Showing posts with label Fudge. Show all posts
Showing posts with label Fudge. Show all posts

Friday, February 18, 2011

Return to Zombie Island: Part I

We were only expecting 4 total at the table again this month so I prepped for another session of Fudge; Return to Zombie Island: Part I. At the last minute another member of our group was able to join after all. So, at this point, there's only one member of the group that hasn't been exposed to Fudge. There weren't a lot of major shifts in this build. I refined the mana costs for spell effects. I also made some fixes to the auto-calculating character sheet but nothing major.

Exposing Players to Fudge
This was much more difficult than the last time. From the last session I had three players now exposed to the way that Fudge encourages the GM to fudge details to keep things moving faster. Those players were comfortable with me flipping back and forth between using the dice for mechanical versus story results. Enter the new player whom I'll refer to in this post as Min-max. The challenges started when he was creating his character, "Do I have to pick a Fault that will come up during the session?" This question came just after I explained that this adventure is totally self contained with no connection to future missions or a possible campaign. We got through character creation alright but then he kept getting frustrated by the fudging. His comment at the end of the session was, "It needs more consistency."

I asked, "What the magic system or the combat system?"

"No," he replied, "the whole thing."

O-kay. I either have a player with a serious misread of the system or a serious mismatch between the system and the player. Though I tried to duplicate the same style of introduction that I used in the first session, it didn't sink in for him.

Play Testing
This was at once very encouraging and daunting. The magic system played well. In the last session, I was trying to test the mana per cast cost structure. We tried enough different things in that session that I revamped several aspects. In this session, I found that the mana per effect costs felt much better. For anyone interest here is how I have done it. The mana cost is calculated by adding independent mana costs for distance, duration, subtracting for time concentration, and finally adding a cost for either area or number of targets. Though it seems a little complicated, most of the players figured it out and could calculate cost quickly. Most effects ended up costing the minimum mana of 1. My players all ended up spending 5 mana or less during the entire session.

The magic "schools" were a little more challenging. This was a completely untested aspect of the system so I'm not surprised. I incorporated some elements of the Magic: The Ascension system. All spell effects are a combination of the schools. For example a Fireball would require Elements and Creation. However, it isn't quite that simple. I've got each magic school paired with another. Here they are:

Nature-Health
Body-Mind
Elements-Spirit
Creation-Illusion
Destruction-Alteration

One of the themes that I'm hoping the players will explore during the campaign is balance. The magic system is designed to allow the players to explore that element of the campaign. For example, if a character casts a lot of spells with body over and over and over again, she or he experiences both a little physical boost and a little physical deficit. The image here is that the mana imbalance is reflected in the body of the mage. The imbalance in the mage can be redressed by consciously choosing to cast the opposite type of spells. If the imbalance is not redressed, then the imbalance grows, eventually becoming more and more of a deficit.

The challenge in creating the system has been coming up with the right pairs. The Nature-Health pair for instance is my nemesis. I started that pair as Nature (flora and fauna) and Humans. But it quickly became apparent that the "Human" school would be used far more for buffing friends and foes than the "Nature" part of the pair. I decided to change the human aspect to "Health", here defined as a striving for wholeness that is perfected in humanity, because limited this way the pairs would better balanced. I'm still not very happy with the pair though because it isn't very intuitive.

Explaining each of the pairs, communicating them to the players, and helping them to have a feel for the magic system took a lot of time at the table. Since the session began with 2 in game days to prepare for the return to zombie island one of the players referred to in the last post as my power gamer really got into the idea of exploring some of the uses for the spell colleges and started using the scientific method to test different ways of exploring the nature of life, detection of life, and the passage from life into death. It was a lot of fun for him buying chickens, trying to use alteration and spirit to change his spirit's ability to detect the life force of the chicken and then detecting the chicken's passage from life into death while it was killed. This was by far one of the best parts of the session for me too because I got to find out how well my magic system cohered when investigated by the players. I was making up the answers on the spot and helping the character come to conclusions about the nature of the magic preventing the zombies from fully passing into death. The result of the investigation was that the players created a new spell that they thought might be able to help them against the zombies. Of course it did help them.

The daunting aspect of discovering the magic system came from Min-max player in the group. He kept thinking in concrete terms, viewing "Spirit" as something that could be quantified or have location. I kept trying to preserve the sense of mystery and "magic" but he kept trying to know the physics of "spirit". I have the sense that we haven't seen the end of this discussion. So often gaming systems describe and quantify magic as just another form of technology. A game mechanic that can be known, predicted, quantified, measured, and reused predictably. The transition into my magic system where magic is an aspect of the story, one which is changed by the players and which changes them--in that sense a magic system that is more mythical and ineffable--may take longer for some players than others.

The Combat System
We had two combats during the session. The first took place as the players approached the island. The second took place as the players and their squads tried to approach the Main Building at the Sanitarium. In these combats there were two problems, the Fudge damage spiral and the discrepancy between the Fudge damage system for PCs and the Savage Worlds damage system for NPCs.

The Fudge damage system, if you aren't familiar with it, allows for a certain number of "Scratches" when the character has been barely hit. When "Scratched" there are no mechanical effects. A "Hurt" character experiences a -1 to all rolls, 'Very Hurt" leads to a -2 to all rolls An "Incapacitated" character is at -3. After that a character is unconscious and "Near Death". The results and consequences being "Near Death" are up to the GM. One player was pretty frustrated that he took one arrow which caused him to be at a -2 in combat immediately. This had some severe consequences for his ability in the combat and will have ongoing consequences for the adventure because he won't have a chance to heal all of that wound. He did receive a magical healing but he's still pretty upset about the -1 to all rolls that remains. I'm still trying to determine if I like the feel of this damage spiral or not. On the one hand I really appreciate the more gritty verisimilitude and the fact that this mechanic will cause the players to be cautious to enter combat. On the other hand I don't want my players to feel completely ineffective.

The second challenge in the combats was that I used the Fudge damage track for the PCs and one significant NPC but I used the Savage Worlds damage track for NPCs. On the surface, the differences look pretty inconsequential (both systems have 3 basic categories for combat effecting damage) but the way that I was running the Savage Worlds damage, meant that in comparison to the PCs, the NPCs fell very easily to the enemy. I'm not yet sure about the solution for this discrepancy but I'm fairly certain that there's a simple solution (maybe ignoring "Scratch" damage on NPCs) that would just put the tracks a little more in line with one another.

Adventure Specific Challenge
I created the zombies in the first combat with too much damage resistance. This allowed them to overwhelm the PCs and NPC allies in the first session. The players flailed about with magic and I Fudged things to allow them a magical effect that could eliminate the zombies and prevent them from reanimating. During this sessions, this led to a challenge, the best way for the PC mages to kill the zombies was to create magical arrows that the NPCs could use against the zombies. Though this was effective, it put the PCs in a combat support role instead of in the thick of battle being directly effective. I think that one reason this happened is because the players didn't continue thinking outside the box. For example, they continued trying to preserve their mana so instead of casting an effect directly on the bad guys and burning a larger amount of mana to destroy a lot of baddies quickly, the PCs kept using the "enchant arrow"-"pass arrow to allies"-"fire arrows" technique they already knew. My current plan is to do a little mission debrief after the mission to discuss some of the options they didn't try. My hope is that this will continue to help them learn about the system and the options they have to make the story. It helps me to write these ideas out because I'll be able to review these at that time.

Wednesday, February 2, 2011

Play Testing Fudge

In January our regularly scheduled game was put at risk by 2 out of 5 players not being available. The GM of our current campaign felt that 3 players was too few to run his current Cyberpunk 2020 campaign so I stepped up to the plate to run my build out of fantasy Fudge.

I had two main goals in the session. First, and most important, I wanted to expose my players to Fudge with a clear focus on having fun and getting them hooked on it. Second, I wanted to play test the magic system that I've created.

To set up meeting these goals, I did a couple of things. The story was not nearly as important to me as having fun and playing with the magic system so I didn't concentrate much on it. I created an isolated story line in a world that is familiar to me; the same world that I used for my GURPS campaign. I told the players that this was an isolated adventure with no consequences, implications, foreshadowing, or connection in any way whatsoever with a potential future campaign. I also took out a notebook and set it next to me at the table. I told the players that this would be a learning session for all of us and that if they had any process, rule, or game comments that I'd take notes on them to consider later. I then asked the players to please not enter into debates about those problems during game play beyond making sure I took the note. These steps really helped create the cooperative learning and fun atmosphere that I was looking for.

Exposing Players to Fudge
Character creation was one thing I had intended to gloss over by using pregenerated characters. I'm a spreadsheet geek. I made a spreadsheet for character creation that could easily generate a complete character, total the points, and autocalculate weapon damage. Well, long story short, it didn't work (not always great to switch from creating something in .odf to excel even if you've saved as an excel file all along). Anyway, this meant that once we were at the table, I had to help the players generate characters fast. I used a quick subjective style and just asked my players what they wanted, I made sure their attributes, gifts, and faults added up right. For skills though, we just eyeballed it. I had three character sheets in about 20 minutes once I figured out that this was the only way were going to end up with sheets at the table at all. Imaging trying to create 3 D&D character sheets from scratch.

My players grasped the adjective ladder system in a flash. In fact, for the first time, my female player was explaining the rules to her perpetual-crunch-monkey husband. This was one of the great things about the system in play. I have read a lot of descriptions of players grasping the system quickly but seeing it in action was another story. I actually couldn't believe how fast they began translating Fair into 0, Good into +1, etc.

After a brief roleplaying encounter, I send the players to their mission: Assault on Zombie Island.

One of the big changes that I've been looking for in a new game that I run is an end to the D&D generated trope of 5 characters save the world. For more on that concept and how I've used the Savage Worlds system to make cohorts feasible in combat see this entry. When I explained that the players would be going to the island with 4 squads of 8 "White Sword" Mercenaries I got a couple of skeptical looks that said, "Really? This is going to be so slow". The players discussed in character how to approach the island and I gave them 4 approach points which they wisely narrowed to the two viable ones. Then, and this surprised me a little, they decided to divide the PCs into the 2 different groups that they sent to land on different parts of the island. This surprised me because I didn't expect them the break the D&D generated maxim of "Don't split the party" so quickly. I suppose given surrounding the lone PC mage in group 2 with 16 mercenary soldiers didn't hurt. It helped confirm for me that the system has a lot to do with how people play. I was pleased both to see this high level of adaptability in my players before we had even rolled initiative and also that the system that I created was already breaking them out of their gamer truism ruts.

As the boats approached zombie island they were suddenly attacked from underneath. Zombies started pulling at the edges of the boat while the squads were still approaching the beach. The zombies tried to capsize the boats with the squad and one PC mage still in the boat. This ratcheted up the dramatic tension pretty quickly.

The first action the mage tried was also the first spell cast of the game. He tried using a jump spell to leap out of the capsizing boat and land on the beach. So, the first thing that I did was show them how to use the table I created to calculate the mana cost (a combination of distance from the caster, duration, and concentration time). This was pretty easy. The next thing I had the player do was roll against his magic skill. Here, I really slowed things down. I don't remember the details here but let's imagine that his magic skill was Good and that his die roll result was Great. I walked him through my mental process showed him where his magical jump effect would have landed him if he had rolled Terrible, all the way through Superb. I really tried to explain that this wasn't a "mechanic" but rather a story result. They really understood and seemed to appreciate it. The player even finished my thoughts for me with something like, "So, in a different situation a Superb result might be a different distance because this isn't about numbers but about what yields a Superb result for my character?" Mean while, I'm thinking "Yes, yes, yes! Gaming salvation at last. This is my crunch monkey saying this!"

The simple gaming mechanics worked very smoothly. The rounds were very fast even with the squads of soldiers and the 30+ zombies swarming the landing parties. I used a combination of things to speed this up. First, I used a more simple damage mechanic than the one for the PCs, the zombies and the soldiers could take 2 wounds and continue fighting, on the third, they fell and were removed from the battle mat. This is pretty close to the Savage Worlds mechanic for damage. In addition to that, I rolled all the soldiers and all the zombies as one group. If the group rolled better on attack than average, they'd hit more enemies and vice versa. They players reported that this had the quality of a film because the action slowed down and became more detailed when paying attention to the primary characters. . . them! I got a lot of positive feedback on this from the players.

Here is a quote from one of my players from an email after the session:

I will say it again, the FUDGE system impressed with it's ease of use and reasonable amount of "crunchy bits" to keep things interesting.

Admittedly, those "crunchy bits" were there in the magic system because I put them there for him. I'm just so glad that I'm finding the sweet spot between my story interests and my players' need for mental stimulation can all get met. Session goal one: Accomplished.

Play Testing the Magic System
As I mentioned above, the magic system is designed so that the players begin with a mana pool and the costs of magical effects are determined by looking up mana costs on a table and adding range, duration, and concentration time (more time reduces costs). I used a magical attribute to determine the highest amount of mana a player could put into a spell. The players really got into this and made a lot of suggestions for improving it.

By the time we broke for dinner, I decided to incorporate some of their more obvious and simple suggestions (mostly adjusting costs) and we played with an already improved magic system in the second half of the session. One interesting thing that happened for me in the course of play was that I found myself not minding nearly as much as I thought I would when the players found ways to exploit the system to their own advantage. One of the things that always bothered me about magic in most other systems is that it never cost anything and risked nothing. For example, as the players were trying to escape zombie island, they were maxing out the amount of concentration time to cast a very powerful effect for a mana cost of 1 (the minimum allowed). The effect was being used to allow them to pass their wounded down to their boats at the bottom of a cliff. As the situation grew more intense though, with zombies quickly narrowing in on them, they had to switch tactics, less and less time concentrating, more and more mana, same effect. To me, this was awesome. This is exactly the kind of process I was hoping for in the game; magic varies, is affected by the circumstances, and is rewarded by planning.

The player who played a soldier in this session said that since I'm hoping to try an all mage campaign and the magic system needs the most play testing anyway, he'd like to try a mage in the next session. Not to mention the fact that it looked like fun and I think he was a little jealous.

After the session, I incorporated most of the feedback from the players. During this first session, all mages could cast the same spells. They were only differentiated by power level differences. In the next session, I'm going to add the magic colleges back as the covering for the spell cost mechanic already described.

So, now we're on FudgeFitz 0.2 and coincidentally we have two no shows for the intended February game too. We'll have the same players for play testing again in our next installment: Return to Zombie Island.

Saturday, May 22, 2010

Fudged--Quidditch!?

This post is a diversion from my previous posts about my campaign ending or about the creation of a new campaign. Instead, I'm going to write about the fact that this evening, I played Quidditch from the Harry Potter books with my wife and daughter. My daughter (age 6) is currently having the Harry Potter books read to her. She is loving them. She has always enjoyed pretend and the recent requests to have us join her in playing Hogwarts-pretend have been incessant and the pace of our consent has not matched her desires. Last week she said, "Why don't you want to play pretend?" I responded, "Well, your pretend isn't very challenging for me". As the week went on, that answer gnawed at my brain. Really. I play RPGs for crying-out-loud what is that except pretend? So I looked up RPGs for kids and found a few fun links but the one that caught my daughter right away was Broomsticks. This evening, I downloaded the game, slapped together a quick revision of the rules in Fudge and created characters with my wife and daughter. I modified the Quidditch rules from the books in a few ways to keep things more manageable.

First, I reduced the team size to four. One seeker, one beater (down from two), one chaser (down from three), and one seeker per team. I also reduced the number of bludgers from two to one.

Second, I knew that I'd need to simplify the flying. I didn't do anything to track altitude. You could go over or under an opponent and at times I described players as dropping to the ground to pick up the quaffle but this was all flavor text and not in the mechanics. To track movement I created an arbitrary rule that Fair movement was 1/2 of the length of the table. Since I have an expanding table (with a beveled line separating the leaves) this made it easy to measure using string held and nocked in the bevel. For every step above fair I added 6 inches to the character's string. The strings were tied to each mini to show how far it could move each round. If I felt the maneuver was delicate like a sudden start and stop, a tight loop, or weaving through the goal posts, I made the character roll versus their flight skill. The table (round) also served as our pitch where I placed improvised Quidditch goal posts I made out of Tinker toys, pipe cleaner, and straws. A dime was the quaffle, a penny the snitch, and a tinker toy end cap the bludger.

Third, I decided what you could do in a turn. This was pretty simple, one move (up to your string length) and one action (search for the snitch, catch the snitch, catch the quaffle, steal the quaffle, throw the quaffle, block the quaffle, beat the bludger, or check an opponent). No double moves, no double actions.

Fourth, I just created a turn order that made intuitive sense. Bludger, snitch, seekers, chasers (if the quaffle was loose, I moved it on their turn too), keepers, and beaters. Each turn I just let our Ravenclaw team go first (if we wanted this to be more complicated we could have allowed for an opposed flying skill but I just kept it fast and simple). On the bludger's turn it could move toward the closest player(s). If it moved close enough to touch a player, it rolled its fair bludger skill against the difficulty of their athletics. I could have made it more complicated and made the roll opposed (or used the dodge skill in the rules) but this was fast and fun so we didn't worry about that. The Bludger could keep on moving after hitting one player to try to hit another character in line, or try to circle back and hit the same one with a fair or better roll. The snitch wasn't on the table until seen by the seekers. They spent most of the first two rounds trying to stay away from the bludger and chasing after one another. The chasers made opposed rolls to grab the quaffle, or to steal it from one another. If a chaser threw the quaffle at the goal, the keeper's turn came next who had to get close enough to attempt and then also try to block the quaffle. If the keeper missed, the chaser had scored a point. The beaters came next they attacked the bludger in turn trying to hit it and whack it toward the opponents or just away from their team. A greater beater roll v. the bludger's fair difficulty would send it flying (up to 1/4 its string length on a fair, 1/2 on a good, 3/4 on a great, etc.) closer to and possibly hitting an opponent. Then we started at the top the next round.

We had a blast. We played for about 45 minutes and about 5 turns before my daughter's character got the snitch (a little too easy compared the to description in the book but perfect for a 6 year old). Her character was aptly buffed by my newly minted powergamer with "Born to Fly" though it was a close call for her between that and "Allure". I might make some adjustments for the next time we play like quick game rules, long game rules, but these worked alright and they were fun. You'd be surprised how quickly the powergaming instinct set in. When I told her the best broom her family could afford was a Clean Sweep 5 (the Clean Sweep 7 gives a bonus to fly skill) she started pestering my just like my best powergamers from my last D&D sessions when I turned down uber powered items for them.

This was definitely the planar collision of gamer and papa nirvana.

Monday, June 1, 2009

Gravid with Campaign

Okay, I think the character sheet is now set. As an example of the campaign creation tasks that I do just because I enjoy them, consider my excel spreadsheets. For my FUDGE campaign the attack roll is determined by the weapon, the skill with the weapon, and the type of ammo. I use nested if-then functions coupled with vlookup functions in excel and drop down menus to create a spreadsheet to automatically calculate everything. This is all probably terribly inefficient because it could probably be done better in Visual Basic but I'm not a programmer and haven't bothered to learn visual basic. I just do it because it is fun for me. My players make fun of me for it even as they use the spreadsheets so it all works out in the end. I've seen a lot of articles on the web about how to pare down the campaign creation process to make in easier for the GM. I think that is all very important, but at the same time, I think it is important for the GM to make sure that the part of the creation process that s/he enjoys remains.

So, here is where things stand. I'm pretty sure that the character creation process draft is complete. I want to send it to one of my crunch monkey friends to invite him to "break" the system but showing me the ways someone might exploit it. I won't necessarily make changes after that but I might know where my GM veto line is if a player builds a PC to take advantage of the gaps. I have a play-test scenario in mind and am likely to cobble together players from both my groups for a one shot for that purpose.

My plot threads are now taut and harmonized with one another. In other words, my nine pages of mission ideas seem like enough to improvise from and I know the arc that I want the elements to follow.

I feel very close to running the campaign and will probably talk with the other GM in my group about either splitting our sessions between campaigns or alternating every other session.

I have done a few other things to prepare that I haven't mentioned. First, I bought some space oriented micromachines to use as ship markers on a battle mat. Though I'm still trying to figure out how to fully represent and run 3D space on a battlemat. I'll probably reread that section of my FUDGE book soon to refresh my memory. It seemed pretty easy when I read it before.

Second, I downloaded Starship Tiles I from Fat Dragon Games off RPGNow.com. I highly recommended these for ease of construction and flavor builders. I'll share how they hold up in game once I have a chance to use them. I also downloaded some other free .pdf card modeling documents from RPGnow. These are helping to fill some of the sci-fi gaps in my mini collection and are much much faster to create.

Third, I found some old Spelljammer ship layouts on the web and have bookmarked them for future reference. If I need a ship layout in a pinch, I'll find some wacky design Spelljammer design and put it on a mat. I thought I'd never use anything from Spelljammer. I'm usually a purist, and that setting is just too wacky. But in this case I feel like it serves my purpose.

Saturday, May 16, 2009

Taking a step back brings new insights

I've taken a bit of a break from the campaign development process and only recently come back to it. The other GM in my group seems content to let his campaign take primary position so that is fine with me since I've been so busy working and teaching.

This week, I had a few minutes to breathe and opened my documents again including some of the feedback that I received from a former GM. Interestingly a few new insights came to me right away.

-The former GM recommended the addition of a body oriented psionic class which I think has really rounded out the classes of psionic activity.
-The former GM recommended reducing the number of skills significantly. I checked out several different sci-fi RPG skills lists and eventually modeled my new list most closely after the one for Star Trek. I went from 85 skills to 31! A definite improvement and much closer to both the spirit of FUDGE and to my reasons for selecting it in the first place.
-I'm seriously toying with the idea of eliminating the skill rating system that I stole from GURPS (easy, average, hard). I like the verisimilitude it provides but dislike the added complication and would like to streamline things a little more.
-I also opened the mission ideas document that I created awhile back. The last time I wrote in it I felt like I had squeezed every idea that I could from my brain. Now, with some time away from it, I not only had more ideas, I was also able better thread my ideas into several continuous story lines. Meaning I have several ways of arranging the same basic mission ideas into different story arcs depending on what interests my players.

My current task is to come up with a short test run adventure and to finalize the character sheet. I'll also generate several PCs and try to break the system as much as possible.

Thursday, January 8, 2009

Adventure Percolator

My adaptation of the Fudge rules are currently being reviewed by my players. So far I'm counting one very good sign. Each of the three players who have looked at the rules very closely have started telling me about the character they would like to create with the system. I take this as a good sign because it means that they aren't finding rules they hate or mechanics they can't stand. It also means they are getting even more invested in the campaign.

That gives me a lull in the world building and rules creation. So, I've been paying attention to adventures. Planning to improvise.

In my GURPS campaign I started the campaign with 1 person totally new to PnP RPGs and another who hadn't played in nearly a decade. To introduce roleplaying, I spent the first 2 sessions in an introductory adventure designed to teach the rules. In this campaign I don't think I need to spend that long introducing the rules because I have mostly veteran players. I'm planning one session for rules exploration. In this case, the rule teaching session will be a "friendly" competition to test the PC psi-marine squad against an existing mundane marine squad. The competition will take place aboard ship. The competition will include 3 contests to explore the 4 main rule sets; short range, single pilot, ship-to-ship combat; hand-to-hand combat; and a laser tag game that takes place on a deck of their home ship to simulate small arms combat. There will of course be some roleplaying opportunities during the competition and I've designed each test to allow for some psionic action so they can test their psionic skills during the competitions.

So where do I take the players after that? In my GURPS campaign, I tried leaving the world totally open. "Here's my world, pick a direction" I told my players. I think I was a little naive. It was my first time GMing. They followed a plot line, then when it got tough, they dropped it like a stone, went off on another direction, and by that time I decided to put them on a set of rails for a little while. I'm not looking to repeat my mistakes.

This time I've got my different factions and I'm looking to allow a little exploration of each faction but I've also got an overarching plot in mind to bring the players to explore the themes of the campaign: Loyalty, sacrifice, and the nature of a psionic identity.

The instructional competition mission mentioned above will include mid-level roleplaying but little fear of death. So, after that mission, I'm sending the PCs on a high adrenaline hostage recovery mission. I'm not always going to alternate like this back and forth between roleplaying and shoot-'em-up, but I want to show all the players early that there's something in the campaign for them. From there I'm going have a few missions that expose the players to some of the different factions in the galaxy. The majority of those missions have at least a small hint to a larger campaign arc (including those themes mentioned before).

What I'm doing is touring the campaign world (using the in game lever of military obedience to require the players to follow along). I'm also trawling the players for their interests. I know vaguely what the 3 major chapters of the campaign arc are but they can each be played out anywhere. I'll be waiting for the players to tell me where they want to play that arc out. Once they give me that sense, I bring them on the rails to the location they are interested in and set them free to play out their characters within the arc. That's the plan anyway.

So, how do I organize all this? I use the outline format in Word. Each roman numeral is an adventure. Some of the sub-sections are fleshed out, others less so. After each mission I look at the existing mission seeds and choose one mission to use two sessions ahead. After fleshing that session out I go back and look at the next session and see if I need to add any foreshadowing to that session. Here's another way of seeing this just in case this paragraph is confusing.

1. End one mission.
2. The next session is already planned and foreshadowed.
3. Choose a mission seed to expand and use two sessions ahead.
4. Review the preplanned session in #2 above and add foreshadowing for #3.

It creates a fairly seamless flow for a story arc and lets me improvise things within a session without being concerned that I'm messing things up down the road because I haven't built the road yet. And it doesn't leave everything totally open because I have these mission seeds percolating. When the players take a left turn I didn't plan, I can shove one of these percolating missions in their way with a few minor tweaks either to buy time to adapt or (if I think fast enough) I can adapt it to suit their purposes on the fly.

Monday, December 8, 2008

World Building

This week I had some time at lunch during a training to write out ideas for the worlds in my Psi-Marine campaign. I wrote 5 pages of ideas, 1 page for each of the the major factions, and 1 page outlining the data that I want to cover for each faction entry. Keeping things to one page really helped me to concentrate my ideas into the most important information. It also helped me to contain my creativity. For example, I written that there are 22 systems in the United Colonies. I've only written about the 9 most important. I don't have any idea of what the additional 13 colonies are like but I now have an idea of the range of culture within the colonies, I have solid ground to stand on for future improvisation, and finally, I have given wiggle room for my players to add a colony/colonies to be the homes for their characters if they would like to participate in the world building.

The funny thing to me is that when I typed out my one page of notes for the United Colonies, it ended up being 5 pages! I was getting a little worried about overloading my players until I realized a couple of things. First, this world building is primarily for my benefit. The first section in the campaign guide is titled, "Campaign Background: The minimum reading to not frustrate the GM" and that is only 3.25 pages long. Second, I know that the United Colonies entry is going to be the longest and each successive entry will be shorter. The United Colonies are the home for the PCs so this makes a lot of sense to me.

Here is an outline of what I included in this entry.

Basic Information: This paragraph includes a bit of history and ties the United Colonies into the arc of human history as described in the aforementioned "Campaign Background" section.
Culture
Economy
Psions: This section describes the history of the United Colonies in relation to Psions, which in this campaign are fairly new in human history.

Resources: This includes those vital things for space exploration, water, food, energy, human knowledge, etc. I rated each resource according to Fudge's 7 basic attributes, made a brief one sentence note as necessary on 2 of the resources.

Important Colonies: Each Colony has a 1-2 paragraph entry describing, physical composition, cultural differences, major resources (how it contributes to the United Colonies resources already listed), and human knowledge that it specializes in. If there was anything important about that colony in relation to Psions, I also listed that in a sentence or two.

For those of you who are also writing sci-fi campaigns I found the following resource very helpful but didn't bind myself to accurately reproducing the information here:
http://en.wikipedia.org/wiki/Space_colonization

I aimed for a variety of colonization methods. I have cloud planets like Venus, rocky planets like Earth and Mars, moons circling Gas giants, sulfuric acid atmospheres, and one water planet. I have one asteroid colony in another faction too. I mean hey, what's a sci-fi world if you aren't mixing things up a bit.

This is what I used to build my GURPS fantasy campaign, I think you can use the same system to build a fantasy world as well. Countries are the fantasy equivalent of the major factions (i.e., United Colonies would be the home country of the PCs). Regions are the fantasy equivalent of a star system. Cities are the fantasy equivalent of the colonies that I've described here.

Friday, November 28, 2008

Details get sharper & universe development

After Thanksgiving Dinner with one of my players we reviewed some of the rules and the equipment lists as they are taking shape. I got some pretty good feedback. We seem to really be working out how to collaborate. He is helping a lot with the simplification of the rules and with helping he when I get too myopic about things that I've written.

Here are a few of the more recent changes:
  • Added an electropathy psion skill. How to write and develop the skill came to me all at once and I enjoyed it enough that I decided to add it even though I thought I was done creating the psionic skills when I wrote my last entry.
  • I've decided to increase the starting limit for how many points characters have per day in their psionic pool.
  • I'm reducing the reload times for the weapons. I had borrowed some of the stats from Fudge list of modern weapons from the and gave them sci-fi names (trying to keep the game less deadly) but the reload times are much higher for modern weapons than sci-fi weapons so I'm fixing that oversight.
  • I'm also going to modify the psionic combat details to allow the same skill to have two expressions; attack and defense. I had originally written it that someone attacking might be damaged by the opponent's retribution. My player thought that was a bit harsh and I agreed with him in the end.
As these mechanical details are coming together, I find my mind turning back to the world. I wrote a 3-page summary of the psionic campaign a few months ago to ask my players what they thought about it. That included a few intial sketches of the factions and relationships that exist in the world. I wrote those notes up in grid format as I usually do since reading this tip on http://www.roleplayingtips.com/index.php. Here's an example of the matrix I use for rating the relationhips between groups and the health/strength of each group. I use the Fudge adjectives in this campaign but in the GURPS campaign I ran I used number 00-10, 11-20, etc. for each row and then just had a number in each cell.

So then I decide on the number of groups. In each of my campaigns, I try to keep to keep the number of groups in the range of 5-9. Here I'm following the rule that typically people can only remember 7 things +/- 2 things. In my GURPS campaign, I created 6 empires and 6 groups within the home city of the PCs empire. In this campaign, I'm using the same rule. I've worked out 6 groups on the PC's home ship and 6 groups in the home quadrant of space. Here is the matrix for the home quadrant of space.

There's more nuance in my mind about these realtionships than gets relfected in the 2D matrix. For example, the relationship between the Religious Separatists and the Main Alien race is listed as Poor. In my mind that is because the Religious Separatists are preaching a doctrine of human supremacy and isolation at best, and advocating an extinction campaign against the Alien race at worst. On the other hand, the Alien race has superior technology and is ignoring the Religious separatists.

I added the final row to show how each group feels about Psions since my PCs are psions. The religious groups are persecuting and exterminating the Psions (Terrible relations), the Alien race is almost entriely psionic so their realtionship with human psions is Great. The relationship between the Free Colonies and Psion groups is very individual based on the colony and its rules/perspectives on psions.

As I plan out the groups the matrix helps me to affix ideas that I've already come up with on specific groups. For example, I knew that I wanted some tensions between different human groups trying to become the main unifying force for all humanity but before doing the matrix, I hadn't figured out which groups that was. The United Colonies, the Merchants, and the Free Colonies are all listed as having internal health of Good so it was easy to imagine that these are the 3 groups that are trying to unify humanity. Niether one strong enough to impose its own ruling principles on the other groups.

Now that I've completed my matrices for the group relationships I'm going to write up more detail with a lot of information in the Unified Colonies entry so that PCs can select which colony in that alliance they are from. I'm also considering telling the PCs that they may create an additional colony that fits their own desires as long as the history of that colony brings it into the Unified Colonies in the end.

Sunday, November 23, 2008

Psionic powers & equipment lists begin taking shape

I've decided on 5 schools of psionic action; telekinesis, ESP, telepathy, mind control, and psionic combat. Right now it looks like I'm going to have 4 players, so that allows each one to specialize in a school (and each to take some skill in the psionic combat skill) and has the added benefit that I won't be doing more work to create and balance a school that won't be used. The 5th form, psionic combat, will have some tones of the B movie "Scanners" (which I think I saw when I was 9) but that combat will only work against other psionic creatures. You can't attack the psionic capacity of someone that isn't psionic. My rationale for this is that you can't cross swords if there's no sword.

I had considered two other schools of psionics; biofeedback and clairvoyance. I discarded the idea for a biofeedback school because I thought it would end up doing double duty as a combat skill (e.g., let me boost my dex before this fight") and I'm trying to keep psionics as the spice in a combat not the main course. I discarded the idea of clairvoyance pretty quickly for its capacity to ruin dramatic tension.

A final touch of flavor was added with the concept what I'm calling "The Red Button". When death for a psion seems inevitable, s/he can press the red button. This taps into a well of psionic energy and sends out an uncontrollable, unpredictable, but powerful and almost certainly life (and character) preserving wave of psionic energy that will affect friend and foe alike. It will take several days after utilization of this emergency action for the psion to recover their psionic powers. Rank and file NPC psions will not have this ability. Maybe one or two NPC psions will have single use of this ability. I thought this would be a fun way for a chracter to preserve their character in a game that is likely to be fairly deadly. I've got an XP system that will recharge "The red button" about once every 5-7 game sessions (we usually game for 10-14 hours). Which I'm hoping will make the use of this emergency button rare enough to make its use fun.

I've also begun working on the equipment lists which I'm trying to keep both interesting and small enough to be manageable. As a GM I don't deal well with increasing levels of crunch complexity. I found that as I added equipment, starting with armor, the system suddenly grew more complex. Here's an example, from the Fudge basic set, I selected Force armor, Composite armor, and Reactive armor. I've included the Force Armor (similar in my rendering of them to Holtzman shields from the Dune series) to preserve the possibility of hand-to-hand combat. The Composite and Reactive armors seemed reasonable given a higher tech level. In trying to make mechanical differences between these armors that will make it so that a player might actually choose one kind of armor over another, I found myself thinking along the lines of GURPS; cutting, piecing, crushing damage. To that I considered adding ammo damage which the force shields would be extremely resistant to. You can see how complexity spirals out of control so quickly.

Then I remembered how on the last session of my GURPS game I was still having to remind players about the difference between those types of damage and the appropriate multipliers to damage. I'm not interested in repeating that experience. So I thought I might make a more simple distinction between hand weapons and tech weapons. Or maybe just different damage scales for those two types of damage (though I don't want high tech weaponry to be too lethal either). Again, the goal is interesting depth to the equipment lists without adding complexity to the mechanic.

I also didn't want the force shield armor to make every combat degenerate into melee. So I added a disruptor weapon. With x hits (I'm thinking 3), this weapon will disable a force shield. However, they are extremely heavy and therefore not portable. I thought this would be a nice way of making the force shields vulnerable (especially when the PCs are attacking the enemy on the enemies turf) but without making them obsolete. The fun thing for me was that this swiftly shifted into an explanation for shielding on the ships. Ship shielding will be just a large force shield which can withstand X hits from enemy disruptor cannons after which more conventional warheads can be used. This may seem like an obvious mechanic to others but I've never run a sci-fi campaign and haven't watched Star Trek in ages so it felt novel to me for a second until Star Trek came to mind.

In the next few days I'm going to:
  • Fill out the details for the psion skill (what can be accomplished at each skill level from terrible-superb.
  • Zero in on a mechanic for armor, damage, and weapons that will satisfy all my many criteria.
  • Continue expanding the equipment lists to include more gadgets for the crunch monkeys.
-Zerfinity

Thursday, November 20, 2008

Out of the frying dissertation into the deep Fudge

I've been done with the dissertation for a little while now. Woo hoo!

My brain has begun to decompress. I running an Eberron adventure for the group that I normally play in to cover for our usual GM a few weekends ago. I love GMing again. My group was great, the afore mentioned challenging player has left the group for graduate school and I loved the group's new configuration. Everyone cooperated, as GM, I was never left with that icky feeling that I was allowing players to do vile things to either each other or in the imaginary world. I have been running the stock Eberron modules from The Forgotten Forge forward. I only ran that particular weekend because our regular GM wasn't going to have prep time. I have been running the module almost exactly as it is in the modules. I've made minor NPC dialogue changes to make things alittle more relevant for the players. This was so that I could GM with a bare minimum of prep work when needed. I knew after the game that I was ready to GM my own world/campaign when I couldn't stop myself from thinking of all the changes I'd make to the module for the next session and how I'd alter the next module in the series to do the things that I'm more interested in.

That's when I picked up my Fudge notes and started getting back into it. Yikes! I had forgotten when I was stuck. I'm trying to make a Sci-fi campaign equivalent to GURPS TL 8-9. I've also been trying to build into the Fudge house rules an equipment list broad enough to satisfy my butt-kicker players. I've considered just taking the set from the text but it brings things right make into the cartoony, uber-powerful realm that dissatisfies me as a GM. Specifically, I prefer players to deal with problems rather than "Hey I've got a . Doesn't that just undo this entire plot line that you toiled over?" Um, yeah. GM downer, because then you have two basic choices: "Yes, you're right, let me scrap that plot line" OR "Oh, um, no, for reasons that you don't understand, it doesn't work, um, yeah." I've toyed with bringing in Holtzman fields from the Dune books to keep the door open to melee combat and to neutralize the impact of projectile and energy weapons entirely. I have considered shifting back to GURPS. Set the TL, exclude items or advances I don't want and away I go. Only problem with that is the Psionics system in 3e (which is what I would run) is BROKEN. Ultimately, I figure the weapons/armor combination will fall into place for Fudge.

The real challenge that I'm having is with the customizing the Psionics for this campaign. I say that this is the real challenge because I'm sure that if I get this right it will satisfy the butt kickers in the group. It is also a challenge because I'm very picky about super/magic/psionic powers. I never want them to be the ultimate go to option. I like them to have back fire consequences, limited use over time, blah blah blah. I don't like things that the butt-kickers don't always. I'm also not that fond of the Fudge psion system as it is so I've been tinkering with it. So far I've got Psionics powered and resisted by a Will attribute which all normal sentient creatures have. That way normal humans can resist Psions without having aPsionic abilities themselves. I've also broken psionic abilities up into different types. I'm struggling with setting the power level. I want a clear and beneficial progression but I don't want the top level of psions to be immune to overwhelm by mundanes. It always bothered me that a 15th level fighter in D&D could be surrounded by 1sts level fighter with crossbows and laugh, unafraid.

So that's what I tinkering with now. . . . when I have enough time to get into it. My mission in the next week is to finalize the psion action types (e.g., telekinetic, mind-afffecting, empathy, and others) and then begin fine tuning the power levels. I'm toying with the idea of allowing my players (and not just my GM lists online) preview the psion system to try to work out their feedback pre-game testing.

Sunday, June 29, 2008

My choice of gaming system

*Sigh* The gaming system conversation in my head has been resolved. Thank goodness. Now I'm just trying to figure out how to introduce the game engine to my group. Here is the email that I send to my GM yahoogroup which led me to my choice of gaming system:


Subject: What I'm looking for in a gaming system...


...just in case someone on here knows where I can find it.


A build point, classless, system for character creation which includes aspects of personality (like GURPS)

A simulationist system that is intuitive, light on crunch, but still uses a map (less like GURPS).

A magic setting where:

  • Spells or magical powers advance in power with the character (e.g., you don't take summon monster I and then II, rather I becomes II when you increase in strength). Or maybe more like the magic system in the WoD Mage books that is always flexible.

  • Magic users don't overshadow mundanes but still do things unique and exciting. (Unlike D&D 3.5)

A system that allows, even encourages, a variety of roleplaying styles including powergaming, buttkicking, story telling, & method acting (as defined by Robin's Laws of Good GMing). I've got a group of friends with mixed RPGing interests and I'd rather replace my RPG system than my friends.


A good/non-tragic setting. World of Darkness turns most in my group off because. . . . its so. . . well. . . . dark. We like to be heroes and heroines.


A resilient system where if I don't like a mechanic I can change it in minor ways without fear of setting all the power balance of the imaginary universe off kilter (as can happen with D&D, GURPS, & Shadowrun).


As few books as possible.


Any and all suggestions, even those that counter my original preferences, are welcome. Mostly I'm hoping for some discussion that can help me out. Is there a "find the right gaming system for you" questionnaire on the web?


Some background for the question. I've run GURPS 3rd edition, and there's a little too much crunch in it for me. The finer details of multiple contingent actions, point refinements, are too much for me to track and use intelligently as a GM, and I've got powergamers who glom onto crunch like mad. We've run D&D and Shadowrun but the storyteller and method actor's goals get shunted to the side for choosing "non-optimal" feats and PrCs. I've got a good group of folks, we communicate, we get along, but it can be hard for the GM (and we have 3 people who GM in our group of 5) to meet all the needs of the group. If we were rating all the sessions, at most you'd get 2 people who love a session and 2 who thought it was okay. The next session, you try to meet the other people's needs and they rate it high but the other 2 were bored.


Thanks in advance for any help. I have always appreciated the group's input in the past.


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The suggestions that followed were interesting but led me finally to one of two choices Savage Worlds and FUDGE. I liked Savage Worlds for several days but the mechanics seemed to encourage a cartoony style that didn't suit my interests. FUDGE was everything that I had been looking for in a game. To the guy who suggested it to me I wrote, "As I was reading I starting creating the system I've always wanted. It has been like Christmas with a new toy."


I bought the book as quickly as possible even though I probably didn't need to. I've been tinkering with my manifestation of FUDGE for awhile now and I think I've got it pared down enough (its under 20 pages long). The biggest thing that I'm wondering about yet is the magic system which I want to stay very low powered. I want people to think more about how to get out of the scrapes they are in instead of just hacking their way through them. I want to give them a flexible magical tool set that doesn't include a fireball. I'm also not interested in the magical member of the party overshadowing the rest of the party members. I'm not sure if the low power accomplishes that or not but I'm thinking about an all magically active PC campaign anyway so it might not matter. The other major option is a sci-fi space explorer's campaign which would cut magic right out anyway.


The basics of a FUDGE game look like the way to go for me as a GM. The beautiful thing about the system is that you never have to rules-lawyer anything again. You just assign one of the seven attribute levels to the challenge, "this guy's defense is mediocre", "the lock is of good quality", or "it will take at least a great jump to get to the other side of the chasm". Now in GURPS, that same chasm posed more challenges for the GM, if I wanted to make the chasm interesting, I had to start by figuring out whether my players would be attempting it using ST, DX, or the jump skill, then figure out how hard I wanted to make it relative to their skill and then set the distance just right and then describe it in feet and inches, way too much work. Also, FUDGE is tinkerable, I can add or delete things as I see fit, increase or decrease the granularity of the skill levels.


Now, I just need to convince my players to try it out. . . .