Confessions of a Former Rules Lawyer

There are many kinds of problem players out there. Me? I was one of them. I memorized rule books and when my group wanted a stat on an NPC or how a power worked, they would hand the book to me and I would flip the book open to the exact page. In most cases I probably knew the information anyway but they wanted to see it for themselves.

I did this for twenty one games we had actively been playing. (I find it hilarious now when I forget rules that I wrote.) Why did I do this when I wasn’t the GM? One reason was that I just really like mechanics, I like well made systems. So to understand the ins and outs of a game is fun for me. (Sick huh?)

That’s the happy side of my player behavior but I would go further than that. I would also use my knowledge for evil, I was a rules lawyer! So why did I create chaos and strife at the table because of the interpretation of a rule? Why did I argue about minutia of words?

The first reason is that I was immature. I argued about a lot of things, I debated subjects endlessly. An argument was like a mental wrestling match to me and I enjoyed winning. All I can say is that it was probably the testosterone. How does a GM deal with that? One, talk privately to your rules lawyer about it. If it is a form of aggression that’s causing the arguments, then having a public debate is going to get them in a fighting mood. I can’t guarantee a calm discussion privately, but it should be at least better. Explain that the arguments are stopping game play and that hurts the other players.

The second reason was tactics. I would string together information on how “best” to beat an enemy. When the GM didn’t stick to the rules as I had understood them (sometimes it was a difference of how to interpret a single word) it would invalidate a strategy that I wanted to use. Frequently I’ll admit I was actively trying to break the system to my advantage. On occasion I just wanted to use an exploit to do something cool. This makes a GM’s job a little harder, you want your players to be able to do cool things because. . . it’s fun. You don’t want them breaking the game so that it can’t be played anymore though. In those cases you have to plug the hole with a house rule. Explain to your rules lawyer why breaking the game is bad. One successful tactic that defused me in the past was the GM saying that the exploit could be used this first time but it could not be used again. I would get the reward I was looking for, the GM would plug the hole, nobody’s perfectly happy but it’s usually good enough.

The third reason was fear. It’s scary to have a GM wield unlimited power over you. I looked to the rules to be a kind of safety blanket that would protect me from unreasonable rulings. You have to remember we were teenagers and the GM was not always guided by the high principles that we’ve come to think a GM should be. A rules lawyer may be reacting because they feel they are being treated unfairly. They want to play the game, they just don’t agree that how it’s being played is fun. In this case the GM should think about maybe changing the atmosphere that they’re setting the game in. It may be that the GM is going for dark and gritty and the player wants heroic.

When it comes down to it, rules lawyers like systems. They like to have a protection and a tool they can use to influence the game. They’re probably a bit power hungry. As a GM, you may want to have a grievance system for you games. Let them write their complaints down and at the end of the game read it to the group. Vote on if the grievance should change how the rule was interpreted in the future. The grievance is the only chance the player will have to argue their point, they don’t get to argue it during or after the discussion. This is to avoid the discussion becoming heated.

I haven’t tested the grievance system, I don’t have any rules lawyers of my own at the moment. If you do, test it out and let us know if it works.

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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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Points of Disinterest: Episode 13

Chinese physicists have made a major teleportation break through by teleporting photons 97 Kilometers.

There’s also no shortage of quantum computing news.

While not a full quantum computer, this quantum simulator is a bit of a different approach.

And of course pew pew lasers are making headway. I used some of the earlier versions of the Firestrike for data on how lasers should work on The Artifact, specifically for the Engineer’s Resource.

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Guest Post On Stuffer Shack

Tourq Stevens invited me to put in a guest post over at Stuffer Shack. I’m honored to oblige.

A Rising Tide Lifts All Boats

Check it out and leave a comment with your thoughts.

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Saving Another Character

Tarnoc brought up an interesting idea last night. He was saying how useful it would be for someone to be able to save another character from harm. At first this just sounded painful to me, jumping into the way of an attack (or multiple attacks) doesn’t sound like a really useful tactic to me. That’s not what Tarnoc meant entirely though.

One cool idea was that a character could simply draw more attention to themselves than the character they’re defending. This might be as simple as calling out “Hey! Over here!” at the right moment. A bodyguard might purposely paint their armor (or themselves) a brighter color, making an enemy pick them as a target first. Feathers, streamers, banners, shouting, singing, it doesn’t matter if you’re supposed to be protecting someone and you stand out you’re probably going to draw attacks toward yourself.

So how do you do that in game? A GM could just make a judgement call each time. But I don’t really like leaving player’s actions up to the GM because when I was a young player, I liked having the rules there to let me know what to expect. So this is a social conflict, the player is putting mental pressure on the attackers. A determined attacker, for whom the target matters will ignore the noise and go after the person they want. In a normal situation though, even a small amount of mental pressure would be enough to redirect attention. This ends up a Charisma roll then, which makes the dedicated bodyguard a pretty rare character who has good fighting skills and good charisma.

On the slightly more concrete side is pulling a character from harms way. In effect, dodging for someone else. Moving someone else is not usually an easy thing. Unless you’re huge and the guy you want to move is small, you’d usually have to tackle them or at least push them. This would only work though if you see the attack coming, then see that your buddy isn’t moving, and then cross the distance between you to knock them out of the way. That would make this hard to model that way because there are so many conditions. In reality, you’d probably see your buddy getting pounded for a while before you could go and try to save him. That is unless you just assume you’re supposed to be saving him when danger comes up. So a dedicated bodyguard would be able to act immediately because they don’t have to gauge if their help will be needed, they know it will be. It’s what they’re paid to do.

So how do you model this? It would depend on that character’s reaction time. They would also have to be on the lookout for friends that will need help. You could roll for reflex and then roll for their intuition (or perception) and then roll for strength to see if they can push their friend but that’s a lot of rolling and it just makes it more likely that help will not be coming. So lets take a different tactic. The reaction time is already handled by initiative and the player will declare that they’re on the look out for someone needing help. By a character who got an earlier place in the initiative order using up an attack or an action, the character is putting themselves in the position to help those that came after them. Now when someone is about to get pounded, the character that banked the action can use it to defend their friends. The players have to figure out when they should be banking an action. A dedicated bodyguard just assumes they’re going to be doing this because it’s their job.

So there’s two mechanics to help out a buddy, I just can’t think of what they should be called. Any ideas?

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A New Introduction

For the third edition of The Artifact RPG a lot of the book is being re-written and I felt I could do a better job with the book introduction. This one doesn’t have the same kind of information density as the old one, but sometimes less is more.


We’ve got one chance at this. When things went bad on Earth, we came here. It’s getting worse every year, things are just unraveling back there. At first this planet was classified as any one of hundreds of high gravity exoplanets. Then new telescopes let us see there’s something going on here.

We’ve got the technology to go faster than light but it will kill a human because of mass dilation. So we send out hardened probes carrying teleporters. Then we can send in robots and eventually even humans. Most people don’t know that this planet wasn’t the first choice there were a few others that they tried first that wouldn’t support life. The government didn’t want to get people’s hopes up if none of them worked out.

This planet has a breathable atmosphere, liquid water, it’s warm enough, you’d almost think it was made for us. Well, for humans anyway, not necessarily for us. There’s already life here, very much like Earth, primitive green vegetation and animals.

Whenever we sent a rover out to bring back video of the planet, it would disappear. Finally they decided to sent people who also went missing. Then they tried a second time, to this day we don’t know what happened to them. Normally that would have been enough to raise a huge red flag but there weren’t any other options showing up so we tried again.

By the time the third expedition went in, it was armed with every precaution. They weren’t just the astronaut type going in this time, these were soldiers. They got there just in time. A few hours later and the probe lander with the teleporter pad would have been destroyed and we couldn’t try again for seventeen years.

That third expedition didn’t know who was attacking them but they managed to push back hard enough that the attackers ran. They left behind one of their wounded though and were we surprised to see who it was. The prisoner was, as far as we could figure, human.

They moved the teleporter pad to a safer spot and sent the prisoner back to earth. This caused a firestorm of debate. Some had thought another nation had hijacked the teleporter and was sending people in already but the facts didn’t fit. This prisoner didn’t speak a known language and when they brought him back he got so sick he almost died. Doctors pumped him full of antibiotics and antiretrovirals just to keep him from getting killed by things like the flu.

The third expedition also confirmed that the planet was artificial, that the planet was manufactured. This scared the politicians so badly that they almost had the teleporter destroyed. Any civilization that could build a planet and was so obviously hostile could easily wipe us out. The pressure kept mounting to scrap the whole idea.

If it wasn’t for a group of university student linguists that cracked the prisoners language we would still be on earth. They listened to recordings of the prisoner speaking and figured out what he was saying. Now we found out what was really going on.

The Prisoner was a Kelrath of the Geetin class. A slave for all intents and purposes. They weren’t the ones that built the planet but they had been there as long as their five thousand years of history recorded. He told us all about the planet from his perspective. He explained it’s basic structure. That there was a rocky core of the planet that served as a base for two structures that branch out in opposite directions. He explained that inside these structures is where his people lived.

Then he told us about the Chezbah, his people’s mortal enemy. All he knew about them was what he had seen in war. We almost didn’t know what to think when he described the inhuman monsters that they sent into battle. We quickly got the idea that the Chezbah were far more advanced technologically than the Kelrath.

Because the planet was built by someone, people on earth started calling it “the Artifact.” By 2079 the name was so often used, it was adopted as the planet’s official name. During all this, no one was really sure what to do. Most governments wanted to colonize the planet but no one was sure what would happen if we tired. In 2083 the Artifact Study Organization was formed by a coalition of governments. It’s goal was to investigate the planet, establish diplomatic contacts with the native people of the planet and pave the way for colonization.

The fourth expedition was sent out in August 31 2084. This group was far larger than the previous  expeditions. They set out to make contact with the Kelrath who attacked them in force. This was when we first met the Scimrahn who rescued the ASO expedition. The matriarch of the tribe saw this as an opportunity to win an ally and offered an alliance. This was the opening the ASO was looking for but it came with consequences. Joining ourselves with the Scimrahn meant making ourselves enemies of the Chezbah nation.

At first the ASO only offered economic cooperation with the Scimrahn but a coalition of nations that felt they could not wait for more diplomatic efforts made a treaty to fight along side the Scimrahn as an ally. This coalition called the Indo-China Alliance made the ASO feel that they would be left behind unless they agreed to a treaty of defending the Scimrahn from attackers.

It’s now 2085 by our calendar, we’re sending as much men and equipment as possible through our teleporters.


Let us know what you think, does this explain enough to get started? Do any questions come up when you read it?

So far a about 50 pages of the 200+ page book has been re-worked. The major effort is to tie all the rules elements more tightly together, explain things a bit better and improve the writing where I can.

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Social Conflict Barriers

Sorry for being a day late, I’m supposed to post on Fridays, but I kind of got caught up in working on the Third Edition of The Artifact. It’s pretty exciting stuff and I don’t like interrupting flow when I’m in it. So that I don’t interrupt my flow, I’ll talk about a subject that I just smacked into related to Social Conflict. I’ve been thinking about this subject for a while and thought I had it pretty well down to a science but just realized I was missing an element that’s important for realistic and character driven Social Conflict and that is principles and priorities.

When I was writing Steampunkfitters I included the concept of a personal code that the character wouldn’t cross. In some ways it seemed a bit rigid but now that I think of it, is more or less how people handle things even if they don’t notice it on the surface. Obviously in a modern setting, most people aren’t going to follow the same moral codes as those found in the 19th century but they still do exist, they just tend to be more self serving. For instance, one could imagine a modern character that, consciously or unconsciously, lives by the principal “No one disrespects me.” Another could be “Don’t do anything that’ll get you fired, I need this job.”

Those would be the principles but what about priorities? The way I’m looking at this, a priority is how a person weighs how important a subject is. For instance a person’s priorities could be, myself, my kids, my job, mom and dad and boardgames. When there’s a conflict between taking care of this person’s job or his kids, his kids wins out because they come first.

The problem with using this model and assigning it to a modern game is that people don’t usually consciously think in these terms, they just react to habits that they’ve built up over time. Giving the process a rigid structure seems inauthentic to the modern psyche.

That’s unfortunate because in a social conflict, a character should really be immune to things that blatantly violate their principles and priorities. So what can we do?

Leave It Up To The Player

So one option is to let the players say “My character would never take that bribe because it goes against who they are.” It could work with the right players. You know, that perfect player that would never misuse the system because he knows the GM could use it later to drive a story. Maybe a little misuse is okay because it leaves the player with more agency over their player.

Where I start to have a big problem with this is that now the GM has to develop a clear mental model for how the merchant in this town thinks because the players want to convince him that they’re his best friend and he should totally help them out by giving them free stuff. You know they’ll try it. It leaves a big mental load on the GM who will resort to cookie cutter NPC motives for all the guards around the palace because they all love the lord of the land.

A GM usually has a lot of mental load remembering how the rules work, making him generate mental models for NPCs on the fly is a bit much.

Precedence

This one might seem a little random (and it is) but it would resolve the issue of coming up with mental models on the fly.

Whenever a character successfully defends against a social attack, the player (or GM) gets to write down what drove them to reject the idea that was being pushed on them. If a similar issue comes up in the future, they get to use the precedence to boost their ability to defend themselves. There would, of course have to be some limit on how much precedence it would be practical to record.

This makes it easier on the GM, he lets the dice tell him as to who this character is. Unfortunately this makes an NPC potentially very easy to push over on the first attempt but harder and harder as he defends which is exactly the opposite of how a real social interaction would take place. Usually at first a stranger is a black box that you don’t know how to influence and then as you learn about them through conversation you begin to see how to key in on things they see as important.

Probes

Along with that thought, you can try to blindly guess what a person’s motives are or you can strike up a conversation with them, get to know them a little, then with that information try to work around that. This would be an effective model, but it would also suggest that everyone knew how to do this. In my experience, most people aren’t aware of how to do this. It also doesn’t resolve the issue of knowing what motivates an NPC, it’s just a different model on how the interaction should take place.

Tables, Tables and More Tables

You could list a group of principles and priorities on a table and then roll on them for each NPC. This is probably the most straightforward way of doing this but it takes up a lot of space and it’s mechanically very slow. Each NPC needs to be rolled for so you need the tables for almost every encounter. My other issue with this is that each culture you’re dealing with potentially has their own set of tables.

Skip it

The problem with skipping over this idea is that it leaves a player with a character that could be influenced into something that they feel the character would never do. The protection of having a core set of internal rules that they hold as important to who they are is really important to having a character with a cohesive personality. The question is, what’s the simplest way of implementing this concept?

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Tabletop Crafting

Stargazer posted about the idea of crafting in a tabletop game a few days ago and it got me thinking. There are a few games that allow the player to generate their own equipment but very rarely is it assumed that the PCs themselves are building the item. They’re usually just a custom piece of equipment, and they’re usually for large items like starships.

Actually The Artifact has a system for crafting a lot of things in The Engineer’s Resource. Steampunkfitters has a super simple system for making your own inventions. The first RPG that I wrote had rules to make any category of equipment in the game. It was easier on me to give the generation rules than to make huge lists of equipment that my players wanted. There is one thing that I missed tying in with my crafting rules that I wish I had thought of and it was brought up in the comments of the Stargazer post. Except for the Engineer’s Sourcebook, all the crafting rules I’ve devised were supposed to happen off screen.

Lone Enterprise

Why is that? Why does crafting happen front and center on video games but not in tabletop games? Again the answer that immediately comes to mind was mentioned in the comments of the Stargazer post. One, it’s usually a solitary task in a video game. Does that make sense? In real life, are things usually made by one person? No, even if you’re a blacksmith you have assistants. If you’re a successful blacksmith you have several assistants. So any crafting rules should include the idea of multiple characters working toward an item to craft. Engineer’s Resource check, that’s exactly how the system is designed to work. Steampunkfitters, not so much, although it could be reasonably easily modified to allow multiple characters pooling points into an invention. SPF is also intended to be reflecting the DIY efforts of lone inventors so a collaborative invention fits less into the feel of the game.

Off Screen

The other objection is that in a video game the crafting process is slow and would not be very interesting at the tabletop so it’s best to have it happen in a time lapse while off screen. This has been my objection to focusing on crafting. Does this make sense? In some cases, yes it does. In a majority of the video game crafting the character spends time just working on the item and you don’t want to focus on that during a table top game. BUT! Another important aspect of video game crafting is that there are ingredients that the character can collect to make their items. What can we do with that at the table top?

One solution is to make it possible for the PCs to craft off screen slowly, or they can go after an ingredient (or part) as part of the game. Searching for a part that will speed up their progress or improve the quality of the crafted item draws in elements that a GM is going to feel a lot more comfortable playing at the table. The search, the negotiation, the reluctant seller, all are things that a GM may have used in the past when the PCs are looking for a rare game item. This doesn’t have to be any different.

In The Engineer’s Resource searching out an ingredient might ensure good quality, there are a number of points in equipment builds where  a flubbed roll could bring down the effectiveness of an item. Searching out a part could be used to prevent that problem. Another thing an ingredient might give is a reduction in the manhours needed to make the item.

In SPF acquiring an item might give the characters a Story Point boost to their invention, either existing or a new one that they’re working on. Simple enough.

Both are simple mechanically and could be implemented without any real additional rules.

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The Artifact Is Up For A SOTY

The Artifact RPG blog is up for a SOTY! Please help out and vote. A link to the voting can be found here.

The Stuffer Shack does this great contest every year to find new websites that are working to make RPGs great. Some of the things that this blog has worked on is try and tease apart what makes RPGs a uniquely enjoyable form of entertainment and how to communicate their unique strengths to those that aren’t yet players. Another effort has been to take other aspects of fiction that work well in traditional stories like survival situations and get them to work better in games.

One of the best ways to promote RPGs is to remove barriers to people picking one up and playing it. One way we’re doing that is to provide free games. Free is good right?

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Survival And Stress Points

I’ve been thinking about using an expanded version of Stress Points in a third edition of The Artifact, let me explain why and maybe you can use a similar system in your own homebrew or houserule system.

In a survival situation, you have a certain amount of energy and ability. The environment can sap you of that energy and ability over time. The faster that happens, the more dangerous that environment is. Nearly everyone knows this, but it isn’t handled in most games because it’s difficult to simulate without the right model. I think most game designers would like players to simply narrate this kind of situation and have it be really interesting but as I noted in my original Survival Games post, that almost universally doesn’t work.

A Stress Point is one way to simulate that sapping action. My thought is to have three groups of points Physical Stress, Functional Stress and Mental Stress. The reason for the different categories are so that the points can play off each other. That heavy parka may be able to soak 5 Physical Stress a day from cold but because of its heaviness it gives the character 1 Functional Stress and the hood blocks peripheral vision so it gives 1 Mental Stress. The player must now decide if their character should go with a lighter coat, take the Physical Stress and avoid the other stressors. Wow! Stats on how a parka can work and why we don’t all walk around wearing them all the time in the winter. That’s some progress.

How a Stress Point works is different from a Hit Point. Stress accumulates, so at a relaxed and comfortable state, a character has zero (0) stress. This has the handy side effect that when a GM doesn’t want to use Stress Points in a game, there is no book keeping for them. If you don’t need them, they can go away and let the rest of the game go by.

When they are in use, they degrade a character’s abilities. Here’s where the rate that players get stress points has to be adjusted for each individual game. For The Artifact, the numbers are very granular so they can be thrown around relatively easily. Even still, I might not want to give a character a full stress point all the time, and this even more true in a game that has very low (1-5) values for attributes. The solution that I came up with was to roll a die, say a 1d10, with each roll representing a chance that the character could get a Stress Point.

So say I skip my Parka for a wool trench coat. The coat has a soak of 2 Physical Stress, but because of its length is could cause some Functional Stress by getting caught in the door of a car, or on branches, etc. It isn’t a high chance so I’d say, on a roll of 1d10 if the roll is under a 2, the character gets a point.

This works for more than jackets though. One of the perennial arguments about armor is when the player says that they’re sleeping in their armor, or sleeping in their vehicle. Armor provides protection from damage but heavy armor is taxing to wear. Sure that bomb suit protects you more than the flack jacket, but it also gives you 2 Physical Stress 3 Functional Stress and 1 Mental Stress for each hour you wear it. Now you know why you don’t want to wear it everywhere. Your character will collapse after a while from the strain of wearing it.

Using three different categories of points allows for trade offs between points, making solutions that soak large amounts of points to have downsides. This makes survival equipment a matter of strategy instead of “I’ll take one of everything.” A full hiking backpack now adds 1 Physical Stress point per hour (I haven’t playtested these numbers, I’m just guessing). Instead of encumbrance, each add on creates an additional tax on the character but has a practical benefit that the character may get more out of. One character may be able to take huge amounts of Physical Stress while another can take high Functional Stress based on their attributes. Each one is going to build their equipment list based on their own needs.

Is there anything you would add or change in this execution?

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