Cost in Translation

February 26, 2011

So, I whine a lot about how some RPG system does things better than some other system. My latest thing, perhaps it will change, perhaps not, is to laud L5R (3e or 4e). I’m finally taking a look at adapting roll and keep to something else.

Don’t get me wrong, I’m okay with Solomon Kane (Savage Worlds engine). It’s way better than alternatives such as d20. I have the sense that my players (in my campaign, not the flawed one shot I ran of Victorian Age SK) don’t find combat as tedious as I do, so it’s not exactly necessary to switch. It’s just that, rather than running something new when I’d much rather play than GM, taking something I theoretically run (um, September wasn’t that long ago), I can see what’s what with a system switch on something I’m already involved in.

But, let’s look at some things to try to figure out why I’m so enthralled with L5R. Savage Worlds tries to divorce attributes from skills in that attributes limit rather than support skills, and attributes aren’t rolled all that often. Admittedly, attributes in d20 aren’t rolled that often either, but whatever. This is counterintuitive. The idea of attribute + skill for resolution is incredibly powerful, whatever spin a game puts on it. Both games explode dice, which I’m in favor of, but I have little feel for SK as to what is good, bad, expected. I don’t feel like a d8 skill is all that much better than a d4 skill, yet from an XP or flavor perspective, it’s rather important. Meanwhile, there’s a massive difference between 3k2 and 4k3 or 4k3 and 8k3+5.

SK is loose about things, a lot of Hindrances have no defined mechanics; it has an “open to GM fiat” feel to it … which I like. However, the more I play systems designed to be rules light/lite, the more I realize that too few rules creates greater!! complexity. FATE pretends to be rules light and is a disaster of trying to figure out what you can/should do, at least in my experience, so different from FUDGE games I’ve played where it’s just roll your dice and that’s what level of success you got. Even if you don’t have a bunch of weird “these aren’t really complicated, no really, rules” tacked on to make a system more than just “GM says so”, you still get systems where it’s basically “GM says so” as so many things are left to interpretation.

Meanwhile, I, of course, rather disdain a lot of fiddly crunch. To me, L5R hits the sweet spot in terms of putting mechanics on things you do and not making it a chore to resolve things. Perhaps I can steal a term thrown about at work all of the time and call it scalable – simple things are handled simply, complex things are more complex; the huge selling point of Magic as a CCG is that it scales really well, where most CCGs (worth playing) are too complicated at first. It’s not that SK is that far from that spot, but I’ve already noticed with translating characters that I can put defined mechanics on things that have none in SK a lot more easily without also having to make a mechanical mess out of what characters should be able to do.

It’s been interesting so far getting into the details of the migration. I always forget just how hard it is to house rule RPGs on a wide scale. The porting over of attributes and skills is relatively easy, though I’m using SK skills rather than L5R skills for the most part. Honor, Glory, Status – also not much of an issue. It’s Edges, Hindrances, what to do about Bennies (they aren’t going away!), stances, magical powers that I’ve been really loose about in SK, Initiative – keep cards? switch to dice? try both? – and so forth that keep making me think. Also, I’m realizing that I want some of 3e and some of 4e L5R. I like Defense Stance (can easily dispense with Center Stance) and how the Defense skill only matters when Defending, though I could use the 3e rules here to simplify and try to avoid having to juggle three rules sets.

One of the things I have the least idea how my players feel about is the mystery Edges I’ve given their characters. I suppose I could just ask. To me, uniqueness/specialness of PCs is fundamental and every PC should break the rules. On the other hand, not knowing what you can do and having problems solved by something out of your control is something I can find grating, so I can see it coming across as heavy-handed. I also have the tendency to try to hide too much information and make the players guess. While I’ve dropped hints about what their mystery Edges have to do with, it may not be interesting to try to figure out, and there’s still the issue of putting mechanics to something so that it feels like a resource rather than a “thank you, GM” situation. While I could have done something about putting mechanics around the SK versions, I think part of not doing that is that I don’t really have a strong mechanical sense of the system and so many other things are not defined. In translating to L5R, I find that I can at least come up with some mechanics for these mystery Advantages to where the players have some control.

One of the things I find somewhat bewildering is that people seem to think that using L5R for another genre than fantasy pseudo-Japan means removing the Honor mechanic. I find that the Honor mechanic is great for defining things coherently. Conan? How do you determine whether you should lose your Code of Honor? How about by tracking actions on an Honor scale? What should being Honorable do for you (that isn’t stupidly broken like Conan’s CoH rules)? How about using your Honor scale for some sort of mechanic? One of my SK PCs has Code of Honor – now I have some idea of how to mechanize that rather than say “I don’t think you would do that”. It’s also rather easy to decide what Honor some character should have even though they don’t live in a homogenous society like Rokugan. It’s Status that’s the hassle, since being a European muckymuck doesn’t necessarily mean anything to tribal natives, nevermind that the scale for Status (and Glory, oddly) in L5R is weighted oddly to reflect Rokugani society. While determining Glory is not so clear at the moment, how to use Glory is pretty easy (3e style, not 4e where it does nothing, which, admittedly, is very easy).

That I’m also messing around with XP costs, since I hate rising costs, and wound charts does not make the process any easier. Given how many wounds people seem to be getting, now, it seems like damage isn’t high enough, which is not only the precise problem I was looking to address but also the usual problem I have when coming up with my own house rules on games – everything is way too hard to k- … incapacitate.

I’d have to say that the number one reason not to try to fix a RPG system is that it leads you down a rabbit hole of constantly fixing more and more things. Why do SK characters use rapiers when they kind of suck? How about not making them suck? Well, then, what’s the relative damage on firearms? Is this Advantage worth N pts.? Undercosted? Can’t ask for help from anyone else since the rules aren’t familiar to them anymore. So much time spent on mechanics when people just want to roll (and/or role) play.


Cable

January 17, 2011

So, I awoke to another game-related dream.  I woke up as I was reviewing the character sheet for a Champions game character for a new Champions campaign (probably a campaign).

Some trivia:  The player was a friend from growing up that I hadn’t seen in over 20 years.  The character’s artwork was female though we referred to the character as him.  The premise was some gadgeteer who had some sort of high-tech cables that did stuff – main attack was a huge Entangle.  I actually comment in the dream that as I got further down the list of powers I realized that the character’s powers really didn’t have any sort of theme and it was just a “I want to be able to do this and this and this” character.  I got into a discussion on the character’s +3 SPD with a -3.5 disad of [Publish], which I naturally interpreted as meaning the character had +3 SPD only while publishing (journalist job or something) as a single 3.5 disad is absurd and would need to be so narrow as to make the ability essentially useless, but my friend couldn’t remember what the disad was supposed to mean and was trying to convince me that it would increase his SPD in combat.

The other players were sitting around a table waiting for me to finish reviewing, and I was quite concerned with time and whether everyone else was ready.

Oh, by the way, for those who don’t follow such things, Cable is a Marvel mutant, Scott and Jean’s son from the future who creates X-Force.  I finally found out (this was like 15 years ago) that the name Cable was some not terribly cool reference to how he was a cable between the past and the future or two sets of mutants or something.  Still find the name okay for some reason, must roll off the tongue.

Anyway, how am I going to make use of this dream?

Champions in particular, but Hero System in general, has incredibly involved combats.  The noncombat system is actually far too simple for me, with basically it just being roll 3d6.  I also rather hate 3d6 resolution since it generates lots of average results and extreme results, like a 14, don’t feel terribly extreme.  But, I want to focus on combat.  I could focus on character building with its incredible precision and heavy accounting-like math, a system that has historically been my favorite for character creation; I once, as far as I know, owned every Champions product up through around Demons Rule.  But, I want to focus on combat.

I don’t dislike all combat.  I just dislike far more combat than a lot of people I’ve played with.  Mostly, it is because of boredom.  Often, it’s because the party is destined to win and there’s no real reason to be involved and there’s nothing terribly interesting to achieve as a personal goal in the combat.  Combats where the party looks like it’s going to lose I’m all in favor of and get enthusiastic about, at least as long as they don’t have anticlimactic endings where the party gets bailed out by something dumb.

Ultimately, I suppose, it comes down to the fact that I don’t like rolling dice for the sake of rolling dice.  I’d much rather do something creative in combat that doesn’t involve rolling dice than just roll attack/roll damage in round 1 of a 6 round fight.

So, combat length.  There’s always minimizing realtime waste.  Some systems leave people with more time to sit around and wait for others to act.  Then, there’s making quicker decisions, not looking up rules in books, etc.  Then, there’s in-combat length, reducing the number of rounds that combat lasts, which is more in my mind.  However, I’m going to address these things individually since they do connect to my greater theme [which is?].

1.  Turn Length

There are a variety of reasons why PCs might have to wait longer or shorter for their turns to come up.  Rather than try to get into every possibility, I’m going to focus on bad guys’ turns and overly involved mechanics.

I’m a big fan of all bad guys going on the same initiative, at least when GMing.  I know it’s unrealistic and takes away from some battles where the bad guys have names and are a serious threat, but as a GM, I find that I can’t focus on things like I can as a player, so it’s far easier to process as many things at once as possible and helps with enemy tactics.

Lots of bad guys equals lots of time for players to blithely ignore how they should be thinking of optimal tactics to win the fight.  Really, I hardly ever see players think about what the party should be doing once combat begins.  I am accumulating infamy for my wolf battles – I’ve run two fights at the beginning of sessions against wolves merely to setup what happens next only to find that the combats last hours longer than I wanted.  Is this entirely due to numbers of bad guys?  Of course not.  It has a lot of something to do with making the wolves too resilient.  If I ever run a game where werewolves are the bad guys, prepare for a TPK.  I’m drifting off topic.  Number of bad guys.  I’m not thrilled with having only one bad guy since it makes too many fights too easy for PCs, but I’d probably say that two tough bad dudes is good times.  Hordes are painful unless they can be abstracted – I personally hate rolling half a dozen or more attacks by dorks but don’t play with folks who seem enthusiastic about rolling for the bad guys for me; on the other hand, I don’t mind it as much as a player where there’s some suspense as to whether I get hit or not.

Then, we get to systems where individual turns take way too long.  I’m not talking about decision time which I’ll get to in a moment.  I’m talking about purely mechanically being overly involved.  Multiple attacks can greatly extend turns.  Hit location tables or, really, any sort of special tables often add virtually nothing yet draw out actions.  Now, long turns isn’t as bad as highly variable turns.  I find that a lot of the time someone will be done in under a minute and someone else will take considerably longer.  For instance, a fighter may just swing sword and hit or miss (miss really sucks when you aren’t doing much) where a spellcaster does something far more complicated.

In terms of turn length, while people play much faster the better they know the system, I’m pro L5R.  I’m going to bring up L5R often because its streamlined combat system is more what I’m looking for.  With Solomon Kane, I find that there’s a great disparity in turns, though that has something to do with having party minions and with my countering with baddie minions.  With Conan, I don’t feel like PC turns take the wrong amount of time, maybe because the massive damage save rule speeds things up, except when people are indecisive and/or don’t know what the rules are.  At least, with Conan, when someone is doing something more complicated, it’s probably more interesting to those who are observing.

2.  Decision/Rules Time

Some people just aren’t sufficiently engaged in what is going on.  That isn’t a system issue.  What is a system issue is when a system offers too many options or when the options are too complicated and require either adjudication or, more likely, looking up rules.

Feng Shui is supposed to be fast-paced Hong Kong Movie style adventuring.  I’m a big fan of it but not its combat.  Combat, rather than being quick and exciting, is often incredibly mechanical and slow.  Part of the slowness can come from players trying to get into the spirit and do heavily descriptive things, which is fine.  It’s more how tedious it is to either gun down a bunch of mooks or how hard it is to put something named down.  Then, the shot system, much like the Speed system in Hero, is extremely mechanical.  I find shot management even more accountingish than Speed management as, usually, in Hero, you do stuff on your phase where shots are often used for things like aiming or get pushed down with active dodge.  Is FS a good example for this section?  Probably not.  Reason it came to mind was that players I play with often don’t grok the shot system and how long their abilities take, which causes indecision and greatly slows down play.  For me, once I got it and understand what my character does (which was harder, of course, in one-shots than when I ran a gambler in a campaign), my shots were pretty much aim or attack with deciding whether to active dodge coming down to what shot number I was on.

Conan is a case where things work okay only because the players don’t know what they are doing.  I built an alt character (who promptly died because he was heroic and the party wasn’t) who took advantage of my experience-gained knowledge of what was effective in Conan.  I was constantly paralyzed by indecision as he had simply too many combat options:  how much to Power Attack for; whether to Improved Feint to do Sneak Attack damage; which playmat square to occupy to maximize effectiveness of attacks; whether to fight defensively; how much Combat Expertise to use; etc.  While that was an extreme case, our players simply don’t think of all of the options available to them or plan ahead for when there are decisions like Power Attack.  And, I’m just talking about basic combat.  Add in maneuvers and our players are inept tactically.  I constantly forgot to use the Aid Another option to help our barbarian kill everything since my attacks were ineffectual, and that’s one of the most basic maneuvers.  We don’t even remember maneuvers in the main book, let alone maneuvers in anything else.  Is that bad?  No!!  If we used everything available to us, while it might make combat more interesting, it would be insane in terms of figuring out what goodies or baddies should do.  I came to the conclusion at one point that a PC can pretty much only recall using one special maneuver.  If that maneuver is too effective, then the GM counters and the PC moves on to the next maneuver.  Whichever maneuver the PC is on is the PC’s schtick.

Another comment on Conan – I despise the grapple rules.  We end up looking them up constantly even though we’ve looked them up so many times that one would think we would know them by heart.  Some on the forum thought they were simple to remember.  Um, only if you do basic things.  What happens when you have multiple grapplers?  What happens when a monster can grapple in addition to doing other things?  We couldn’t even remember how to move a grapple or how it worked to give up attacks to break a grapple, which are basic things.  Simply way overcomplicated rules for something that doesn’t interest me at all.  But, since they are a good way to inflict pain on PCs, they are a key element to the GM’s arsenal.

I’ve played a lot of systems where there were far too many choices.  Someone just asked about the Oz RPG, I assumed the Oz: Dark and Terrible RPG.  I remember that combat was incredibly frustrating when I demoed it in 2009 because it was so counterintuitive and had too many phases.  Too hard to think of others off the top of my head as too many systems blur.

Again, I like the number of options in L5R.  Sure, I don’t use knockdown, disarm, feint as often as they should be used, but I don’t find that there’s an endless list of maneuvers like Conan or too few to where a character bad at normal stuff is useless.  Though, I am against the extra stances in 4e, which I don’t think added anything besides making Defense Stancing shugenja way better in combat than they should be.

3.  Kill!  Kill!  Kill!

I seek combat that lasts 3 rounds max (well, see below).  I don’t want 3 rounds of “I punch/slice/shoot”.  But, people should go down … fast.  Those wolf battles were supposed to be of the 3 round type.  I’m often engaged in 3 round L5R fights where, in contrast, I’ve become bored with the attrition wars that I’m finding to be too often the case when running HoR2 mods with 4e rules and minimal bad guy stat changes.

By the way, if you ever consider comic book fights, they are quite interesting when translated into RPGs because they don’t work like how one might expect.  Comic book fights last a long time, but most of the panels are taken up with someone thinking to oneself or with soliloquy or conversation or being out of the line of fire.  When someone gets hit by an attack, it’s often ineffective or takes them out in one-shot.

This can be simulated in Champions by people taking phases to recover or get away rather than just keep attacking, but normally, I find that people only recover or evade when they feel they need to.  What doesn’t work so well in Champions is the idea that one attack will take someone out (or be completely ineffective, as both extremes produce balance problems).

Not every single combat should be quick, but really, a lot of combats are combat for combat’s sake and not terribly important to the story.  While I’m quite fond of how quick 3e L5R combats went in HoR, the combats typically felt tacked on to give bushi a chance to show off, so they shouldn’t have lasted longer than 3 rounds.  An epic battle, however, that decides how the story will go or whether PCs survive, I can see going on longer – wars of attrition are fine when they are the climax to the adventure.

However, the option to make any battle quick should be available.  This is where I’m having a lot of trouble with Solomon Kane.  I made it way more brutal by making raises openended for damage, yet, it still often bogs down for me into round after round of “When are things going to go down?”  I’m not sure how I can make it nastier, but then, I haven’t thought too much about the details yet.

The Theme

The point of this post was to comment on how I want combat to be fast and brutal as, everything else being equal, that makes them more interesting.  L5R 3e was great for this sort of thing, with one exception – characters could die way too easily.

Sure, L5R 3e wasn’t perfect as a fight might be over before your initiative even came up and one’s attack and damage rolls might mean that any attack was an auto-kill, but I found that there were plenty of subtle tactics to make combat more than just “I swing, you die”.  There needed to be an extended way to avoid death to prevent GMs from having to not keep high dice to keep characters alive.

At the rate things are going, I have no idea whether I’ll ever end up running SK again, but if I do, I want to figure out a way to make combat more brutal but also more interesting to the PCs who don’t have armies of minions.

For game designers out there who give a fig what I want:  don’t give characters too many options; don’t have wildly disparate combat builds, such as one dude with one attack and another with five; don’t use a bunch of tables or special cases; don’t make it too hard to take something down; don’t overuse mooks who are a complete bore most of the time to nuke; don’t require that PCs be smart in their decisions to be successful; don’t have combat feel like accounting; make things go down fast so that we can spend more time on role-playing and less on roll-playing.


ConQuest 2009

September 8, 2009

Could call it PacifiCon these days, too, though I was quite fond of PacifiCon back in the ’90′s, where this con to me is just so “ConQuest”.  One of the three gaming conventions I go to locally.  It was the second year of its latest location.  That should have been a plus.

Maybe it was the economy, but it seemed awfully uneventful.  The RPG schedule was sad and CCGs even sadder, though CCGs are just dying at local cons as the major events all happen at stores or hotels or whatever now.

I really enjoyed last year and enjoyed the previous year, too.  Low expectations are a wonder.

Wargaming, boardgaming, and miniatures seemed to be doing okay, but, then, that’s what this con is known for – DunDraCon is RPGs and KublaCon used to be CCGs.  Having limited interest in any of these in general, I almost hoped we’d have a HoR mod during the weekend.

Friday, I blew off the con.  I had an opportunity to play in a HoR mod.  Originally, I figured it was about six of one, half a dozen of the other whether to do that or sign up for a convention RPG event in the evening, but further thought resulted in my realizing that any HoR mods I miss with the online group I’m fairly likely to never get to play as the campaign only has one more year and there aren’t enough people in the group seemingly to rerun mods.  When Gen Con rolls around next year, I’ll probably want to do whatever is new and maybe get in only a couple older mods, yet there are lots of mods I want to do out of the 30 that currently exist that I haven’t done, nevermind new ones that come out before the end of the campaign.

Ignoring the intro mod for the campaign, it was the first mod of the campaign, and it flew by.  We only spent 2 hours on it when I figured 6 was more likely.  It went so quickly that one of the players volunteered to run another mod for us, so we did another early mod and finished about 11PM.  Too late for me to go to the con.

My main character did finally rank up, “only” took 20 modules and 83 XP.  Now, I just need to get that Emerald Magistrate cert from the GM of an earlier mod, and my character will be … uh … different? than what he was just a couple of weeks ago.

Saturday, I headed over in the morning and checked the event schedule.  Nothing I wanted to do in those times when I wasn’t running anything.  Awesome.  Maybe I could get some stuff done at home, like work on the RPG adventure I was running Monday.  I played a bit of Type P Magic and went home.  Built one V:TES deck for my “tournament” that evening and took a nap.

As expected, the tournament never went off, but unlike the norm for the cons, we didn’t even get enough people for a pickup game.  I didn’t see a number of the usual suspects at the con, though hardly being at it didn’t help.

I played some more Type P, we went out for dinner, just missing hitting the local burger grill that has half-priced burgers on Wednesdays and Saturdays, and I was dropped off at home.

Sunday, I built a new Ultimate Combat! deck in the morning as there was a nebulous plan for me to play with the one-time top ranked player in the world (actually, he still would be if there was such a thing as rankings anymore).  I found him, he had some stuff he needed to do in the morning, I played some more Type P, got lunch, we played six games in the afternoon while he was monitoring an Acquire tournament’s finals.

My brown belt, Instant Replay/Shoulder Throw deck traded games with his brown belt Knowledge/Fighting Spirit deck.  In each game, I pulled off 22 pt. attacks, but he had enough defense in the second game to survive and I couldn’t deal with the counterattack.  I pointed out that one of the things that makes the game so great is how you have incredibly swingy plays, but they seem fair and correct play is rewarded.  I probably made a mistake ceding tempo to his deck by not putting out more technique.

I played my brand new black belt, Mark of the Cheetah deck, a rebuild of an archetype I had done long ago (everything with UC! is long ago).  The build was horrid.  That probably had something to do with not being as familiar with all of the cards as I was back when I played the game every once in a while.  He played a white belt, Adrenaline deck.  I sucked first game and decked myself second game trying to dig for a card that wasn’t left in my deck.

We, then, played our gold belt decks against each other.  Mine seemed much better tuned, a straightforward combination deck that tries to KO as quickly as possible.  I swept the two games as my power generation was more consistent.

We talked about playing about once a month.  Huzzah, guess I need to remember how to build decks for the game.

Played some more Type P.  Went home to get my V:TES stuff for my “draft tournament” (aka second excuse to play some pickup games).  Of course, there was no actual tournament, but I did demo to somebody.  Played some more P.  Played a pickup game of V:TES late in the evening, which I totally wasn’t in the mood for as I needed to do a lot of stuff for my game the next day.  Got ousted quickly, waited around for the game’s end as someone was borrowing a deck (Imbued) from me.  Went home about 12:30AM.

Monday, got up at 6:30AM to get stuff prepared for my Solomon Kane game.  Wandered over to the con.  Ran my game, which was okay.  As my Conan GM pointed out afterwards (his being a player for a change being one of the two drivers to my GMing), the intent was for the party to do some investigating (and, well, more generally, interacting with the world), yet there wasn’t a lot of motivation to do so.  One of the ways I figured the party could figure out what to do was used, so things didn’t bog down too much.  A combat ran long – I just have to remember that combats with lots of participants always will, so I stopped things at something like a cliffhanger.

I’m still not strong on the rules, but running twice in a month rather than twice in six months helped immensely with getting some sort of handle on them.  Might actually have a pretty good grasp by next month as it looks like we will do part two of the adventure in October rather than February.

It’s funny.  On the one hand, I want the game to have more of a Solomon Kane feel, where the characters are more down to Earth and the tone more horroresque, but on the other hand, I want the game to be more lively in the flow of events.  There are some things I need to think about, including tone and types of challenges.

And, that was it.  Barely like being at a con at all.  Actually, for comparison, DunDraCon has gotten so terrible that it isn’t like being at a con much anymore either.  I’ve started wondering whether it’s better to skip DDC in the future, though I think I have enough planned for next year’s to justify going to it again.


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