All Systems Go! – Instant Games

You want to game? Right now? Okay give me ten minutes and I’ll have a game for you.

I’ve never used a pre-made game despite GMing for probably more than twenty years. I’ve purchased them because they had interesting stats or maps but never ran them. The other GMs I know didn’t either, for some reason it was never our thing. I don’t know where most GMs today fall on the subject of pre-made games, only that I see a lot of them so someone is using them.

I’m also not sure who spends hours and hours setting up a game. Now don’t get me wrong, I’ve prepped for games before and on occasion I have spent several hours on the prep, usually drawing maps but it’s not usually how I set up a game.

So if you GM the same way maybe I’ll say something here useful to you but if you’ve wanted to be able to make up a session at a few minute’s notice, hopefully this will be what you’ve been looking for.

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Sha’duk

Report by: Warrant Officer Victor Markov

Position: Field Scientist

Assigned Objective: Investigate the ruins of the Kelrath city of Gethamol

Purpose of Mission: Examine the ruins of a city destroyed by a Chezbah attack.

Progress Report: Of the few buildings that withstood the destruction are two temples. One of the Oracle Dari and one of the Oracle Sha’duk. It is simply luck that both these temples survived. Without both of them we would not have been able to determine how they are connected. For some time it was thought that Sha’duk was some kind of a death cult. On first look it appears that way but our findings significantly change that understanding.

The Oracles are less of a religion than a philosophy and as such, most Kelrath follow the philosophy of Dari for their every day life. Dari espouses a lifestyle of peace, staying calm and dispassionate. However the literature we have examined shows that when a person becomes agitated, angry or distressed and Dari’s tenants cannot help them, the monks of the temple send the student to Sha’duk. It is here that they learn how to use their negative feelings to try and resolve problems. It is apparent that from the writings we deciphered that the Kelrath believe that every agitation must be forced out of their lives. If a person stays in an agitated state for one thing for too long they will die from it. In fact the Kelrath word for death is very similar to complain or protest. It is said that what kills a person is an agitation that they secretly held onto for many years. It is the custom for a Kelrath to name that agitation on their deathbed and the family is obligated to try and remove it to prevent the family member’s death. If the family member dies anyway it is assumed that they did not do enough soul searching and did not find the right agitation that was killing them.

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Survival Games

When I started play testing The Artifact RPG, some of its inspiration came from the movie Lawrence of Arabia. While the movie doesn’t center around survival, the crossing of the Nefud Desert is a great part of the movie. I wanted to make survival situations an interesting part of our games. I thought that story telling would be enough to use it to add flavor to the game. I was wrong and it almost universally backfired. Crossing a dessert is boring and there really is only one choice for the players “I keep going”. Rolls to test their will or endurance can only lead to eventual failure and are therefore despised.

Most other survival situations are met with similar reactions. The GM can describe the situation beautifully and compellingly but the players have only one option, keep going. So they disengage, their eyes glaze over and the game is lost.

Is It Hopeless?

I thought it was for a while. I’ve been thinking about it recently and now I’m ready to try again. My main thought is to take what is known to work in an RPG (combat) and use that as a model to make survival tasks interesting. Let’s look at the basic monster encounter. What makes it interesting? There’s something to defeat, maybe the PC get experience for it, the players get to test their characters and equipment. Some games also have the monster drop treasure, I’ve never played that way so it’s not a factor in my imagination but if you want the PCs to get gold for climbing a mountain, it makes as much sense as a giant lizard dropping money. Keep in mind, defeating a monster is not usually the purpose of the players (okay maybe it is for some) it is more likely that there is a goal somewhere beyond the monster and the same should be true for these obstacles. Another thing that makes a monster interesting is that the player’s rolls bring them closer to winning instead of just staving off failure.

So what does a monster have? They have hit points, they have attacks against the characters and they have defenses. Let’s give that to a dessert or a mountain, they need to be tweaked a bit first though.

Instead of hit points I’m going to give these obstacles Surmount Points (sounds weird to me, maybe Surmount Value? Let me know if you have a better name in the comments). Each successful roll will bring down the SP of the obstacle. The types of rolls would vary based on the type of obstacle.

Next the obstacle needs to have attacks. Each turn the players roll to surmount the obstacle it gets to fight back. In reality the obstacle is just existing and the characters are just experiencing it but the idea still makes sense. There is one caveat to this, the obstacle should not hit the players as hard as possible every time. In fact, most of it’s attacks should be easily weathered by the players. Major danger should only happen occasionally because the obstacle has no guiding intelligence (although in some games it could which is interesting in itself). Because of this the attacks should happen randomly.

Lastly the obstacle needs defenses. This consists mainly of things the players cannot do to defeat the obstacle. Some cliff walls may be unclimbable without a rope because they’re made of shale or very sheer rock. The PC cannot wait out a dessert (actually maybe you could, some have a rainy season). These will be very individual to each obstacle. The defenses could also have weaknesses (like the afore-mentioned rainy season) that a knowledgeable character could exploit.

The Take Down

So how does a character surmount an obstacle? Most of them are basic and any human of good health could attempt to surmount them. Special knowledge of the obstacle or survival techniques help a lot but should not be a prerequisite. Because of this base stats should usually be cited for resolution.

I’m going to also strongly suggest a system of success by degrees. I use this in The Artifact RPG system and I feel it will make this process far more enjoyable but it is possible to implement in most systems. Put simply there is a base success and a series of more difficult to achieve successes with the pay off for each increasing with the value of the success.

Here’s where things get a little weird. All characters have to defeat the obstacle individually. Here you can’t have the one guy that defeats the monster and everyone else gives a little support. In a sense each character has their own obstacle to defeat. However characters can help each other get past the obstacle so if one character fails his rolls and another character does exceptionally well, he can share up to half his SP for that turn with the other player.

Example Obstacle

I’m going to be using The Artifact’s system to set this obstacle up but I’ll include general notes to convert the effects to another system. I’m not super sure of the numbers here.

Desert

This region of very low precipitation leaves little in the way of drinking water and very little grows here so there is no food. Harsh conditions await anyone attempting to cross it.

Surmount Method: Carrying water and food to get across. Foraging while in the desert. Fast travel.
Surmounting Attribute: Constitution (or endurance)
Full 1/2 1/4 1/8
1 2 3 4
SP 1 per 5 Kilometers (usually more than 300 Km or 20 SP)

Hazards

Dehydration
For every survival round the characters face a dehydration hazard that can only be defended against by drinking 1 liter of water. If the character does not drink the required amount they get a -2 CDF to Con (or 5-6% of their endurance attribute). CDF penalties accumulate until the characters can eat, drink and recover for a period of time. If the CDF penalties exceed their Con the character takes one point of damage per round.

Exertion
For every survival round the characters face an exertion hazard. While walking on foot the character has to exert themselves this leads to further dehydration they get a -2 CDF to Con (or 5-6% of their endurance attribute) unless they drink another liter of water or making a successful Con roll.  CDF penalties accumulate until the characters can eat, drink and recover for a period of time. If the CDF penalties exceed their Con the character takes one point of damage per round.

Random Hazard

For every survival round the GM should roll once on the following table.
Roll 1D100
1-70 Blazing sun
71-75 Frigid night
76-85 Monotony
86-90 Ravine
91-95 Lost
96-98 Sand/dust storm
99 Sink hole
100 Oasis
Blazing sun
The heat is especially intense, the characters face an extra dehydration hazard this leads to further dehydration they get a -2 CDF to Con (or 5-6% of their endurance attribute) unless they drink another liter of water or making a successful Con roll.
Frigid night
The night is very cold. Without warm cloths or a fire the characters get a -10 to their Con.
Monotony
The boredom is getting to the characters, they must make a successful Psy roll or they cannot travel.
Ravine
A deep gorge blocks travel. Going around will take a trip of 30 Km. (Climbing down and back up the ravine would require a Ravine Hazard be made).
Lost
The characters have lost their direction for some time and didn’t notice it. Roll 2D6 and add that to the remaining SP.
Sand/dust Storm
A fierce storm blocks travel for a day and gives the following CDFs -10 Con, -5 Str, -2 Ref unless the characters are able to find or erect a shelter.
Salt Marsh
A salt marsh appears like an oasis but a telltale line of white salt surrounds the marsh. The water will taste salty which may warn the characters not to drink it. If the characters have lost Hit Points due to dehydration they must make a Psy roll to resist drinking the water.
Sink Hole
A sink hole opens up and swallows one character. They cannot get out by themselves but can be pulled out with rope or a human chain.
Oasis
The characters can drink as much water as they need and can refill their water supply.
Defenses and Weaknesses
Weakness: Rainy season 25% chance
There is a rainy season that makes 1D100% of the desert easily passable. The characters have to wait 2D6 months for the season to come.

 

 

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A Good Mystery

Kelrath Kaloord

I just got done with a mystery game. Traditionally my record for mystery games is not a good one. My players either guess the mystery right away or never make progress. Both results are no fun for me or the players. That’s why I’m really happy about our last game and I’d like to share a bit of what worked and getting over things that have held me back. The type of mystery is pretty universal, a missing person. There are some elements to the game that won’t make a lot of sense until Tortuga is released that I’ll gloss over because the details matter less than the method.

 

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Player’s Handbook Update

Editing is now finished and I’ve ordered a test book. Lulu has dropped the use of PostScript files and that’s what I’ve been using to publish the books. I’m annoyed at that but they suggested a website called Zamzar that can handle converting pages files to PDF. I don’t know if Zamzar fully embeds fonts or if the file will be entirely kosher with Lulu so I’ll just have to wait and see how the book turns out. If all is well, I’ll publish the updated handbook.

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Skills Effecting Fraction Columns

Normally skills only add to the Full fraction column. This is mainly due to the nightmare it would be if you had to track a skill’s effect on the 1/2 1/4 and 1/8 columns and all the math that would slow down play. Ideally we’d like it if there was a less math intensive way of having skills factor into fraction columns.

A hack to make this happen has been thrown around but not fully tested. The hack is, that if a skill is +30 then all fraction columns get +5 (aside from Full which is getting the full skill value as is normal). The next boost comes at +60 for another +5 (+10 total) to the fraction columns and then at +90 for a total of +15. This is less than what the 1/2 and 1/4 column would get ideally but it’s easy to add and keep track of. In addition it’s slightly more than what the 1/8 column would get which is nice for the players.

Feel free to use this mechanic in your games, it seems like it should work but we keep forgetting to try it out.

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Why RPGs Arn’t About Risk

You’ve probably heard people talking about how to best handle the illusion of risk in a game. First there is the risk of a PC death (in some games), then there is the risk of loosing resources that motivate the players to stand up to challenges. Unfortunately this isn’t really what is going on. If the players were worried about risking their character’s lives or resources they’d just say “No thank you” to that story of gold locked up in that tower. The fact is, players are not motivated by risk, they are motivated in spite of it. If any of the players were motivated by a sense of risk they’d spend the whole game building bunkers and never leave.

Loss Psychology
The human brain works in really odd ways, if the average joe is handed two ten dollar bills and told they can keep them if they win a coin toss and then are told they have to give back ten dollars if they refuse the coin toss, the majority will choose the coin toss. Rationally that doesn’t make sense, you can have a free ten dollar bill or the fifty percent chance at a higher reward, the ten dollars is the sure bet. Unfortunately for humans, the moment they’ve touched those bills handing it back feels like you’ve lost ten dollars even though you’ve gained ten dollars.
There you have, in your hand, a character sheet with trappings galore. What do you really have? In a strange way, a social currency. One that allows you to do certain things in a specific social circle that they would not allow you to do if you did not have that character sheet. So in a way, that sheet is like money, social money.
“Wait, wait” you may say, “Doesn’t that mean that if I loose my character I stand an actual risk? Weren’t you just saying RPGs aren’t about risk?” Yes, and yes. The player does stand an actual social risk when putting their ‘currency’ (character) in danger and yes, that’s not what the RPG is about.
The game is about the GM introducing something that the character can have if they perform certain actions. This can be in game money, experience, prestige or even a place to exist if their home or world is threatened. The players instantly imagine what the characters can do with that something, even if it’s just a vague idea of being richer or having more XP. The players now feel as if that reward is already theirs, the performance of various feats is psychologically how they get back what was subconsciously thought of as already theirs.
You may feel that you aren’t influenced by that kind of thinking and it’s possible that on occasion you’re not. You don’t buy into the image of already having that reward but most adults go to work expecting to get a paycheck periodically. When someone looses their job, they feel profound loss even if they get paid in full for all the work they’ve done. In a way this is slightly irrational, you are subconsciously expecting those future earnings even while consciously acknowledging that most jobs will not last forever.
Loss And Risk – What’s The Diff?
So if an RPG is about loss, isn’t that risk? In a way yes but it’s significant to make the distinction because most writers are saying that the players are motivated by the desire to not lose what they already have when in reality they are motivated by the sense that they will lose what, in most cases, they haven’t gotten yet. This is important to creating a compelling story instead of the feeling that the characters are being beat on unfairly. If a GM thinks their job is to risk the character’s lives or resources the players may be engaged for a while but they will quickly tire of it. However, if the GM understands that their job is to get the players to aspire to more and then challenge them to get there, the players interest will be stimulated.
So No Risk?
Risk is still a factor, a necessary one, but it isn’t the motivation. With no risk there’s no point to playing but it’s important to keep risk in it’s place. Loss psychology motivates the players to act to get what they imagine themselves to have. Risk is what that motivation has to overcome. No risk and there is nothing to overcome, no loss and there’s no reason to overcome.

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Two New Attribute Generation Methods

These are two new methods to generate a new character’s attributes. These are optional and a GM may allow them or modify them as they see fit for their games. Both these methods are intended to make the character generation process less random. There are advantages and disadvantages to both. Primarily, the Bonus and Limitations tables are not used for these methods which on average gives a character a 50 point lead in their attributes. This makes the standard random method statistically better but both the new methods allow the player more control over the character creation process.

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Space Time Warp Hole

Report by: Major Jacob Kibler

Position: 4th Special Sciences Division Commander

Assigned Objective: Investigate Space Time Warp

Purpose of Mission: Evaluate the connection between Array structures and space time distortions

Progress Report: Our second expeditionary team has gone missing. So far all attempts to contact them has failed. I am putting a stop to manned missions because one of our engineers has been able to put together several autonomous probes. Dr. Largo has devised a device he is calling a warp gauge that we will be installing on some of the probes. With this device Dr. Largo hopes the probes will be able to navigate into the hole and back out again. Radio telemetry is unreliable in the warp hole so the probes will record their sensor data to be reviewed by the scientists when they return.

The first team brought back evidence that the Kelrath have been in the hole at one time in the distant past. Before disappearing the second expeditionary team reported finding evidence that the warp hole is inhabited by someone but were unable to report who they had encountered.

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A New Look

The site is being updated with a new look, it’s been a good five years since I’ve done anything with the site itself and it was well past due. I’m still working out some of the bugs so sound off in the comments if you find something that’s broken or have something that you’d like to see.

If you’re looking for the old forum (That would be mainly you Tarnoc and Sai) it’s still up and running here It’s not going anywhere but we’ll be using it mainly for our own private sandbox to play in.

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