Showing posts with label FATE. Show all posts
Showing posts with label FATE. Show all posts

Monday, February 14, 2022

The Real Central Tension to Your D&D Game

I've been listening to Matt Colville for a long time. (https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_) In case you aren't interested in skipping over to YouTube, he has a great series on running Dungeons & Dragons games (and tabletop RPGs in general). He's got about 30 (40?) years of experience running games and it's a subject he's obviously enthusiastic about. It's a joy to watch.

Matt talks about how to scale monsters to match your player characters(PCs). How to coordinate conflicts between players. The central conflict of a setting. The merits of reviled things (4th edition) and the flaws of beloved things (3.5 edition). Those topics each have their time in the sun, but they also bleed over into one another to create a tapestry of Matt Colville's Philosophy of Running a tabletop RPG.

In that tapestry, there's a deep conflict. One thing Matt talks about is how the dice are the dice. Players' characters take their chances in a dangerous world: and if a trap would deal more damage than their hit points, or a non-player character would execute them, or if a card from the Deck of Many things would randomly make a player's character unplayable, then that character--and their years of experience and adventuring--would be gone. There are real stakes to the events which happen, and to some extent they are "natural" to the world that he, as the Dungeon Master, is creating.

The other thing is fudging dice rolls and drama. He regularly covers how bad guys can choose to affect less vulnerable characters in combat and how the events of the world occur in ways that are dramatic and centered around the characters. Players are playing to have fun, not to get a Sopranos cut to black ending because of an enemy who kills them with no foreshadowing via a completely unknown mechanism.

Both are good, but they are in conflict. It's a razor's edge for any Storyteller (Dungeon Master, whatever you want to call it). Players want rules with real chances of failure to feel like they've accomplished something, but they also want to have fun. For some people, the feeling of accomplishment is synonymous with fun. I believe most of us see ourselves as being that type of person.

I'm not sure you can have it both ways. You can't overcome the indifferent clockwork of a universe that runs on dramatic narrative conventions. If you fail at the drama, it's because you were railroaded. If you succeed despite the drama that's ludonarrative dissonance. 

It's no surprise that gaming has these terms to hand--railroading and ludonarrative dissonance--because they represent conflicts which come from the tension of smushing consequential game decisions into traditional, satisfying narrative structure and saying "now kiss."

Neither one of those things is bad--not even railroading. Players can pull the old improv standard of "yes and" to a good railroading and have fun with it just as easily as they can get disgruntled. The same applies a character who is bad at lying rolling a "20" to deceive the Prince of Lies. Lots of characters would have fun with that, but some wouldn't.

Y'know, your mileage may vary. Talk with your group before playing. Ensure your play group understands what each person wants outta the yadda yadda yaddah. 

I'm not sure if it's possible.

Obviously, everyone can sit down at a table and have fun with their friends. You can play Cards Against Humanity or gin rummy or...I dunno, Crack Cocaine Chess and have fun with your friends (as long as your friends can keep it together when the cops come around).

Is there any real story if nothing matters? Copy that previous sentence and replace "story" with "accomplishment." Fictional events can affect us and make us feel very real emotions. The illusion of overcoming a problem, like solving a puzzle, can be satisfying. 

On the crust of slow-bake planet, between the vacuum and the magma, in the stellar film upon which we live like the universe's black mold, human feelings are the only things that matter, the only things that are real, I mean, after you get over the food, shelter, and water stuff.

The delusion of story and accomplishment are real, yeah.

I talk this as it relates to video games, too. I'm sorry, but there's no accomplishment in defeating a video game. There's not anything remarkable about getting video game achievements. You're supposed to win. That's how video games work. Even if there's a bell curve of people who can master a video game and people who can't, huddling under the proficient arc of that curve means diddly squat. 

You were supposed to win and all you mastered along the way was...reflexes? memorizing a level? a moveset? reading a wiki? following an instruction like a dolphin who can sort shapes?

Whoopty fuckin' doo.

This is a bit of a self-roast. If you follow me on twitter, I've been humblebragging on my fell-off-the-wagon Stellaris run for a few weeks under the thin veneer of poking fun at the game. It's just a distraction to learn and interact with the rules of a completely false, contrived world. 

D&D is that same kind of masturbatory exercise with some token challenge and a few consequences waved around like a drunk with empty gun. Even if the consequences are real, they aren't. If your character dies and their belongings are scattered towards the winds, it doesn't matter; you'll get up tomorrow and go to work.

Or maybe your DM is creating a world with consistent, discernible rules which you master and then they'll give you a few extra virtual shekels for your dolphin-like obedience. 

The truth isn't that you need to balance story or challenge; it's that you can't really have either one. Not with conventional tabletop RPGs. Not without some delusion. 

And that's fine. Delusion is, debateably, essential to how we live. Refusing to consider existential dooms and living as though they aren't present helps to focus on the present as it is instead, of considering the many things that might wipe this algae out.

I've been leaning hard into FATE these past few years, because the story is the challenge. What you overcome is the blank page in front of you and your own reticence to accept other peoples' ideas.

Ideally. I haven't overcome shit while playing FATE and as I'm writing this I realize I've always been a bit too comfortable blaming other player's lack of enthusiasm.

For someone who felt I needed to define "dungeon master" a few paragraphs back, I'm comfortable blowing past was FATE is. FATE is a tabletop roleplaying game like Dungeons and Dragons, but whereas D&D game mechanics include status effects, ranges, spell components, and the linear probabilities afforded by a single 20-sided die, FATE's mechanics are about drawing broad characters, using drama as a currency, and creative a story collectively.

I've also thought about picking up Microscope. Another tabletop RPG--which isn't a game, so 'Another tabletop RP'--where players agree upon the theme of, ground rules of, and events which will bookend an era in a world's history. They then take turns adding periods, events, and scenes in the era of that world. The game is the creation of the world itself, with players roleplaying historical characters during specific scenes.

For the past few years, I've told people "I haven't been in the right headspace" for roleplaying. I wasn't before I started saying it, but then I didn't realize why I wasn't having fun with it anymore. I don't feel like throwing on the skinsuit of an elven ranger and listening to Important NPC from a generic fantasy world talk about Task to Retrieve/Discover/Destroy the Notable Item/Person for STAKES and then accomplishing that Task via overgrown tabletop wargaming mechanics and negotiating reality with the DM. Worse, it's actively aggravating.

You might say, "VanVelding, you have depression." Obviously, reader-slash-listener-slash-watcher. Obviously.

That tension isn't a gamebreaker for most players. Players show up and appreciate a little bit of story, a little bit of gameplay, and a little bit of...what I can only see as trolling the world out of genuine curiosity. Even when they love it, in a lot of ways the DM's world is set in opposition to the player. The combination of our world's DNA and the need for basic conflict makes no part of that world come into sharper focus than when it's set against them.

No one asks the color of the tickertape when they're throwing the heroes a parade.

It's the Storyteller who is shouldering most of that tension. They create not just the story (usually) and the game challenges, but they're also engaged in worldbuilding that's satisfying for every Storyteller I know. And if they're doing it in Dungeons and Dragons, it's all built on the caprice of a 20-sided die.

Have I bitched about that before in this essay? Probably, but it's a flawed system and one that 5th edition's advantage/disadvantage system really improved.

The Storyteller is often saddled with the additional burden of keep up the delusion--pretense?--of events being relevant. Now, that might be baked into "making a story that's good" and "making gameplay events which are good," but it's more than that.

There are plenty of stories which are just fine without pretense. NBC's Community snarked its way through six seasons kind of aware it was a TV show and subverting TV show tropes. Garth Marenghi's Dark Place is sublimely self-aware. 

There are games which are satisfied with saying, "this is a game." The Stanley Paradox.

But for players who are playing characters, you're telling their story, and you can't schlep it out or turn to the camera and wink when they're doing things they enjoy. The point of playing a cool character in D&D is to play a cool character. DMs don't say, "You reduced the dragon to 0 HP. You've won Dungeons and Dragons," then shake everyone's hand and end the campaign by reading the credits of the adventure module.

So the Storyteller keeps the story, pretense of relevance, worldbuilding, and game part of the game going. It's a lot and it's a lot to put on the shoulders of one person. So while we're doing that Session 0 talk to your group set expectations rigamarole word salad, maybe consider not playing D&D?

Do your friends want to spend time together while killing dudes and comparing builds? Path of Exile is free and fairly fun.

Do you want to explore an interesting world that your DM friend has created? Just fukkin' ask them about it.

Do you want to collaborate to make an interesting story? Microscope is fine, but so is just chillin' out and making a world. 

Or maybe you all want to work together to build a world with some ground rules and play through some challenges. Maybe play D&D, but instead of showing up once a week and dropping 2 quarters into your DM so they amuse you for a couple of hours, you can heckin' talk to them and start picking up some of the storytelling. Maybe offer to run or co-run a few sessions. Pitch in on worldbuilding so you're familiar with it.

If you're trying to wrap a story around a game, there's always going to be tension there, but unlike the tension from Matt Colville's Politics 101 primer, you don't want that tension to boil over and snap into a big, cool, fictional war. You want to acknowledge it and build around it to ease it. The best way to do that is to share it.

Sunday, October 23, 2016

My shot at the holy grail of gaming: Magic the Gathering RPG

So I ran a Magic roleplaying game by straight-up tacking Magic: the Gathering onto FATE. We had a good time. 

I should've stopped at bridging the gap between FATE and Magic: the Gathering, but I didn't. This thing is a sprawling, 32-page document that creates a new set of Magic concepts and systems which absolutely do work as roleplaying background, but are fucking impenetrable. But hey, it's 17k pages so I'm gonna share it with folks.

The real conflict in creating a Magic RPG is making the cards work in a roleplaying setting. I did that by instituting a set of power tiers--called moxes--which allow spells to scale in power with the planeswalker (or creature) casting them. In the lowest mox--Mox Alpha--most spells take on a benign form. Tapping down a creature can make them drowsy, a burn spell can provide light, and a creature might become confused or addled if you make it discard a card. At Mox Unlimited, a planeswalker can cast spells which annihilate whole armies.

The FATE integration isn't that strong, but one of the options is non-combat casting. Five skills (Will, Investigation, Deceive, Rapport, and Athletics) are aligned with each of the five colors. Players may discard a card to invoke an aspect for a skill check instead of spending a Fate point. One of the colors in the card's color identity has to correspond to that skill.
The Tempest is basically a way to rationalize the randomness of a player's deck. 

Planeswalkers channel their Tempest which provides them with a channel of aether which they can shape into spells. When a planeswalker runs out of ways to turn their Tempest into spells, they must revert to Mox Alpha or die by decking out. The Primer focuses a lot on reconciling these things.

Planeswalkers have fetters, which exist to explain some planeswalkers having higher "starting life" and to give players a potential ways to connect to planes. As is, fetters are just a way for powerful NPCs to be even more powerful. It's a bit much, but it's not like anyone has to use it.

I'm especially proud of the three-page "Life, the Multiverse, and Everything" appendix at the end which conjectures on how planes are formed.

(Link)

Friday, April 10, 2015

Nations as Characters: Examples

So I'm still on this kick. It turns out that the FATE Core book has an example of this. It keeps the basic skills and includes aspects (of course). I haven't moved onto aspects or stunts yet, but if my interest keeps up, it's the next thing on the list.

Ententé Alliance
Diplomacy: 3
Culture: 2
National Resolve: 2
National Loyalty: 1
Military: 1
Infrastructure: 1

In the original 3087 setting, the Alliance was a small collection of systems carved out just rimward of the old FRR remnant. Populated with Clanners, Lyrans, and Dracs (is "Dracs" offensive"?), the Ententé Alliance citizenry enjoys the wealth and plenty afforded by peace and technological advances.

EA's (I know) strong diplomatic ties with The Ghost Bears, Draconis Combine, and Lyran Alliance--buoyed by technology trades (mostly medical), military cooperation, and intelligence sharing--are enough for the little state to become one of many cross-roads of known space.

Potential Aspect
Doctors of Honor:  Partially because of their extensive genetics program and public services, Alliance doctors are considered some of the best known. While the Alliance has doctors as good as those of any other state, it also produces Doctors of Honor, who participate in a training regimen designed after that of Clan Warriors. While many debate the efficacy of the program, those who have attained the rank of Doctor of Honor are a close-knit, highly-prized few. This aspect can be used on any infrastructure or academics roll dealing with almost any aspect of medicine (Usually an Academic roll).

The Jade Falcon
Military: 3
Infrastructure: 2
Law Enforcement: 2
Mineral Wealth: 1
National Resolve: 1
Academia: 1

Wednesday, March 11, 2015

FATE Inspired by Battletech: Non-canon Examples

So now I'm making 'mechs that aren't canon or which were originally made with the FATE rules. It's not enough to create 'mechs from Battletech; a good system can go beyond that. At the very least, I want it to go beyond that.

Cobra IIC
This little guy is certainly made with the Battletech rules. It's from the 3087 setting I kinda half-made a while back and tried to run with the guys. The Cobra IIC is a signature of 'mech of The Federated Hellfire Territories, a mixtech chassis that sports a pair of Clan Streak LRM 15's as its central weapons.

Tech Level: 11

Skill Points: 11
Skill Maximum: 4
Equipment Points: 11
Aspects: 4

Skills
Ruggedness: 1
Maneuver: 4
Accuracy: 5*
Electronics: 1

Aspects
High Concept: The Dancing Death
Trouble: Cutting Edge Design
Aspect: Long Range
Aspect: Missiles
Aspect: Jump Jets – Can invoke this aspect when trying to climb slopes or jump over obstacles.
Aspect: National Unit – A player may invoke this aspect to acquire this 'mech or related repair components if they're especially well connected with the Federated Hellfire Territories government.*

*A unit may rise above the skill cap by turning an aspect into a non-combat aspect.

Equipment Points
Ammo Points: 4
Neural Interface: 4

Stunts
Sandblast: A pair of Streak LRM 15's definitely qualify.
Strong Firepower

Monday, March 02, 2015

FATE Inspired by Battletech, Canon Examples

So I've been doing the Battletech-Inspired FATE Mecha system over the past couple of weeks and the best way to cap it off is with examples.

Thug
The interesting thing about this system is that versions of 'mechs aren't so important. What's the difference between the single-heat-sinked, SRM 6-ed Thug and the double-heat-sinked, SRM 4-ed? A small amount of firepower and some heat dissipation? Notable, but not significant.

Tech Level: 7
Skill Points: 7
Skill Maximum: 3
Equipment Points: 7
Aspects: 3

Skills
Ruggedness: 3
Maneuver: 1
Accuracy: 3
Electronics: 0 - As in FATE, a skill of 0 doesn't mean an absence of a skill, but an average level of it.


Aspects
High Concept: Definitive Zombie 'Mech
Trouble: Not as scary as advertised - 
The Thug is a venerable 'mech, but it really isn't a killer. It's a tough chassis that can dish out moderate damage with a complimentary weapons array.
Aspect: Classic Design
Aspect: Medium Range
Aspect: Lasers

Monday, February 16, 2015

FATE Inspired by Battletech, Part 3

FATE Points & Stunts
So whereas characters have 3 stunts and 3 refresh points they can spend on more stunts, 'mechs have Equipment Points they either spend on 'mech stunts or allocate to specific types of Equipment Points.

Regular FATE points can be spent to invoke 'mech aspects and pay for 'mech stunts. Equipment Points can be spent to do so as well. Some 'mech stunts mention which type of Equipment Points they require (any FATE points will do).  In general though, each type of equipment point can only be used for stunts and aspects related to two skills.

Equipment Points
Structure Points (Simple): Myomer muscles strain, metallic bones fracture, and engine components blister and fry under massive outpourings of energy and radiation. Structure points aren't a certain number of a thing, but how Tonka-fucking-tough this 'mech is and how far past the quoted specs you can push it before it breaks. Structure points can be used for stunts and aspect invocations related to Maneuver and Ruggedness skills.

Ammo Points (Simple): Bullets, drones, and even reserve coolant pods fall under the category of ammunition. Anything that a 'mech stacks up on that it'll use up in the field will work. It's assumed most 'mechs with ammunition-based weapons use those weapons frequently. Ammunition points represent massive outpourings of ammunition or the use of very limited quantities of specialized ammunition. Ammunition points can be used for stunts and aspects related to Electronics and Accuracy.

Wednesday, February 04, 2015

FATE Inspired by Battletech, Part 2

On Monday I covered a FATE system inspired by Battletech. 

Still doin' that.

So right before Skills, Aspects are the most important part of FATE. Like characters, 'mechs have aspects. They have two by default--a high concept and trouble--and more, depending on their tech level.

High Concept - Of course High Concept. "Trash can with an autocannon," "Gauss Rifles with a 'mech attached," or "definitive zombie 'mech," are all good examples. What did the engineers think when they went to the drawing board on this one? What were the generals who ordered it hoping for? What reputation does it have amongst enemies or allies? How does it serve on the battlefield? The answers to all of these questions can make a good high concept for a 10m tall humanoid war machine.

Monday, February 02, 2015

FATE Inspired by Battletech, Part 1

So there was a 75% off sale at the local game store. Some of those books were Battletech books. Specifically the closure-inducing "Jihad Hotspots: Terra."

So like a...let's say an "addict" who has what we'll call a "relapse," it got me thinking a lot about Battletech. Now, Battletech is a roleplaying game with an overgrown chapter for combat, which naturally make me think of FATE, a system for telling stories that barely has any combat.

That sounded better in my head.

I wouldn't make a complete transfer of Battletech; none of my friends know or care very much about the setting and Battletech has its own elements that only fit within it (jump jets? what?).

The conceptual heart of FATE are aspects, but the systemic core are the skills. How does a 'mech attack? How does it take a hit? How do you represent electronics skills?