Category Archives: Experimental Mechanics

Worldbuilding, Beauty and Alienation

My wife is fond of asking me when I’m going to stop trying to learn more things. I don’t have an answer to that because I suppose I will never know enough about the universe to have the complete picture of it that I want.

Lately my interest has been neuroscience and behavioral science. I think this is mainly because in the last few years I’ve been exploring the fact that I have a mild spectrum of autism and I learned that most people do not experience the world as I do.

To me autism means I do not have some of the automated processes that are normally encoded in a human being’s brain. The fewer automated processes an autistic has, or if certain important processes are disrupted the more severe the dysfunction. This is my take on my autism, it’s how I define it.

When these processes are not automatic a person has to develop their own process for dealing with input from the world. This is often on a more conscious level. It takes conscious thought to work through a situation that would normally be dealt with automatically. This usually means a greater mental stress load for common every day things but the trade off is that you sometimes know why you process things the way you do and can occasionally manipulate the process.

So it become profoundly interesting to me to learn how these automated processes actually should work in people. It’s fascinating because most people make use of these automatic programs without knowing that they’re doing it.

Today I listened to a program about beauty. I listen through the lens of the above. What are people doing that they aren’t aware of?

For one the program talked about a landscape that was nearly universally considered beautiful by humans. It was one that a human would be able to thrive in easily. A diversity of plants, the presence of water, evidence of bird life, an optimal view of the surroundings. This is a process that most people have, built in to tell them when life will be good for them. A subconscious signal that this is a good place to live.

To tie this in with world building, what does that mean for your world? Does your world deliver beauty?

Without specific knowledge of these universal human tendencies for perceiving beauty, long ago I set out to create a very alien world for The Artifact that rejected human ideas of beauty and strictly dealt with functionality. This was important to the story that I wanted to tell.

It does have it’s trade offs though. It is extremely difficult to draw and paint things that are not beautiful or at the very least intriguing. Even something that is ugly is easier to depict. It’s also difficult to describe things that are not beautiful and not ugly with words.

But why do I want to try and make a world that is not beautiful and not grotesquely ugly? To me, this is an expression that is sublimely alien to the human mind. It is not something opposed to our thinking and not something that we would want to think about. It is alien.

The difficult thing about it is to now fill it with enough humanism to make it inviting  enough to want to stay for a while. The reader can be disoriented by the alien, but invited by the human. This has been a struggle to get right, I’ve made some progress but is something I will have to keep working on.

Most worlds that are constructed swing from beautiful to grotesque. We know how to deal with those things. They are in built, automated responses. What happens when you put normal people in an environment where they have no in built response? Each response must be handled consciously. This can be taxing on the mind so it has to be done slowly and carefully. It throws off a person’s ability to easily parse their world.

Without knowing it, was The Artifact crafted as a metaphor for my own autism? They always say to write what you know. Was I recreating a feeling that I have in response to the world?

When worldbuilding, it seems that people often build off a feeling that they have. I often find it difficult to articulate the aesthetic of the world, the why or what of that root feeling. I may have found a few tools to describe it here.

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Kayfabe RPG Sessions

Robot ThingyYesterday I talked about what RPGs could learn from Pro Wrestling and how wrestling went from a sport that took too long to win so was only sometimes entertaining enough to an entertainment that looked like sport focused on pleasing fans. It did this by kayfabe or ‘keeping it fake’, fixing fights and enhancing the action with moves that make no sense as far as real wrestling is concerned but are exciting to watch.

So how do we use that to make RPGs an easier hobby to take up and make them more fun in the process? At first the idea of kayfabe making the game more fake sounds awful but so does turning a sport into a pseudosport. The fact is though that Pro Wrestling is a bigger money maker now than it was. The concept when executed properly is successful.

What we have to remember is that the players are not the audience. They are the contestants and the contestants are in on the fakery. In fact, they act out the fakery which is core to making this work.

Lets back up though for a moment and look at the goal of our faking. One is to make the game shorter. Two it’s to amplify the excitement of the game. To get to the good part right away. What is “the good part?” That could change from game to game but I’m going to start with the example of a the final conflict with the Big Bad that comes at the end of the game.

Just skipping to the Big Bad would be unsatisfying. There is no discovery, no ramp up, less challenge to the PCs. We don’t want to just skip to the end. This is where the players being in on the kayfabe comes into play. They generate how they got to this point. The GM presents them with the big exciting finale and then asks them “How did you get here?” and the players describe why they took on a job offered to them by a old man in the village. It doesn’t matter what they come up with as long as it fits the description of them getting to the finale.

You might be thinking “But they don’t have to fight their way through the Big Bad’s hordes to get to this point, they’re fresh as daisies. This won’t be as interesting.” Lets fix that then.

The point of all that build up is partly for the story of a struggle to get to this point and partly to wear down the PCs resources. Let’s have the players generate both. The GM can offer a set of deals. Take 2 hit points of damage and get the “Brave and Heroic” experience bonus. Take off half your ammo and get extra cash. Take 30 points of stress of any kind and you get to pick from this list of equipment. Nothing says they have to take any deals so they have to be tempting enough that the players will bite and make a more interesting story.

Now as well as “How did you get here?” the players also have to integrate the deals they chose into their story.

This whole process should take 15-20 minutes. The finale could then take 40 minutes and you have a game in one hour that included everything you normally put in your games.

There are story advantages to this process also. Because the players can describe their own story, they will likely tell one that is more interesting to them. The GM may learn more about the specific interests of the players and be able to really tune into what they like and want out of a game.

The players can throw in crazy things that they would never accept from a GM. Things like “The guy that gave us the job turned out to be my long-lost father!” because it’s safe from consequence. They have control of it and more or less know what the GM has in store in the finale. Yes there’s some room for surprises but the players have a reasonable expectation of what’s to come.

Mixing it up

What if the real draw to your game isn’t the Big Bad? What if it’s the puzzle, or the mystery that you worked so hard on? Then we reverse the process. The deals happen after the puzzle is solved. So that take off two hit points happens only after the puzzle is done. What if the PC has lost most of their hit points while solving the puzzle and then goes into the finale with only two? Well they die in the battle. Kayfabe it and make up the heroic battle and how they die saving their friends.

Try it, see if you like it. No doubt it will be a bit different from what you’re used to but remember the point is to enhance the entertainment and make the game quicker and easier to take up. This will be an odd sell to a lot of players but would be a lot of fun if embraced. The main question is can players fake it so well that it feels authentic to them, like they really went through all those things.

Let us know what you think. Will you try a kayfabe session?

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Survival Challenges May Change Slightly

I’ve tossed around the idea that the Challenge Points for a Survival Challenge might be better tracked if the group worked to reduce the pool of points instead of each player chipping away at their own allotment of points.

This makes teamwork between PCs in a survival challenge intrinsic to the system. I don’t mind sending that message with the mechanics but it might not be what the players actually want to do. As they are, a PC could leave the rest of the party behind if they wanted to. It’s actually slightly hard to help another character as things are.

It makes the GM’s job of handling random hazards a little more intuitive which I like. All the PCs are together and so experience the same hazards. I have ways of explaining why characters might experience different hazards but that’s not explained in the text of the rules, mainly because explaining my thought process on that would be cumbersome to the text and I’m already worried that there’s too much in the book.

It makes the system a little more of an approximation than a simulation. I’m okay with that. I’ve striven for simulation in years past and found the results satisfying but the effort required to support the simulation slowed things down. Approximation often has it’s own emergent properties that can be highly enjoyable.

It might require an adjustment in the number of CP in a challenge, but that shouldn’t be a massive problem.

That’s my thoughts on the matter. What do you think?

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The Artifact 3rd Edition Alpha Draft

Since we’ve started the Kickstarter, I thought it would be a good idea to give an update to the rough draft that was posted a while back. If I’m asking you to support the Kickstarter, it would probably be fair to let you know what you’re supporting. Even the rough draft is quite old at this point.

The Artifact 3e

Character Sheet 3e

This isn’t the Beta yet because the rule set is not yet complete. I’m trying to tie hacking in with tech challenges system but I haven’t quite figured out the language of how to effectively convert Barrier Points that computers have, into Challenge Points. I have some ideas but it hasn’t clicked into place yet but I’m working on it.

There are a number of other things that this draft is missing. One is the awesome art that the Kickstarter is all about and the other is the maps. Although one of the artists is a skilled map maker and I’ll be looking forward to an important addition, the map section will stay mostly the same. They’ll be dropped in once the rule set is complete.

Until then, if you need art or maps to run a game, take a look at the Second Edition books for examples.

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Technobabble Challenges

From the survival games concept of turning the environment into a monster to be defeated, I built the technobabble monster. Now for The Artifact it’s being refined into Tech Challenges. I’ve used it as the main challenge in two games now and the results have been quite positive.

The idea is to emulate the technobabble obstacles in shows like Star Trek or Stargate. There’s no way to reason through these challenges because there’s no real world analogue for the players to use. The process had become very story driven which is a bit out of place for The Artifact which is traditionally more tactical. In a strange way it’s making a schism that divides play into players that want something crunchy and tactical make fighters, and ones that want something story driven make tech characters.

The system is working so well that I just had a player that in the past has made engineers and not really had much fun with them is now playing one again and enjoying it.

Now I’m thinking of replacing all my repair and modification rules with this system, maybe even hacking, although that it would take a bit to make that work. Barrier Points would become the Story Points for the Tech Challenge but would have to be reduced, possibly by a factor of ten to make it possible to overcome in a game.

I’m thinking about the role of tools in this system and how they might be used. If you have a toolkit, what effect should it have? If you’re a hacker and you use a virus what effect should it have? I have some ideas on how to do that. Tools like a virus may be  a way to store Fractional Successes. When the player wants to make more progress hacking, they can call on the virus as an expendable resource. That doesn’t work for a toolbox though because the tools usefulness doesn’t go away with use. In that case a toolkit might give a character an “Advantage” to their roll when using specific skills. In this way, there may be certain barriers that develop that would require two or three Fractional Successes to proceed. In that way tools might be called on to solve a challenge and to make the challenges go faster.

Ugh, this will end up being a lot of work to pin down but it should be worth it, the system is more flexible and interesting than the current systems. It will require a big overhaul of the Comm Officer’s guide, and I shudder to think what it would do to the Engineer’s Sourcebook but it seems like it would be worth it.

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Actual Play Report; Tech Challenge Play Test

I apologize for missing two Friday posts, it was vacation time and we were away for a while. Yesterday we got back and were all cleaned up so we had some time so I ran a game with the kids. If you want to start at the beginning you can find the first game here. Otherwise this game was intended to fix my mess up last time.

This time the kids would face the same challenge with their character’s skill instead of their own. To do this, I used a new tool that I originally called the Technobabble Monster but is renamed and refined for 3rd edition as Tech Challenges. With these rules, players get to test and see if a skill their character has will help solve the challenge that they could not solve themselves. It was intended to model unknowable problems like a stardrive needing repair but in this case we were going to use it for something a little different. This was a logic puzzle that the players were unable to solve. I thought, what’s the difference between an unknowable task and one the players are unable to solve? So for it’s maiden voyage, Tech Challenges was applied to a task it was never intended for.

The first task was to explain that we were rebooting the last challenge the character’s faced. They weren’t super happy about that but I explained that this time it would at least be different. They would not be trying to solve the logic puzzle, their characters would be. Each time they wanted to try a skill, they could describe how they would use that skill to come to a solution for the puzzle. If they couldn’t describe how it would be used they can still try it anyway but it made it less likely that the skill would apply. They roll to test the skill, this is called a skill probe, it does nothing if you fail, it’s a safe roll, most of the time. This was important to the kid’s enjoyment of the process because they had a way of reducing any risks. What this is simulating is the character thinking about what they know, how it applies to the problem and formulating a plan.

Then they would roll for that skill to see if they pass it. If they pass, there are a series of more benign effects that can happen called successful story transforms where each fix alters the nature of the problem. This was the first thing that happened, Enedger used his computer programming skill to try and hack the robots they were facing and have them tell which one was the truthful robot and would let them pass. He made his skill roll which reduced the number of Story Points the problem had and gave a transform that said the problem appeared to be fixed but had only moved. Really all the players need to do at this point is to keep rolling for skills. We could leave play that way and it would work, but that’s just dice rolling and not very interesting so the idea is to describe the results of the rolls.

I described that the Kerdi both agreed the one on the left was the one that would let them pass because of the program he had written. Because of the transform, the problem moved, I secretly decided that the Kerdi switch roles when they have revealed which one will let you pass. Because they recognize that they were forced to give an answer, they switched immediately the Kerdi that would let them pass was now the one on the right.

Kagami decided to try Surveillance to watch the Kerdi. She probed the skill and was told it would work. There is a one in ten chance that a skill can be a red herring and actually sets the character’s back. I decided to give them a bunch of observations that basically lead them no where and then explained the red herring. This added 3 SP to the challenge. I may change that to 2 as it greatly increased the length of the game.

Enedger then tried programming again. This time he failed the roll and got a failure transform which said that something important is destroyed. I described this as his Comm/Comp getting erased by the Kerdi. This is not something Kerdi normally do, hacking a Kerdi is also not usually so easy according to regular rules, so I was stretching things all over here.

This basically describes how the process worked. At certain points, skills no longer become effective and this became a problem for the characters because the system was designed to be used by technical characters like scientists and engineers with a number of tech skills.

All in all, the system worked reasonably well. I have a tweak that I want to make, but I’m actually thinking about making vehicle and equipment repair follow these rules. I’m even thinking of making these rules apply to hacking. I’m not sure about that yet though. There’s a lot of detail in how hacking is done that I like, but this might just be easier and therefore better.

 

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Actual Play Report; Game Master’s Behaving Badly

We had our third game, if you want to start at the beginning, the first session is here. The second is here.

So I have to admit I was a bad GM this game. I didn’t adapt properly to my players actions. I also didn’t have a backup plan. This game I tried to do type of game that I love when it goes right but only occasionally get to go right.

The game went really well until the second half when I failed.

We left off with the PCs in a dome gallery in a cave. A large, ornately carved rock stood slightly off center of the room. The tracks of the scout they were following named Habibe, went up to the rock and then to the center of the room with no trace of where he had gone to.

Enedger walked to the spot Habibe’s footprints ended and stood there waiting for something to happen. When nothing happened, he looked around the room to see if he could notice anything from this perspective. He looked at the large stone and got the impression that if it fell toward him it would land at his feet, right where Habibe had disappeared.

He walked over to the stone and tried to push it over but it wouldn’t budge. He started to look at the stone and found a section that looked like ten raised bumps in an upward facing triangle were actually little disks floating a hairsbreadth away from the stone. A downward facing set of ten bumps directly above it were actually carved into the rock.

I brought out a paper plate with ten pennies in formation and a drawing of the opposing bumps above it. One penny on top then a row of two then a row of three then a row of four forming a triangle pointing up.

Being a boy, his first instinct was to try and kick the disks away. A few of the disks would move and then slide back into their formation. He then tried a rock and a bigger rock. The disks would move and then pull back to formation supposedly with a powerful magnetic field.

That’s when Kagami decided to start investigating and discovered that the disks could be moved three at a time and would move up to several inches away but then snapped back into place. Any three could be moved, but only three at a time.

Enedger then looked at the downward facing formation and flipped the arrow of ten disks by only moving three of them. (Can you do that? I’ll have to try this out on my older gaming group. An eleven year old figured out the rules and a nine year old figured out the moves.)

The side of the rock facing the center of the room then opened and the door hinged down like a drawbridge to form a platform that ended at the center of the room. Inside were a set of stairs going down.

Enedger went down with his pistol drawn and Kagami followed. Laying on the stairs was Habibe. Weakly he said, “Oh good, you made it here. One guard will always lie and one will always tell the truth. The one that lies will kill you if you ask him to let you pass. The one that tells the truth will let you pass. I guessed wrong.” Then he handed them his notes and died. He had been shot by a plasma blast on the right side.

Kagami looked at the notes. They were all in Arabic which neither of them could read.

The drawbridge started to close. Both the PCs made a reflex roll that allowed them to escape before it closed but they debated what to do so long that it closed and they were trapped inside.

Enedger examined Habibe trying to see from which direction he was shot and determined that he must have tried to run away when hit. This meant he couldn’t be sure from which direction he was hit.

Both very carefully walked the rest of the way down the stairs and into a hallway (3m tall 5m wide). Thirty meters down the hallway was darkness that Kagami’s night vision goggles couldn’t see through and Enedger’s sonic imager wouldn’t form an image on. They moved forward very slowly.

At ten meters the darkness slowly dissipated and the PCs could see the guards were Kerdi. (The darkness is a side effect of their shields absorbing energy.)

This is where things went wrong. I hadn’t given enough conditions and hadn’t done enough prep work to be thoroughly versed in how the guards should respond although I knew the conditions existed. The second thing I did wrong was pick a puzzle that was too hard. I figured my eleven year old might be able to figure it out, we read all the Sherlock Holmes books together and likes mysteries, she’s also a prolific reader so I thought she may have heard of this riddle before.

In any event, I didn’t have a back up plan and the players were getting frustrated. Bad GM.

Experimental Ideas For Fixing This
I’m thinking that this kind of log jam could be handled by the technobable monster but I’d like to keep some element of player challenge.

My son and I talked about this and one of the problems is that you don’t want the players to just hit a puzzle and each time say “I take an IQ roll”. That’s boring. Past that is if they fail, they just take another roll. One of the things my son suggested is that you only get one roll to try and get help solving a puzzle. If you want to roll again, you have to take a mental stress point. That’s not a bad start.

Then I thought of something else that would work quite well with the Fraction Column system. If a player passes their IQ roll, the GM has to make it a multiple choice question. Start with eight or so choices, each one close to the real answer. The more fractional successes the PCs get, the more wrong choices are removed. If the player rolls their eighth four choices are removed. They can roll as many times as they like, they just take stress when they roll over.

I explained how the logic problem worked so that they would be less mad at me, they still liked the game, they just thought the guards were annoying. So I can’t do the multiple choice option for this one but I’ll keep it under my hat for future games. It also would be less practical for large groups. I’m going to try the technobable monster on this and see if they have fun with it. If it’s fun then it’s still good. If it’s boring I might be able to improve on the method but I’ll let you know either way.

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3e Rough Draft Book

I just got this in the mail.

I often order a test book just to get a paper representation of what I’m working on. It helps to have an actual book to flip through instead of working off a PDF during play. I’ll also mark this book up with any changes to be made.

This print is almost always black and white and it helps to test to make sure my layouts are sane.

And here’s the back. The text is a clipping of the 3e announcement blog post. The little picture was one of the original concept drawings of a Delta.

Oh, and sorry about the pics being mirrored. Being dyslexic I could tell something was slightly off about them but couldn’t put my finger on it. I guess Apple’s photobooth mirrors the pictures.

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Ditch The GM

With all this thinking about GMing I’ve done, the crazy idea popped into my head that with the Session Sheet, I could set up a system to make a game GMless (or GM-ful if you insist, but please don’t). The interesting thing is, that with a few tweaks, this could be a universal GM ditching tool*. I haven’t tried this yet but if my players don’t lynch me for suggesting it, I’d like to have it go something like this.

All players roll for either IQ or Intuition, player’s choice. For each fraction column passed (or fractional success) the player gets to define one of the boxes for the Feel, Goal, reward or any of the first challenge boxes. The player with the best roll (rolls the lowest fraction column) goes first. In the case of a fraction column tie, do a quick roll off with a d10 (thats an ugly solution but simple) low roll wins.

If a PC passed an IQ roll, they have Deduced something that allows the player to define that element. If a PC passed an Intuition roll, they have Discovered something that allows the player to define that element.

For players that passed their roll they have to choose a descriptor and then use it when filling out the box. The descriptors are open ended concepts just to get the players started on what they will fill in the box.

  • Mystery
  • Wondrous
  • Splendid
  • Heroic
  • Action
  • Friends
  • Puzzling

Players must work with what has already been written, do not try to purposefully contradict an element or make nonsense entries to sabotage the setting.

Once the player has filled in that box, they are responsible for that element while the game is being played. Any time that element comes up, they are in charge of it. They may inject the influence of that element when appropriate in play. Put the players initials in the boxes they define.

If boxes are left unused once all the players that passed their rolls have defined their boxes or if no one passed their rolls, have a roll off (d10 low roll wins) to see who goes next. Each player fills in one box, this time the descriptors they get to choose from are.

  • The worst
  • Dangerous
  • Fear
  • Run away
  • Enemies
  • Lost

Again, if a player fills in one of these boxes, they put their initials in the box and are responsible for that element of play.

If all the elements for this stage of the game are defined and players have not had a chance to give any input, the remaining players may each add to one element. If they passed their roll, they use the first list of descriptors, if they failed their roll use the second. Each player gets some say in the session. Twisting an element from it’s original intent is fair play but modifications cannot contradict what has already been described. The player that originally defined the element keeps control of that element. If extra paper is needed, it can be used but keep things short.

Play begins with the character that defined the goal, describing what the PCs will be going after. The player that defined the challenge then describes what stands in the PCs way immediately. Play then continues with initiative and the PCs trying to overcome the challenge.

Once the first challenge is overcome there is another round of IQ or Intuition rolls for the Deduction and Discovery phase. Once the second challenge is overcome a third Deduction and Discovery phase is made which will end the session and if successful, will accomplish the goal and get the defined reward.

So that’s the plan, now I need to playtest it and see how bad a train wreck I’ve just put together.

*I have nothing against GMs, I play one on TV.

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The Artifact 3e Work In Progress

Nearly half of The Artifact has already been reworked for the upcoming third edition. There’s a lot of new concepts that I’ve vetted on the blog here going into the game, including the survival games posts. There are now robust rules for social conflict and the Technobable Monster has become Tech Challenges. The new Event Resolution rules are not fully cemented yet because we’re debating if defensive actions like dodge, hiding and running away should be a single roll that applies to everyone. I also haven’t nailed down the assistive defense mechanic (the Buddy System according to Tourq) so that’s not in there yet, but it’s getting there.

So instead of just telling you about it, why not let you see what I’ve been doing? It’s not all pretty with pictures yet and it’s barely formatted. You’ll see some of my notes in red for me trying to figure things out. As the title of the post says this is a work in progress. If you’re stumbling on this and want to try playing it, you may have to fall back on the second edition for things like maps, vehicles and the GM section. There’s 91 pages here but it’s probably less than half of the book.

The Artifact 3e WIP

So what’s next? I’m working on vehicle rules, which may not change too much but there are some new things that I’ve always wanted to put in there. I’m also working on a new character sheet because the new rules punch some big holes in the existing one.

The last step is, do I do a kickstarter for art? Most people say go ahead. I can just use the existing art, but getting some fresh and highly skilled artists in would really spruce up a new edition. Would you support 3e?

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