Actual Play Report; Two Firsts In One Game

Yesterday was pretty special, I GMed a game of The Artifact with two completely new situations. The first one was we used only 3rd edition rules and characters. The second was that it was just my kids playing and it turned out really cool. They’ve sat in on games and had characters but this was the first time there was no one else to coach them along with what they should be doing.

The setting, a great rift where the underground structure has collapsed for hundreds of Kilometers. The rubble has formed a valley. Several landmarks in the valley include Reshrone Rochbareeth, the great stone of the Rochbareeth, a colony of Pteranodon like animals. The cave of voices on the edge of a region that’s covered in caves of various sizes. The Great Kelrath Quarry, an area that the Kelrath used a thousand years ago to mine for materials to build their cities. The Valley of the Zah, an ancient garbage dump where bacteria are still breaking down the chemicals left over from the Kelrath and a great mat of Zah (eatable bugs) are feasting on the bacteria. Finally, the Valley of the Kerdi, a forbidden area that the Kerdi defend but no one knows why.

The two players have their characters, one a Scimrahn E-Suit pilot named Enedger and the other an I-CA scout named Kagami. They are traveling with the Dreech tribe, a group of Carriers. The tribe uses this area to rest and has several safe houses hidden in the terrain. An I-CA platoon is assigned to the Dreech to help them. While resupplying, one of the other I-CA scouts named Habibe has gone missing and our two characters are sent to go out and retrieve him.

The two head off in Habibe’s last known direction and the E-Suit picked up a small object giving off a small amount of heat. They investigate and find out it’s an I-CA microdrone that Habibe must have launched. Kagami quickly figured out that it had run out of power and crashed and was probably flying in a straight line. They could follow it’s flight path back and track him.

Finding his footsteps they followed them to the mouth of a cave. The E-Suit’s sonar could hear faint sounds in the cave. This was a great chance to use 3e’s Survival Challenges and it all went really well. Enedeger considered just letting Kagami go in alone and he would wait outside but must have gotten bored with that idea because he locked his E-Suit and followed her in. There was a pit they had to jump over, a gallery of rocks that they got lost in, an underground stream that they swam through, and then a larger pit they had to climb around. They came to a squeeze in the tunnel that they had to disassemble their large gear and squeeze through. Neither was sure about this part of the cave and they considered doubling back but the physical stress was starting to make it too hard for Kagami to keep going and the two rested for several hours.

Squeezing through the tunnel Enedger panicked and had to double back. Kagami squeezed through and came face to face with a Gunthar (1.5 meter tall dinosaur like creature). It attacked her but she avoided its attack and then took out a knife and rolled her 1/8th which allowed her to stab it under the chin where its armored skin was weak. In one stab she had taken it down and had dinner.

Here the cave opened back up to the rift valley. Enedger finally was able to push through the pinch in the cave  and the two emerged only to be greeted by a warning shot and someone calling “Don’t follow me.” which Kagami figured out was Habibe.

We stopped there for the night. The kids had fun and I did too. I’m planning the next session and will post when we play again.

I found a few omissions and errors along the way and marked them for correction but otherwise the survival rules worked really solidly. It was also cool to see the fraction column rules come into play and work the way they did. The kids got real excited when they got a good roll. It was a great game all around, simple but with just enough challenge making it interesting.

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No Free RPGs Nominated For Ennies

Rob Lang rightly pointed out that there are no free RPGs nominated for an Ennie this year. What gives? There is a “Free Product” category, but none of them are a stand alone RPG. What’s worse, they’re all big name companies putting out token products. Will these companies even care if they win those categories? Is the Ennies only catering to established companies with money now? That would be disappointing.

In full disclosure I did have a free RPG submitted but I really didn’t expect to be nominated or win. I’m echoing the frustration over at 1KM1KT.

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The Artifact 3rd Edition Rough Draft

The Artifact 3e

It feels like we just finished the second edition and we’re already moving on to the third? Well really it’s this blog’s fault, oh and Tarnoc’s fault too. There were a bunch of things that just suddenly fell into place to make the game do what we always wanted it to do. Some of those things were the survival games posts, the Technobable monster, ideas about using stress points more holistically and then there was Tarnoc making me actually make the infantry combat simple enough to actually use.

Then there were little things that suddenly exploded. I’ve always wanted some way of hitting soft spots in armor or to get around shields with a well placed shot. I’ve always wanted vehicle combat to be more focused on sensors in a kind of submarine warfare where detection was key. When we started to look at using the fraction columns as modular successes all these things suddenly fell into place. At break neck speed no less. Initiative got a revamp in that it also determines how many actions the character gets that round, making it more central to play.

Then there was the defense rolls. I don’t know of many games that do what we’re doing here. I’m a little nervous about it but also excited. When we were looking at reducing the number of concepts that a player has to work through in a turn, we decided that having two sets of rules for attack actions and defense rolls seemed functional but not elegant. Until now, a character could roll for all the defense rolls they wanted, at no cost. This was so that characters didn’t get killed left and right. Attack rolls cost the character an action. This works but it’s meh, unsatisfying. But how could we make defense rolls cost an action and not get the character’s crushed when they were outnumbered? Some defense rolls seemed to apply to all attackers. Like if a character is hiding behind a wall. That should protect them from everybody. But dodging had only ever applied to one attack. When I thought about it, shouldn’t leaping around, possibly doing flips and somersaults make it harder for everyone to hit? So that’s what we went with. Defense actions affect everyone’s attempts to hurt the character and they cost actions. Failed your first defense roll? Spend another action to do another defense roll until you feel comfortable or run out of actions but it’ll also limit what the character can do that turn.

A lot of the writing in the book is very old. I mean decades, so I went through and rewrote a lot of it. Nearly all the rules are rewritten, the skills are almost completely rewritten with descriptions of why you’d want to use each one, a lot of the GM’s section is rewritten and that’s a lot. Character generation got a bit of a face lift, a few fixes and tweaks to equipment and I’m still looking to add more background for characters without creating pages and pages of new tables. I’m still thinking about how to do that.

Character sheets deserve a mention. They’re being rebuilt because there have been so many changes. We’ve talked about making a character sheet for every CO in the game to speed up character generation because most of generation time is writing all the stuff a character gets. I’m still mulling that over as to if it’s a good idea or not. It might work to have a CO card that lists everything that CO gets and have it printable on a 3×5 card like SPF does with skills.

Maps are not going to change, seriously, although the whole planet could use its own 500 page book of maps, I’ll leave any more details up to the players. Maps were one of my big things in second edition and took up a ton of work so I think I want to leave them alone this time. They’re not even in this rough draft yet because this is a text only draft.

What’s next?

I’m going to print this out as a playtest book and we’re going to playtest all these changes. We’re also recording audio to explain the mechanics of play so that new players don’t have to read all the text, they can just have it explained to them the way we would explain things if we were sitting at the table with you (hopefully more polished though). I can also move ahead on Tortuga (I think).

In the meantime, I’m making a plan to run a kickstarter for art. It would be amazing to pull in a few really accomplished artist to put in the finishing touches. I can work on improving some of the work that I’ve already done, maybe create an original piece or two but I’d like to get some real skill involved. I don’t have any artists yet lined up. I’ve kept my eyes peeled but haven’t yet seen anyone that I think I could afford and has a style that would work for The Artifact. If you’re reading this and would like to get paid via a Kickstarter for some art, let me know and we’ll talk. I could really use some great cover art.

What would that mean for The Artifact being a free game? For one, I’m putting the draft up for free. The system is not a secret, even if it’s not quite polished yet. In the end, the PDF will be free as it has always been. What I can add to that is releasing the game under Creative Commons. Therefore any rewards for a kickstarter would have to be printed copies of the book and maybe some swag thrown in for higher donation levels.

Can I run a successful kickstarter? I don’t really know. I’m not the best person to be trying to draw in support for a project. I’m kinda all thumbs when it comes to building any kind of following which is what a kickstarter is all about but when have I ever backed down from a challenge well beyond my ability? It’s the only way I’d ever be able to afford to really kick this thing up a notch professionally.

One last thing

One thing we’ve done here is break some legacy material. Not story wise but mechanically. I tried to limit this as much as I could because we’ve got a lot of legacy stuff. All the vehicles had to be altered to fit the new rules for Impairments and Advantages. This makes the old system of modifiers for piloting vehicles and using sensors is no longer supported. But that doesn’t mean you can’t use them! For instances like these, old equipment that used modifiers to the skill number could still be used as is or they can be migrated to the new system of Impairments and Advantages by doubling the old modifier number and using it as the percent of the Impairment or Advantage.

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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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Ambient Music For RPGs

Some years ago I tried to add atmosphere to my games by playing music. I ran into a few problems. Since an RPG usually takes 1-4+ hours to play, you need to either loop a tract, or have a massive mood music playlist. Both approaches have problems. Looping a tract that many times can get on your nerves and a playlist takes time to put together and the problem of a rogue song hitting at a time that you don’t want it to.

When you get a rogue song, the volume is too low to really hear in some parts and then comes crashing in with a loud crescendo and you have to go adjust the volume. This breaks immersion and can get really annoying after a bit.

So you have to have exactly the right music. No huge swings of volume, tracks that are hard to tell they’re being looped and you have to have a lot of it.

So I gave up.

Then one day a gentleman strolled in and said “I have the solution to your problem!” and stood like a superman with his hands on his hips.* He had took the time to not only identify the problems that I had run into, he actually had the musical talent to do something about it. Who was this masked marvel?# It was Joachim Heise!

Joachim (aka Rubbermancer) had put together ambient soundscapes specifically for RPGs and he graciously offered to make some for The Artifact. After getting some ideas about general moods that are dominant in the game he went to work and produced two scores. One for the quiet and cold underground of the planet, good for travel or survival situations and one for when the plasma starts flying and things heat up.

The Artifact Low Energy

The Artifact Conflict

These are long tracks so the file sizes are a bit larger than you might expect. The low energy track is 50 Megs and conflict is 16 Megs so they may take a moment to download. If you have a problem with the files opening in your browser instead of downloading (happens on Macs) right click the link and choose Download Linked File.

So thanks to Joachim for giving The Artifact a soundtrack!

If you want more soundscapes for your RPGs, Joachim is no slouch, he’s got you covered at his site on soundcloud/rpgambience (Now Absolution Ceramic). And he has a blog Rubbermancer.

*Not literally.

#Joachim may or may not show up at your door with a mask on. Marvel if he does.

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Game Preparation

The next portion of the Game Master’s section of the 3rd edition is Game Preparation. In the second edition I had a brief page with some information on putting together a session. I’m putting more of an emphasis on helping out the GM to set up and play so that’s expanding to three pages and a Session Sheet. The Session Sheet is something like a Character Sheet for the GM to write down ideas.

I’m packing into the game preparation some ideas on building meaningful choices into the challenges the characters face in hope of limiting a new GM railroading players and in general helping them think of different possibilities the players may choose to follow instead of trying to force them down a single path. I think I may need to provide a filled out Session Sheet which will be really interesting for me since I usually just improv a game. I’ll try out the sheet for a few games and hopefully I’ll be able to refine it before the rest of the book is done.

The nice thing is that other than the examples, and a line or two, this preparation advice should be pretty universal. If you aren’t planning on running an Artifact game any time soon, try it with your game of choice and let me know how it goes.

Game Preparation

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Getting GMing Right The First Time

In writing a new version of The Artifact I’m really trying to throw out some of my old ideas and start from scratch and a stream of consciousness. If what I end up with is similar to what I had before, then I know my ideas on a subject haven’t changed. If they are significantly different I have to figure out which one is right. The old version or the new. One place there’s a good bit of divergence is the GM Section of the book.

So what’s really different in my views on GMing? I used to think of being GM as an intuitive act. That if you just took a few simple elements, the GM could develop them into a detailed setting. I always knew that wasn’t the case for everyone but I assumed it was partly the case for almost everyone.

Now I wonder what kind of GM I would have become if someone gave me tools to do it right. Would I simply have advanced more quickly? Would I be a different GM? That was the motivation for last week’s post, as simple as those ideas are, I didn’t have a way of thinking about them when I was starting out. All I could do is use my intuition to feel my way through what I was supposed to be doing. When you consider that being GM is the hardest part of playing RPGs, a game book really should do it’s best to guide a new GM.

There are an increasing number of RPG writers that question if the old introductory boilerplate is needed anymore. They reason that since most people who will pick up a game will have played an RPG before, there is no need for explaining the basics. On that I’d have to disagree. I have introduced a few people to RPGs, some of which I could not be physically present to introduce them.

So that introduces my thinking on the matter. Now what do I have to show for it? I’m working on what I hope to be a universal set of ideas that a starting GM can read and not only get a description of what they should do in this role but also a tool that will help them think concretely about if they are doing a good job. That’s a really tricky goal because there are only a few ways GM’s normally fail. There are any number of ways a GM can deliver a good game. As I said last week though, I don’t want to approach this by saying “Don’t do this and you won’t be an awful GM.” I want to be able to say “This is how to be a good GM.” and I think I’m getting close. I have one major problem, I am so close to my own thoughts on this, I sometimes can’t see things I’m obviously missing.

This is where you, dear reader come in. I have distilled my basic advice to less than three pages. Does it stand up? You tell me. Here is the beginning of the GM Section. Is there something important that I’m missing here? Does it teach what needs to be taught? Please let me know your thoughts on the subject.

This isn’t all of it though I am starting a few pages on game preparation. I’m inspired by a few games that make generating a game as simple as filling out a character sheet. I may attempt something like it if I can figure out how.

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Homebrewing Article On Stuffer Shack

A bit ago, I wrote another article for Stuffer Shack. This time it’s about how to think through designing mechanics for a game.

Thinking About A Homebrew Game System?

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What is a GM anyway?

Of course I know what a GM is. . . What I am trying to figure out, is how to explain how to be a good GM in as little space as possible because I’m rewriting the GM’s section for 3rd edition right now. I have a few thoughts on this so I thought I’d share them in advance.

It’s easy to watch a GM do a good job and understand what a new GM is supposed to do. It’s somewhat hard to coherently explain what a GM is supposed to be doing on paper. You can use the tactic of listing things a GM shouldn’t do and by explaining what a GM isn’t, what’s left should be the right thing. Like chiseling away at a block of stone to get a statue, you could remove unwanted ideas and traits until you have what you want. But that’s not what I’d like to do. I’d like to explain what a GM is, not what they aren’t. Why? I don’t know, I just like to do things the hard way.

I started thinking about it yesterday and I realized that even the name “Game Master” really gives the wrong idea. A good GM is not the master of the game, any more than the president of the United States is master of Congress. A good GM adheres to a system of checks and balances and a starting GM is probably anything but a master in the sense of skill.

What about other terms, like referee and arbiter? I’m not fond of these titles either because they explain part of the job but not nearly all of it. They’re too passive, like the players are going to duke it out and the referee is there to make sure it’s all above the belt. No, it doesn’t begin to describe the job.

When it comes down to it, the original term Dungeon Master makes sense. That player ran the dungeon, they were “master” of it. Except DM doesn’t make sense for any other game and it makes less sense in the current kind of play RPGs see.

A Definition

Misnomer titles aside, a GM’s job is actually not that hard to describe. It’s their job to present rewards to the players and assign costs to  the rewards. The rewards can be money, allies, new toys, new abilities, experience, knowledge or anything else that the players might find motivating. The cost can be just as diverse. In fact a GM should have several costs in mind for various ways the players might try and get the rewards. There are often multiple potential rewards in a game and there are even more costs for each of them. A starting GM will most likely do best with one reward or a few and expand the potential rewards for their games as they become more skilled at handling the game.

Balancing the value of the reward and the cost of reaching for it is crucial to keeping players excited and interested in the game. When the cost is too great, the players will not reach out for them. If the reward is too great, their progress in the game will be too rapid and the excitement of a challenge will be lost.

This description works for linear scenarios or for sandbox play, so it holds up well. But it isn’t complete yet. This is the 30,000 ft view, someone being introduced to being a GM needs some more detail.

Tools

A GM has a host of tools to accomplish their goals. Each tool should play some role in delivering the reward or exacting the cost. The tools I can think of off hand can really be used as either the cost or the reward and it’s usually in using the tools that a GM can make their worst mistakes.

Story

This tool is the narrative that the game forms overall. Playing out character roles is the main way that all players make the story. A measure of control to the story is one very common reward and it is usually thought of as good form to give the players as much of it as possible. By default there is a very low threshold for a player having control of their character and the actions the characters can take.

The main way a GM uses story as a cost is by giving the characters challenges to overcome. There are other story based costs such as losing the potential for a story arc but in almost every game there will be story based challenges that the PCs will try to overcome. Challenges may use other tools like NPCs or spending resources but the other tools are present because of the story (hopefully).

What can go wrong? – If a GM takes away control of how the players will deal with challenges or unnecessarily chooses the challenges the PCs will face they are said to be “Railroading” the players. The idea here is that a train cannot turn off the rails to go to a different place. If a GM constructs a story too tightly so that the players make no (or very few) meaningful choices they are Railroading.

NPCs

Non-Player Characters are all the characters that come into the story and are not one of the Player Characters. The GM takes on the role of these characters.

NPCs can take the form of a reward when they are friends and allies. They take the form of a cost when they are foes.

What can go wrong? – Most commonly, a GM may make a “Pet” NPC. This NPC is used like they were a PC but has the power of the GM behind them. The pitfall here is that the pet NPC will often steal the spotlight from the players, denying them agency or control in the story. There’s really very little point in playing the game any time NPCs become the deciding agents of a story.

Rules

The rules of the game define what a character can and cannot do. They are not usually a reward or cost in themselves, they are frequently the delivery system. To make sure rewards and costs happen fairly the rules have to apply consistently. Although many games give the GM license to alter the rules as they see fit, players may view them as their safety net that protects them from an all powerful GM. In our survey on game design, people universally wanted the GM to stick to the rules.

There are some circumstances when a rule could be a reward or cost. When a GM gives a bonus or a penalty to rolls they may be rewarding or exacting a cost.

What can go wrong? – Often the rules are the rules and a GM may feel the only way to reward a character or have them pay a cost is according to the written rules when in fact many of the rewards that an experienced GM will give his characters have more to do with story. On the other end of the spectrum a GM may not like the results the rules present and will skip them entirely to get the result they want. This can make players uncomfortable if they can no longer predict what will happen in the game because the GM decided to ignore the normal order of things.

Resources

Resources are things like hit points, experience points, money, food, fuel, vehicles and so on. They can be spent to overcome challenges or possibly to trade for other rewards the players want.

Getting access to more resources is an obvious reward while running low on or out of a resource is probably the most common cost the GM will use.

What can go wrong? – Being too stingy or generous with resources can spoil the feel of a game. Having to little in the wrong setting will be frustrating to the players. Having too much of some resources can remove the tension of a story, such as, having too many hit points can make a fight just an issue of outlasting an opponent.

That’s my thoughts on GMs at the moment. I may be making a glaring omission or two. When you read through this, was there anything that popped out at you as wrong? Is there a situation that you could think of where this would give a novice GM the wrong idea? Let us know in the comments please!

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Play An RPG Without Reading Anything

I’ve wanted to do this for a while but getting started is intimidating. I spent some time recording and editing an introduction to The Artifact. It’s meant to be the first of several to get a player familiar with the game. Putting this together was a difficult process for me, I hope what I learned in recording speeds up the process for me next time.

The Artifact Introduction m4a file 11 minutes 2 seconds

The idea behind this first recording is that we often have new players mixed in with more experienced players. In getting prepped, sometimes I’ll have myself or Tarnoc sit off to the side with the new player and explain the basics. Sometimes we go off on a tangent, or deliver too much detail and the new player goes into information overload. Other times the player wants to know more and we’re busy with other issues so we hand them the book and say “Read the intro.” It usually takes them more than 11 minutes to do so and it uses up the mental resources they have to make decisions later (I’m big into this idea).

In the beginning, the reading of the intro was brutal to record. Reading straight from a text is not easy when you’re being recorded. I can’t tell you the number of takes I made to get it to how it sounds now.

At the moment, I’d have a hard time recording another one because 3rd edition is in flux. There are a lot of things changing (for the better we’re hoping) but once we nail down a few things I want to do a recording for event resolution (the core resolution mechanic) and then one that walks the player through character generation. Eventually I’d like to have enough audio files that a new player could listen to them on their iPod, and have a reasonably firm grasp on how to play the game without ever looking at a book. Obviously no one wants to listen to lists of skills or an enumeration of a starting character’s equipment but the idea is that the player could look at the lists and think “Oh, I know what these are all about.”

Let me know what you think of the effort. One day I might even move to *eek* video!

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