up the peasant militia they've been raising, and start getting epic. Of course, you can do this with vanilla D&D or OSR systems; but it's hard to do it quickly. I think.

Meanwhile I've been revisiting some old interests, systems connected to the Powered by the Apocalypse (PbtA) or Forged in the Dark (FitD) approaches to gaming [associated most famously with Apocalypse World and Dungeon World (PbtA) or the grim-but-flashy urban-thieves game Blades in the Dark (FitD) (note - affiliate links up there)]. Don't run away, OSR fans; I'm not advocating a simple shift to narrativist story-gaming. I have a strong preference for GM narrative authority, for player creativity/skill affecting game outcomes, and for stories that emerge through gameplay rather than forcing preconceived story ideas into play. No, no - my point today is to highlight a few useful tools that are in play "out there" - tools that could be back-ported into the sort of systems I more often run myself, in order to streamline play and make emergent narratives emerge...sooner. [Note: I am not saying that normal OSR play is bad-wrong-fun]. Instead: hey folks, here are some cool ways to make an OSR game look, act, and feel a little different - just for those moments when you want it to.

Below, I highlight some interesting mechanics that can streamline play by moving the action quickly between places and/or 'scenes' - without just skipping challenges or hand-waving the transition through fiat.  

I also want to discuss some other issues, soon but decided that this post is long enough without them:

  • Streamlining loot and currency systems, without sacrificing verisimilitude
  • Streamlining Domain-management play - and making it more accessible
  • Making PCs feel more heroic or competent - without making the game too 'crunchy
  • Finally, I'll hope to offer some general musings on the comparisons between PbtA/FitD systems and OSR-style trad D&D-inspired systems. Or, 'how might we create a more fluid, flexible, and dynamic game experience without crossing the line into story-gaming?'


Word. Let's do this.

MOVING ACTION QUICKLY BETWEEN PLACES OR EVENTS

First, let's be clear: you don't really need some shiny mechanic just to move a party from Point A to Point B. "Ok," says the GM, "it takes you three days to cross the mountain pass, but once you come down from the mouth of the pass you see that the caravanserai down on the plains is on fire, and a plume of gray smoke glowers over a field of corpses. What do you do?" Or: "Ok, so you've pretty much cleared out this dungeon; you want to go back to town? Cool. So, once you're back at the Braying Baron Inn, you're approached by a mysterious, bald, blind stranger who..."

That being said, there are good arguments for making the party risk their resources etc. to get back home alive - so not just jumping to the next bit is fine, too. Lately I've considered some interesting approaches in the middle, methods to get to the next place quickly without just hand-waving it, relying on GM fiat for the outcome, or removing the pressure that PCs might run out of luck and resources if they delve too long, too far.

The 'montage roll' from John Harper's World of Dungeons: Turbo - Breakers. Harper wrote World of Dungeons AND Blades in the Dark; he's a powerhouse designer in the PbtA/BitD world and has lots of good ideas. Here's one of them: "Use a montage roll whenever you want to skip over something. You might ask one of the PCs to make a roll to lead the team through an area or to execute a plan instead of playing out every moment of it. ... Then use the outcome to establish the PCs' position for the next encounter: good, bad, or in-between." WoDu, like most PbtA games, relies on rolling 2d6 +Stat and then reading the result as: 6- you fail and/or something bad happens; 7-9, you partly succeed and/or you do succeed but something bad also happens; 10+, yay you got what you were hoping for.

Pretty similar is the Crawling mechanic from Dylan Green's Blades against Darkness (an in-development fantasy dungeoncrawling hack of Harper's Blades in the Dark). The same array of results basically underlies the FitD systems (though with important distinctions...anyway): roll a d6 pool, take the highest result: 6 = success, 4-5 = success with problem, 1-3 = failure and trouble (the FitD array is more punishing, but it uses characters with more mechanical options to defuse trouble).

In Green's BaD, PCs start a mission/crawl with more information than they might in D&D; you set up a pointcrawl-like grid of the area they're infiltrating, and share whatever information they might reasonably have learned through research, spying, legend, etc. Then instead of requiring PCs to interact with each 10' square, you let them call out where they want to move (this seems a lot like the "flux space" idea that has been discussed in OSR blogosphere conversations about pointcrawling). Anyway, to move from one area of the dungeon/setting to another, despite the attendant hazards, you make a dice-pool roll and then:
+ On success, the PCs progress through the dungeon toward their desired location, and see trouble coming before it encounters them (though they then need to deal with that trouble, of course)
+ On a mixed success, the PCs make progress to their destination but any obstacle or challenge hits them up front - "they find themselves in the thick of danger as it happens."
+ On a failure, "the PCs do not make progress and danger strikes."

I can imagine bolting on a simple version of this for overland or even underworld travel: roll a d6, add a d6 for each character with a clear ranger/orienteering/stealth background, and then read the result.

Alternately, when leaving the dungeon, consider the 'extraction roll' from Green's Blades against Darkness. FitD games use an extended mechanic of "Entanglements", Heat (or Ire, I think, in BaD), and other ways to add trouble to the PCs' lives between sessions. But that kind of trouble is exacerbated by the risks the party takes in the dungeon and on the way home - resolved, however, with the clatter of a few dice:

"When you are not directly engaged with an obstacle that would prevent you from making your escape, you may roll for extraction.
+1d if the crew is pursued by enemies.
+1d for each ally who needs assistance to escape.
+1d if you have disturbed the forbidden past or caused wanton destruction.
+1d if you have spilled blood of the righteous, innocent, or foolish.
+/- for other significant factors."

This gives you a little dice pool to roll for the party. You then take the highest die result, and use its value to calculate how many Entanglements etc. the party suffers before their next session; these also feed into emerging campaign-level threats (a bit like Dungeon World fronts, I think). This little web of systems means that the PCs have a clear way to bail and run away if they need to - or if they're just done - but the conduct of their exploration, and the threats they haven't yet neutralized, all should affect the mental calculus of when to turn tail and run home, or not.

One last mechanic, then I'll pin this and save the rest of the discussion for another post.

John Harper's little microgame Ghost/Echo offers a fun, sort-of-storygamey resolution mechanic - I ran a play-by-email adventure using this game once and found it quite user-friendly. Its vagueness with flexibility could make it a very helpful bolt-on mechanic for quickly resolving large-scale events or processes when a simple binary success/fail answer is kind of boring, but you also don't want to play through the whole thing in detail. Here, when you do something that courts both success or danger, you build a little dice pool: one d6 per goal, one d6 per danger. The player and GM each can add an additional danger to boost the dice pool. Also, add a die if the PC is particularly well-equipped or trained for this attempt. Roll all the dice, and then the player assigns each rolled die as follows:

Goal: 1-2, the goal fails and the opportunity is lost; 3-4, the goal is partly achieved but the opportunity to do better remains; 5-6, the goal is fully achieved. But meanwhile -

Danger: 1-2, the danger comes true as feared; 3-4, the danger partly comes true, and the potential for its worst to happen still remains; 5-6, the danger is averted and will not return.

So. For example: The PCs need to get through the Mournwail Pass by Tuesday, or they'll miss the coronation and won't expose the Prince Impostor in time. Unfortunately, the Mournwail Pass is infamously home to flesh-eating ghouls. Everyone is really excited to get to the big showdown with the Prince Impostor, but it doesn't feel right to just hand-wave away the meaningful risk of fighting through the Pass - or to spend the next game session playing it out. Instead:
+ grab a d6 for the Goal: the party crosses the Pass.
+ grab a d6 because the party's Ranger has experience crossing this route.
+ grab a d6 for the Danger: a random PC is bitten and becomes ghoul-sick.
+ grab a d6 for the Danger: the route takes too much time, and you miss the Coronation.

Now roll 4d6 and...2, 3, 5, 6. Now assign them as desired.
6 = we MUST stop the false coronation! We assign the 6 to our goal, and the party does make it through the pass.
5 = ditto; we assign the other success to cancel the danger that we don't arrive on time. All set for trouble in the capital!
3 = hmmm...unfortunately this means that the last danger comes partly true and lingers as a possible consequence for later. So, we'll accept that a random PC got ghoul-scratched. But it's only partly come true - the PC isn't feeling well, but they aren't clearly falling undead yet...instead of suffering the consequence outright, the danger will remain - the GM will keep this in mind for trouble in the near-future. Hopefully the PC will make it through ok, but we have to hurry to the capital...
2 = we'll throw it out (I only need to assign 1 goal and 2 dangers, so I get to discard one result rolled).

SUMMING UP

None of these ideas are necessary to enjoy a good rollicking game of D&D or what have you, but each of them might prove useful for tinkering when you want to streamline certain time-consuming aspects of gameplay and speed ahead to something else - without just hand-waving away all the risk and danger. There is room for fruitful cross-pollination between different types of games, even when we remain quite content with the core assumptions of our favored systems...

I will aim to add a second post soon discussing some other kinds of streamlined mechanics - not for movement, but for managing wealth and domain play, etc.

Happy gaming.




Thursday, January 23, 2020

Now THIS is gameable - the Mummy's vocal tract

Just saw this on a CNN report: "Voice of a 3,000 year old mummy reproduced by reprinting a vocal tract." Look, if THAT isn't gameable, we should all sell everything now and switch to golf for a hobby. Surely, this must inspire a new item of treasure to be hunted down by your enterprising tomb robbers semi-professional for-hire archaeologist PCs.

THE VOCAL TRACT OF AMENKHESAREN 

Stored inside a small clay pot, this dry, spongy, acrid-smelling object is an embalmed human vocal tract. If held in the hands and squeezed gently, it will groan out speech and can converse with its holder.

Every time the vocal tract is asked a question, before answering it will ask the questioner: "In the past year, O adventurer, hast thou plundered a resting-place of the dead?" Whether or not the PC answers, if the truthful answer would be "yes," the PC immediately must pass a Saving Throw (vs Death) or be transformed into (1d6):

1) a toad
2) a jackal
3) a horned viper
4) a cat
5) a scarab beetle
6) a human, the renewed embodiment of Amenkhesaren, Dread Sage-Enforcer of the royal necropoleis of Khemetesh (character becomes an NPC bent on slaying tomb-robbers everywhere).

The transformative effects are permanent barring other mystical solutions, but the transformed PC remains conscious of their true identity, unless option 6 is rolled (relevant scholarly anecdotes are contradictory, but some suggest that the Library at Farasumakhen's lower archives hold a partial tablet capable of reversing these effects. The text which reports this happy information also claims that there are habitable lands beyond the mountains that hold up the sky, so you should take what it says with significant skepticism).

If the holder passes this test, the vocal tract will give truthful answers to the following questions:

+ Is there a tomb or burial ground within ____ (width of a standard overland map hex in your campaign)?
+ [Edit: let's add this one too!] Where is that tomb located?
+ Is there unlooted treasure in that tomb?
+ (the vocal tract can also answer questions about the distant history of the Khemetesh Kingdom).

Happy gaming!

Sunday, December 22, 2019

Big thumbs up from Tavern Chat for Brazen Backgrounds


I recently offered the prolific Erik Tenkar of the Tenkar’s Tavern blog/podcast a review copy of my Brazen Backgrounds: Character Backgrounds for Bronze Age Settings. He talked about it in a recent Tavern Chat episode, and I’m delighted to say that he gave it a smashingly positive mini-review, calling Brazen Backgrounds “an excellent tool for inspiring PC backgrounds.” 

Brazen Backgrounds is available at DriveThruRPG, right here (affiliate link). 

Some more from his Tavern Chat:

“There are story hooks that can be grabbed out of here for your campaign … Something like this gives your players something to latch onto at the beginning of the game … and enough to feed off of. … This is nice! These are adventure seeds. This has a lot of potential.”

His bottom line?

“Seriously. A very, very worthwhile product … Go to DriveThru, give it a peek, you’ll like it.” 

Don’t forget that although Brazen Backgrounds is Bronze Age-themed, it also works quite well with minimal tweaking for more conventional sword & sorcery settings (I used it effectively for my current campaign, set in an Iron Age/S&S-styled setting). As the Tavern Chat podcast notes, even if that's not your preferred sub-genre, "A product like this should be inspirational for the rest of us..." 

Earlier this year, Arlen Walker of the Pellam's Wasteland podcast gave a similar overview and kindly linked his review onto my DriveThru product page.

Thanks, gents! I'm honored and grateful. Happy gaming!