Category Archives: Experimental Mechanics

Let Me Tell You My Character’s Story!

Yesterday, we looked at how sharing a character with others can go wrong. I don’t like to leave things on a negative note though. It’s one thing to have a list of don’ts. It’s another to have a useful list of do’s.

So how can we share and have it got well? Like I said last time, people are often willing to hear a GM talk about their games. I’ll add the criteria that they’re willing to listen when said GM is brief and doesn’t delve into all the minutia of their “well laid out” campaign plans. “Let me tell you about my campaign” can be nearly as painful. The important thing is that people listen to the places where characters, players and the campaign intersect. That’s where the sharing is worth while.

What does that mean? That when your character does something in a game, it’s more interesting than anything you planned out on the character sheet. What you planned out on the character sheet may have made it possible for you to do cool things but stick to the action. It’s even more interesting when you ran into something you thought you couldn’t handle and then pulled it off anyway. Emphasize the reason you thought you weren’t going to make it. That’s your hook. That’s how you get your listener to say “I wonder what happened next!”

GMs are used to dealing with hooks, but hooks are something that work when you want to share a story.

Show what it’s like to have your character interact with the other PCs and the GM. Is there a funny conversation you can relate?

Is there a part where your character became pivotal to the campaign? That could be an interesting story too. Is that something the GM planned? Was it something that happened by accident?

You want to focus on the action of the game, it doesn’t have to be the fighting but is should be where something happened. Got the deal you wanted on the new equipment? Didn’t get it? Had a funny interaction with an NPC?

The intersection of the players and the rules can sometimes be interesting, but the feelings you have during those interactions are more important. Rolling two or three perfect rolls in a row is not that significant. The feeling it gave you is. “I rolled three perfect rolls! Do you know what the chances of that are?” is a dull conversation piece. “I rolled three perfect rolls in a row! Do you know how good that felt? It was amazing!” is something that will get even veteran players nodding their head. Positive feelings and energy are infectious.

 

Some things are just general good conversation rules. Remember shorter is better. Enthusiasm can make us ramble but fight it! Know when the story is done and make it time for someone else to talk. Maybe they’ll ask you to continue, that’s a sign that you’re doing well but again, give room for them to talk if they want to. Or maybe they have to do something and would like the story to end so they can. Give your listener that dignity. They’ll appreciate it.

So tell me your character’s story. Tell me your story. That’s something unique. That’s something entertaining. Lets learn to share so that it’s not just the guys at our table that get to share our experience. Let’s get good at brining in people from outside our gaming group in on the fun we’ve had. Maybe they’ll join you in your next game.

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Let me tell you about my character!

Cringe! That phrase is probably the most frightful thing a game designer can be cornered with. On the one hand, it’s your game, and you want to reward the player’s enthusiasm for your game. On the other, your brain is screaming “Dull! Boring! Painful!”.

Why is this? Where is the player’s enthusiasm for the thing they’ve built, failing to come out as an interesting story? You have people that pride themselves in complex back stories and acting out what their character would do, telling a painfully dull explanation of their character.

Maybe it’s because we’re given tools for playing the games but we’re not given tools to tell people about them. Lets look at some examples of other story telling that is boring and see what it teaches us.

Mary Sue” is a label given to a character that is good at everything. A Mary Sue is often seen in fanfic writing where an enthusiastic fan is writing about their favorite character. The beloved character overcomes every obstacle with ease, nothing can stop them. Mary Sue characters are boring. Any enjoyment from a story featuring such a character is purely on the part of the writer.

A lot of player characters are Mary Sues. At least their player is trying to make them into one. At one time, most of us tried to build an uber character that would beat everything in their path. It can be an interesting goal, it can be highly rewarding to reach toward. Once a character gets to that point, they usually get retired. Why? They’re no longer fun to play. They’re not making an interesting story anymore.

What do we learn from this? Telling about all the monsters you can beat and all the toys you have is dull. Telling me about your “fascinating” back story is usually an exercise in Mary Sue character building.

Why does this fail? After some examination, “legitimate” characters might seem like they fall into this category.

It’s not the skill of a character that’s interesting. It’s the challenges they face. But the challenges don’t usually get written down on the character sheet. It’s the GM that comes up with challenges. People will much more often listen to a GM’s tale of the games they’re running or even the plots they’re concocting, than listen to a character’s back story.

The second area that players run into when telling about their characters is they focus too much on stats and possessions. Do you want to read a book full of measurements of Mount Rushmore, or would you rather hear a story about the faces carved into the rock, why they’re important, and the great effort that it took to do the work and the current efforts to preserve it? Obviously it’s the latter.

Why? Stats tell a story but a good story, shows. There’s a huge difference in telling the story and making the listener feel like they’re in the middle of it. Showing them what it’s like to be there. Yes, on occasion a stat may be important but they’re rare, often one time thing and they should be connected to a story the tells the listener what it would be like to have such a good stat.

Early players frequently obsess about stats, but stats enable great things to happen. They aren’t great things happening.

These are two of the reasons that “Let me tell you about my character” fails. Next, let’s see if there’s a good way to share a character with others and make it interesting.

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Shared Experience and Rules That Prove Your Worth

RPGs are complicated webs of a game. They can be immensely satisfying or to many, far too dense to cut through to find satisfaction. For a while, a number of game designers (myself included) thought that maybe, if you could explain the kernel of what makes an RPG fun, you could help more people play.

That may still be a goal worth chasing.

In the process, we found that the fun being had was very deep and difficult to describe. Maybe too deep for some.

I tried my own interpretations multiple times. I focus on the ground level, the technical so a lot of my efforts fell flat but I’ve gotten closer over time.

The experience of playing RPGs can be likened to a number of entertainment experiences. Reading a book, watching a movie, playing a board game among others. The simple reason for that is they all are telling a story. Most are where you the one being entertained is passive. Some, when likening to other kinds of games, you’re more active. But you’re telling a story.

There’s been a lot made of this and some have reacted by saying that if it’s just a story we want, who needs rules? Let’s just freeform it. After all, the only thing those rules are doing is getting in my way.

But we’re not just here to tell a story. That’s why freeform isn’t more popular than traditional games.

We’re here for a shared experience.

What’s the difference? What does that even mean? A story is a series of events that are interesting in some way. A shared experience is what happens when we all agree to the same story.

When we all watch a movie and one person hates it, you don’t go quoting the movie with them. It’s almost like they’ve rejected that experience. Even if you loved it, you don’t share it.

But when a beloved movie is quoted, everyone chimes in. You can trigger the emotions of that story with a phrase. You share an experience.

It is possible to have a shared experience with freeform story telling. It happens all the time in improv theater and comedy. That’s not what’s happening in RPGs though. An RPG is a game, and games have rules.

Why do games have rules?

It’s because rules show that some things are allowed, and other things not allowed. Rules are a contract that tell us when we’ve done it right or wrong.

This is another reason people get rid of rules for. They don’t want to be told they’re doing it wrong. What they’re missing out on, is the rules that are telling them how to do it right. Rules can restrict but they can also exalt.

This is why an RPG is different than telling a story. If I follow the rules and I do well, even great, my fellow players accept my experience. We now share that I’ve done these great things, because I followed the rules. It’s no longer me just telling you about a character in a story you’ve never heard of and how great they are. It’s something built. Something that I had to follow a path for.

I’m not just saying to you that I beat Usain Bolt in a race. You’d look at me like I’m nuts since I’m a lousy runner.

Without rules I could say that I beat him because I drive my car faster than he can run. I didn’t follow any rules. I didn’t really do anything.

But what if I say, I beat Usain Bolt in a race. He and I met (this did not happen) and he said he could outrun my car. I took him up on this challenge and I beat him. Well now, you may not be overly impressed with my accomplishment but because there were agreed on conditions (AKA rules), you’d understand how I could validly make that claim.

Rules validate accomplishment. Rules establish a shared experience.

Epilogue

There is a disconnect between groups of role players. It is often the case that a player will try and translate their character to another player. “Let me tell you about my character!” But listening is painful to the other player, even the game’s designer. Why is this? I can say “I made it to level 8 of Super Mario Bros” and then tell about how I got there, and it can be interesting. Why can’t we tell each other about our characters? Don’t the rules validate our accomplishments?

Yes and no. Theres an admonition to writers, to make an interesting story, show, don’t tell. More verbosely, walk me through the action, don’t tell me about it like it’s a history lesson. We need to learn to tell each other about the games we’ve played, not the possessions or skills of the character. If we could learn to do that, “let me tell you about my character” could become a joyful thing to hear instead of something cringe worthy.

I think this is important. There are walls that separate role players from enjoying each other’s story. We’ve always wanted to tell our stories to other groups but it rarely goes well. We need an inter party language that makes the translation process enjoyable.

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Character Sheets are for Wimps!

A character BOOK is for AWESOME people.

Character Book

It’s time to let your character stretch their legs, throw their equipment around and keep all those notes somewhere.

The Artifact Character Book

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Still Alive

I’ve been away from forums and the blogs for a little bit now. I could make excuses, but I just wanted to pause for a while. I wanted to see what some distance from thinking about all this social internet stuff would do. All in all, not a lot has changed. My brain filled with other things that were present, I worked on a couple games.

There is a lot I want to do with The Artifact. There’s another sourcebook to write, there’s the Player’s Handbook to edit (No, I haven’t finished that, I’ve been lazy). But I have a few very difficult nuts I need to crack to keep moving on. There’s the warping technology that I’ve written a dozen times but I can’t seem to get to the place I want. There’s the equipment generating rules in the Player’s Handbook, that are flexible to a fault but very involved, I’d like to ratchet down the intensity of. There’s the new aliens that I want to introduce. I want to get their mentality right.

There’s a lot to do but I feel like I need some inspiration that’s beyond me to get them right. I want them to be perfect, but as Dr. Lang says, “Perfect is the enemy of done.”

And come to think of it, that hasn’t been my development method so far. My method has been to publish something that works and then refine it as it’s played.

So I really should drop my worries about getting it just right. I should just get it out and work my way toward right. The Artifact has always been a case of “bit off more than I can chew”. I should be used to it by now.

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Lifepath Systems

I really love lifepath systems. When writing Steampunkfitters I made sure to include one. It seems a number of other people do also from all the mentions of them I’ve been hearing recently. For the Artifact, this is a problem though. Most characters are military, usually starting military, so they’re young and haven’t had too much happen to them. The other problem is that one of the strengths of starting a character for The Artifact is that they are starting with a clean slate in a new world. If anything, the whole game is something of a reset button for the character’s life.

Now there are a few lifepath items I’ve included in the bonus tables and limitations tables. Things like the character has family at home they’re supporting, and that they found a map to treasure fill out what are supposed to be the highlights or lows of a character’s life so far.

I’m trying to think if there’s anything else that could be done. Sometimes, you have to accept that a game element that you love isn’t going to fit with a game’s style. In this case a lifepath system just doesn’t seem to fit.

Does anyone know of an unusual lifepath system that would fit this kind of situation? Let me know in the comments.

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More Stress Driving Progression Thoughts

Still on yesterday’s subject, I realized that the player would have to track their total stress for that game because they can rest or eat or do whatever to reduce stress. That sounds tedious and boring. So how else could we structure this?

The other question is, what is the threshold for getting the experience point? One point of stress? Too low. Five points? Still too low. Ten points? Maybe, but that would potentially put it as the same level as a low attribute. So reasonably then, the level of a low attribute could be the threshold.*

That doesn’t fix the problem of tracking stress, but lets go back to the lifting weights analogy. If I lift a dumbbell once, take a nap, then lift it again, take a nap, etc, would I get any physical benefit? Not likely. I have to lift that dumbbell until I’m tired. So in the stress model, I don’t track my total stress for the game. I track if I hit the threshold of the lowest attribute in that stress class at any time during the game.

The same thing goes for over stressing myself. If I hit the stress level of the highest attribute, I injure myself and lose the XP bonus.

*This could have the effect of incentivizing keeping some low attributes. I can’t tell if that’s a feature or a bug.

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Stress Driving Progression

I had this idea today to make stress, at least partly drive progression. My thinking went thusly. The stress rules in 3e are really transformative to the game but it seems hard to get the players to use it. The idea that a player doesn’t have to fail a roll unless they want to (or are exhausted) is really crucial.

Doing things like lifting weights makes you tired, you’ve stressed your muscles out. So really, taking stress should offer some growth. Only, if you go too far, you’ll injure yourself. There should be a sweet spot in stress that would give growth, but the players shouldn’t go nuts taking stress.

There are three kinds of stress, Physical, Functional and Mental. If hitting a sweet spot gave an experience point apiece, it would seem an acceptable amount. But what is that sweet spot? My first thought is something equal to the attribute, but that may be too high. Maybe something up to the lowest attribute in the stress class but going higher than the lowest attribute negates the bonus. That would allow the player to take one stress and get an experience point, which seems too easy.

If I really wanted to be exact, it would hurt the player to go over the lowest attribute, signifying that they injured themselves. Only, that doesn’t seem like players would really enjoy that.

But this could replace the Active Participant experience criteria. It would go from something subjective that the GM decides, to something the players could prove.

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A Chezbah Campaign?

I’ve never lifted the veil on the Chezbah far enough to allow a player character. For me, that’s been a no-no because it would let the genie out of the bottle. The Chezbah are exotic because they are unobtainable, unknowable, unreachable.

But now I’m starting to rethink that. I have a specific need to playtest Chezbah technologies because I want to see how players would exploit the tech, get the strategies they would come up with. In a way, I want to hand over the keys to the unobtainable because I think the players will come up with better strategies than I will. I’ve come up with the obvious so far, what I think will be fair. Now I need a players mentality to try and grab onto all the advantage they can get.

I’ve written a few times about the technology called Warping. We’ve always thought about play testing the tech from the perspective of the players going up against it but I think it will be more revealing to see the players using it. To have them create the strategies that the Chezbah would use to spam against future players.

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Another Defensive Move For 3e

There are bunches of attack moves to spend successes on. Defense consists primarily of negating an attacker’s successes. But what if there was more you could do?

I’m not sure about this idea, but I had a thought that a defense fractional success might be used to cut damage in half.

Mechanically, you wouldn’t want to use a success on this unless you were sure you weren’t going to be able to negate all an attacker’s successes. But instead of an all or nothing winner take all roll, what if the defender could cut damage in half?

The down side to this is that it would make combats longer. Something I’m not keen on. The upside is that it would allow the players to survive longer and rewards a good roll, even if it’s not the best roll.

Being able to negate an attacker’s successes is pretty useful already. This would add a really powerful ability to characters. Perhaps this could be included as a Dodge skill focus? I’d be a lot more comfortable with that.

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