Showing posts with label freeport. Show all posts
Showing posts with label freeport. Show all posts

Thursday, February 27, 2014

Overthinking

Not updated in a while because all I've had to talk about is Fate, and I'm pretty sure that was getting boring.

So, of course this'll be another Fate post.

I've been thinking about the campaign too long. I'm starting to second-guess every aspect of it. The "no magic" rule is close to being scrapped because I'm liking the idea of paranormal elements (specifically, the broader scope for encounters); I'm considering either expanding the playable races to include more options, or stripping it back to just humans; there's a possibility to update the technology more to allow airships, although I still want to avoid cars so that could be difficult.

And all of this is having the knock-on effect of making me question the entire backstory I've written, and the broader narrative I was thinking of telling within the campaign.

Of course, a large part of Fate is to do with collaboration between the GM and players, so maybe it makes more sense to bring a certain set of ideas to the table and let the others add or expand with their own ideas and characters.

Part of this self-doubt probably comes from the realization I had last week, that I shouldn't be trying to come up with endings for the scenes I was writing. Trying to predict outcomes in a tabletop game isn't just pointless, it's a waste of time and runs the risk of railroading your players. I've instead just come up with the setup and characters - who they are, what they want, and where they are - with the hope that my understanding of, and ability to explain, the rules will allow things to flow more naturally.

That leads me, of course, into a position where the PC-level elements of the plot aren't predictable, which is where my lack of faith in the narrative I was originally thinking of.

Really, what this boils down to, is that I desperately need to sit down with the group and talk about this thing. A couple of our regulars have been unwell the last couple of sessions so there've been boardgames with stand-ins instead. But I don't want to start talking about this game when a. we're all in the middle of learning a new game and b. there are people there that I don't know and won't be playing Fate.

I really just need to get the game started before I lose all enthusiasm.

Friday, January 31, 2014

Testing the waters

Last night, my wife was gracious enough to let me use her as a test subject in my continuing obsession with Fate, and I had my first experience going through character creation and running a scene.

Conclusion: I am horribly unprepared to run a game yet.

Explaining the concept and purpose of character Aspects proved more difficult than I'd anticipated, but that's partly due to my own vague understanding, and occasional confusion of the invoke/compel terminology. Nailing down a High Concept proved especially tricky, though the rest of it went far quicker as we both got the hang of things - and I think I got a little better at explaining things.

Fortunately she's helped a lot with the overall game scenario, so she had a strong idea of the kind of character that would fit into the world; my real players won't have been as hands-on with the backstory, so that's something I'll have to keep in mind when they're making characters.

The fight (that most basic of RPG interactions) started off badly, from a GM perspective. I should have done more to encourage or enable interesting actions, but I'd neglected to write out any environment Aspects for the characters to Create Advantages with.

I also had Catherine go first, and without my lead to go on her only real course of action was to hit things, which quickly got... well, kind of boring. It turned into attack/defend rolls so fast that I'm stunned I didn't see it coming.

Things improved when we adopted the mantra of "explain what you want to do, then worry about how you do it" - initially we were both approaching the fight in terms of mechanics rather than narrative.

Once we were thinking of cool ways to hit our opponents and use the environment everything started to flow better, we had a wider variety of skills to roll and got more interesting outcomes when we did. (One of my thugs tried to move over a bed rather than around it; his Athletics Overcome roll failed badly and he knocked himself out.)

The biggest takeaway from the evening is that "explain your goal" idea. It's something I'd already been trying to work into the missions and sidequests I've written - give the party a clear objective, then let them figure out how best to achieve it - but it never occurred to me that it would be so important for every exchange in a scene.

Tangentially related to that is making sure I have plenty of Aspects for them to Create Advantages with, which will also hopefully distinguish one fight from another, and making sure plenty of different kinds of actions make sense - so there are obstacles to Overcome rather than just Attacking all the time.

It took basically until the last thug was defeated for me to get a proper sense of how an exchange is supposed to flow. There are still plenty of thing's I'm unsure of - boosts are a big question mark for me, I'm not sure how to apply "costs" to failed and tied rolls, my sense of passive opposition difficulty needs tweaking, and I have a feeling that encounter would have been laughably easy for a four-member party - but now I feel much better about trying it again.

Thursday, January 30, 2014

Making distractions

If there's one conclusion I've reached while trying to write a compelling tabletop RPG plot, it's that videogames have it easy.

One idea I've had, to try and make the city feel more alive and make travel more interesting, was having a stack of "random encounters" to pull from every so often - short, incidental missions and exchanges to pull the party off-course temporarily (if they feel like being charitable - I imagine the magnitude of their current primary objective will affect their willingness to assist strangers in the street).

But how do I make short, incidental missions that are interesting, that the party will want to (or have no choice but to) get involved with, and which aren't just combat?

I'm having real difficulty coming up with interesting sidequests and mission types. Sure, they can be interesting from a story or character angle, or help build up the world for the players, but there are gameplay tropes that videogames can take for granted which I just can't see being anything but boring at the table.

Take, for example, that humblest videogame staple: the Escort Mission. Travel with a computer-controlled character, defend them from attackers, reach your destination safely.

There's a lot of variety to be had in a videogame with that - whether they have to stop temporarily to perform a side-task, whether you're in close-quarters or open spaces. To me, trying to convert that into a tabletop encounter, that just sounds like combat interspersed with "and now you're in this alleyway!" - boring.

In videogames, particularly the sort with escort missions, it's widely accepted that your primary method of interacting with the world should be violence. Need to open a door? Shoot it. Need to get through a barrier? Run it down with your car. That NPC look at you funny? Kick his teeth in. I want my players to do more than roll to hit and roll for damage.

Even traversing the environment can be mechanically engaging in a videogame - you've got moment-to-moment decisions to make, essentially hundreds of skill checks a minute to avoid traffic. In D&D? "I walk to the tavern". I can't make them roll for every footstep.

Wednesday, January 22, 2014

World building

For years now, I've been trying to write an RPG setting for an on-again off-again group I've played with since the Realtime Worlds days. We played mostly D&D4e, but since starting up again we've played the start of a Dragon Age campaign and a couple of D&D Next games1.

I'd been inspired to put this thing of mine together by a map I found online, from a published setting called Freeport. I'd originally envisioned something closer to a Grand Theft Auto mission system than the usual linear(-ish) tabletop quest progression, with the whole thing taking place in one city rather than the far-reaching adventures we'd previously played.

But then Realtime disappeared and we stopped playing for a while, so I put it on the back burner, occasionally having flashes of inspiration about the character and setting I wanted to put together.

The Dragon Age game we played put the idea back in my head, though; and when I found the Fate system, I was hooked on the idea of trying it out. Then last night was the first installment of our new D&D Next game, in a setting written (I believe) by the DM, which has really given me a kick to try and wrangle this thing into a usable state.

It's bloody hard, though - even though I'm building on top of the Freeport lore that already exists, there's a lot about the setting I want to change or just remove entirely. For starters, I want to kick it down the road a few centuries to more of an early-Victorian era rather than the Elizabethan age of pirates. I'm also ripping out magic (almost) entirely.

I'm still not sold on multiple player races; given the diversity of cultures in the real world, Humans alone seem like they should still offer plenty of character options. Though I do like the idea of amphibious Elves, for some reason - I want to split them between freshwater and seawater varities, like river and sea dolphins. And my first ever 4e character was Dragonborn, so I kind of have a soft spot for those.

What sold me on the Fate system is that it's much less roll-reliant than 4e was; I'm a notoriously low roller, and a shift to a mechanic that not only minimises the use of dice but also generally assumes success (with rolls determining the extent to which you succeed or face unforseen consequences) holds a lot of appeal.

There's also a lack of complicated stats to track; you get bonuses to certain skills, you have stunts that allow you to add more bonuses to those skills in certain situations, and you have character Aspects, which are like backstory hooks that can be either beneficial or a hindrance to your character's goals.

It seems a little more roleplay-heavy than the action focus of 4e, but the Dragon Age game got me into my character's head (disturbingly enough) more than any other game we'd played before, so I'm not as terrified by the idea as I used to be.

Still, coming up with an entire world is a daunting task. I'm hoping my enthusiasm for the system will drive me to actually get it together this time. The last game I ran was a 4e campaign that I now realise was a horrible railroading effort, so hopefully the move to a more collaborative system will let me relinquish control a bit.

I'm further in the process than I ever have been before. I have a proper notebook and everything, with colour-coded entries and postits of additional information (and rough NPC work). I have a broad sketch of the story planned out (to a point), and already having a city map to plan around means I don't have to come up with loads of new locations.

The next step is to try and write some actual encounters - figure out how the story starts, how the characters get pulled into it, and who's trying to do what on the NPC side. I'm really keen for it not to be a simple "here is the one big bad guy, go stop him" plot, but I've also got to keep in mind that I've never done anything like this before and maybe I should just start small.

1 We're hopefully going to cycle between them; the Dragon Age game was really fun, and the arc we've played culminated in my character slaughtering most of a village, two other PCs being killed by the city guards and the fourth party member hunting me through a forest in the dead of night before I managed to kill him (I was left with one hit point).