Time Limits In The Artifact Turns

In The Artifact game book and in the last post I espouse using time limits of 30 seconds on players declaring and rolling for actions. I’m going to suggest a modification of that here.

It occurs to me that it allows the same level of planning to all players and quicker thinking player can still get all they want to do in even if their character is slow (has a low REF).

Because of that I suggest giving the player a number of seconds equal to their REF attribute to declare and roll. That’s a bit harsh for characters that have a 10 for Ref but I’d go with it. It also takes into account that a player with a 66 for REF has 3 actions to declare and roll for while a character with a 30 only has one and doesn’t need as much time.

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Using Time Limits To Speed Up Play

Crunchy RPGs can take up time and the more time you give your players, the more they’ll take to decide on what to do. They want to get their bonuses all counted, make sure their defenses are optimized and use exactly the right equipment for the job. That desire is understandable but is it realistic? Is it even fair?

I would suggest it isn’t. If the character really were charging into a situation, are they really going to change up tactics and equipment mid leap? Hardly. It’s also not fair because one player can spend 15 minutes deciding what they want to do and how to do it perfectly when other players know exactly what they’re going to do and have to wait.

That’s why I like the idea of limiting a player’s time to declare and roll for their actions. The GM might take longer to resolve those actions, calculate its effects etc but when it’s a player’s turn, I think 30 seconds should be enough to say what they want to do and roll for it. In The Artifact RPG that’s three times longer than the turn actually is so I’d say it’s reasonable. You might ease into it by saying each player has 45 seconds but that’s quite a bit when you get down to it.

Other reasons to use time limits

Limits meta gaming

Lets face it, a lot of a turn can be used up with players discussing what they’re going to do between each other. If this was real, this kind of planning would have to be done before hand. Coordination would have to be with quick shouts to each other. Players might argue that their characters are experienced and so would have set these plans up before hand but are they really? Most characters start off at low levels with no experience. The players are likely to be even more experienced than their characters if they’ve played several in the past. If the players don’t have that level of planning and coordination then the characters probably wouldn’t either.

Keeps players engaged

If you have to quickly declare your actions, you’re not going to wander off or get distracted. If you do, you’ll learn quickly as your character stands there saying “What’s going on? I wasn’t paying attention.” If they’re talking when their turn comes around, the timer starts and if they take 20 seconds to realize you just started their turn. . . oh well. It’s a little harsh so I’d start off the practice with something the characters can handle relatively easily and up the difficulty later when they understand you’re not joking about it.

Fights off slog

This is the core reason to introduce time limits. Slog is when your turns are moving like they’re moving through waist deep mud. If a round takes more than two minutes for each player (4 players = 8 minutes, 6 players = 12 minutes) then something is wrong and you’re deep in slog territory. Slog can turn even the most exciting encounters into yawn inducing, staring off into space, looking for the snacks, what’s been going on with the kids, dud games.

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25% off Lulu books site-wide.

Enter coupon code TIME305 at checkout and receive 25% off your order. The maximum savings for this coupon is $400. Offer good towards print costs only – shipping and tax amounts are excluded. You can only use the code once per account, and you can’t use this coupon in combination with other coupon codes. This great offer ends on July 29, 2011 at 11:59 PM so try not to procrastinate! While very unlikely we do reserve the right to change or revoke this offer at anytime, and of course we cannot offer this coupon where it is against the law to do so. Transaction must be in US dollars.

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How to Get Players Exploring

Exploring in an RPG is tricky since in life and video games exploring consists mainly of moving around and looking. In life and video games people can explore by looking around and filtering their environment for themselves. This breaks down in an RPG because the GM has to filter the environment for them and if the GM includes descriptions that the players aren’t interested in they get frustrated. Long explanations of environments are about as fun for the players as the GM having their own character that gets the spotlight.

Maps

One of the ways of dealing with this is to give the players the map. Either explain that the characters spend time running around mapping or make a map part of the story. You know, the part where the old man offers to sell the PCs a map that will help them in their quest, or some variation there of. So how do you introduce exploration using a map? Maybe the map is accurate, maybe it isn’t. Things may have changed since the map was made. In essence information should be missing from the map and that fact should be obvious fairly quickly. Importantly, there should be several things for the players to discover when examining the map.

Another interesting trick I’ve had a GM use is to manufacture the equivalent of a pixel hunt. The GM drew a picture as part of the adventure to show a scene and encouraged us to look at it and ask questions about it. This is, in reality very similar to using a map, just in greater detail and was a drawing from the point of view of the character.

Combining

One of the tools that a lot of video games use in exploring  is combining. While exploring the players find an item and then later they discover a situation or object that the first object can act on. This can even happen in the form of chaining objects and situations so that multiple objects are gathered and used. Players are used to this kind of “puzzle” and can get board with it quickly since they know that if they find a stone handle, there’s probably something that handle is going to fit into later but combining doesn’t have to be limited to that. Have the players find a stone mortar and pestle that don’t seem to match. The players don’t know that there’s a back story of some transient that found the handle, pulled it out and used it for a pestle to grind his food. That little extra story that the players may never really know can obscure things just enough to make it not obvious.

Layers

Layers are really the core to exploring in an RPG. The players are given what seems to be the full picture only to find a key that opens up another layer that doesn’t change what they know, but adds to it in an unexpected way.

The example of the stone handle is also an example of layers. Layers of story can be stripped away as the player’s explore. For example, that tall thin man that was following the PCs at a distance in town seems dangerous and may even fight them if cornered but he’s really there to prevent someone else from harming the players. As soon as they’ve chased their pursuer off they’re approached by a man that asks the players to go on a quest for him promising riches but is really only using them to get what he wants. One can imagine from that point a series of events that make the players think the tall man is against them, when in reality he’s trying to stop their employer.

To make the revelation of each layer the most rewarding for the players, have them show information that the players expect should be there but have it be more than they were expecting or have events move in a different direction.

Visual or Story

So when you want your players to explore, think about what type of exploration you want them to be doing. If it’s visual, maps or pictures let them filter information visually. If it’s story, combining items and places, with a bit of imagination can be useful. With any type of exploration, layers are what you’re looking for visual or story.

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The Hounds

Report by: –

Position: –

Assigned Objective: –

Hounds everywhere I dont know where thyer comiong from. My PET malfunctioned or maybe i din’t do it right. Making me skic. Rescue me! The hounds just started showing up all around us and the rest of the platoon teleported out. I’m left here on my own. Hounds must have been dormant. They don’t give off heet usntil they start moving. I’m out of ammo. If no one comes soon I have only one grenade left. If any come I’ll take them with me. Please

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Call To Module Makers

There are a lot of you out there that make modules for RPGs. Do you ever feel under appreciated? Would you like to do something official for a setting? I’ve been working on some modules but I’m also working on the site here and sourcebooks so I don’t have all the time I’d like to make them. Store32 is looking for module designers to make games for The Artifact RPG. If you like working self directed, that’s cool, we would want to make sure a module works with the world’s ‘cannon’. If you’d like some story ideas, we can send them your way and you can pick from them. We could also use some cartographers.

What Does It Pay?

Good question, it doesn’t but that doesn’t mean it couldn’t. The Artifact RPG is free, but modules could be sold on RPGNow. Store32 would post them and then do a profit share. The particulars can be worked out. Of course, if you’re looking to share them for free, that can be worked out also.

If you’re interested, email me at admin at store32 dot net

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The Armored Car

We’re in place to move on a Kelrath armored AG transport. Our informant says it is carrying a chemical agent capable of effecting Chezbah. I want twice my normal salary for this find, I’m about to spend a lot to crack this open and I want to be compensated. There’s also the hazard of transporting this stuff. I’m told it’s really nasty stuff. You know I’m not squeamish about this kind of thing but I’m told that if the smallest amount of the agent gets in the air, it’s all over.

We’re tailing the armored car for now. I’ll be able to make contact again in four hours. I need a yes or no if the usual buyers are interested or I’m scrubbing. These guys are twitchy. I think the leader is from the Rugen school so I don’t have long before he out maneuvers me.

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Tortuga – Preview

Tortuga started out because players were getting powerful enough to go out on their own and do as they pleased. Some of the things in the main book that the players wanted to get into weren’t fully defined and there isn’t a lot of treasure hunting built into the main book of The Artifact.

After working the midnight shift and watching a Godzilla marathon I had an idea. It was crazy but it snapped into place in The Artifact legend that mentions War Engines being made by Loc. Originally Titans were going to have their own book but it fit in with the treasure hunting and freelancing theme of Tortuga so they’re being tied together.

Titans

They are over three thousand years old, possess power beyond human understanding and there are thousands of them. These titans are the legionary War Engines designed by Loc and built by humans for the war against the old gods.

For most of the residents of The Artifact, that is the extent of what they know about these titans. There are those that have spent their entire life searching for them. Rulers lust after their power. There are those that are haunted by them unable to escape. They have protected and destroyed civilizations.

An ASO mission report referred to one of these devices as “the titan”. After the report was passed around the ASO command and corporate partners began to refer to the war engines as Titans. The title has even been taken up among the IC-A in some commands and so has spread as an accepted term.

Despite all their mystique Titans are a mixed bag of massive raw power and a maddening unpredictability. While they are machines, they have enough intelligence to manipulate their pilots according to their own agenda. This is usually the elimination of all threats to themselves in an almost phobic manner. They distain more mundane enemies and complain endlessly about fighting any enemy they do not see as a threat. Some refuse to function if they don’t agree with a fight.

The Titan itself is immensely powerful but they were designed for a single purpose and are not always well suited to be used in other fashions such as defending a city.

Most pristine Titans are found near the industry pods in the void past the incremental cities. Others are found protecting cities, worn down from centuries of fighting. Some have mysteriously stopped working and have either been left as showpieces to warn off attackers or hidden away from prying eyes. Some are able to keep them running a little bit longer with the help of the unusual ability to ask the Titans why they are not working.

An example of a Titan

No one knows how many Titans are left. Some estimate that there are only a few hundred, most of them no longer functioning. Others estimate that there may be hundreds of thousands.

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Survival Games – Dense Undergrowth

For an explanation on how to use these stats, check out the original Survival Games post.

Dense Undergrowth
Travel is impeded by heavy vegetation. Foot travel is difficult and vehicles get stuck on the thick plant stems. Biting insects and poisonous plants may also be present. Visibility is very limited so getting lost is a real possibility.

Surmount Method: Chopping out brush in front of the group or vehicles, finding an animal path, crashing through.
Surmounting Attribute: Constitution

Full 1/2 1/4 1/8
1 2 3 4

SP 1 per Km

Hazards

Exertion
For every failed Constitution roll the characters face an exertion hazard. While moving through undergrowth the character has to exert themselves this leads to muscles getting tired. They get a -2 CDF to Str and a -2 CDF to Con (or 5-6% of the attribute).  CDF penalties accumulate until the characters can recover for a period of time. While recovering, the player rolls for the character’s Con. A Full result means 1 point of Str and Con are recovered. A 1/2 result means that 2 points are recovered. A 1/4 result means 3 points and a 1/8 result means 4 points recovered. If the CDF penalties exceed their Con the character must be rescued off the rock face or fall if they fail another Str roll.

Random Hazard
For every survival round the GM should roll once on the following table.

Roll 1D100

1-25 none
26-60 Insect Bites
26-60 Poisonous insect Bites
61-70 Animal encounter
71-80 Confusion
81-90 Animal path
91-100 Rain

Insect Bites
Biting insects swarm the characters. They may just be a nuisance (CDF -1 PSY per bite) or they may carry disease 5% chance. Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin or vac-suits will protect against bites.

Poisonous insect Bites
Venom usually causes irritation and pain at first (CDFs -1 PSY -1 CON per bite) but if bitten repeatedly can cause illness or death (CON CDF drops CON to zero) and they may carry disease 5% chance.  Each character can roll against Reflex to avoid or swat the bugs. On a failed roll 2d10 insects bite the character. On a full success roll 1d10 insects bite the character. For a 1/2 column the character gets 1d6 bites. For 1/4 and 1/8 rolls the character gets no bites. Specially designed clothing with netting over exposed skin will protect against bites.

Animal Encounter
The characters are traveling toward an animal that is sleeping or hiding so does not hear them coming. The startled animal may attack. GM’s choice of animal.

Confusion
The lead character must make a Land Navigation skill roll or the party is thrown off course for a period of time. Add 2d6 to the remaining SP of the obstacle.

Animal path
A number of animals travel through the undergrowth and have cleared a path. All characters get to reduce twice the SP this survival round.

Rain
Rain makes surfaces slick, makes clothing heavy, makes soil muddy and may damage unprotected equipment causing rust and corrosion. Characters get a CDF of -5 to PSY and -1 to CON.  Characters can protect against this by making shelter.

Defenses and Weaknesses
Weakness: Machete
Using a Machete doubles the SP that can be reduced per roll.

Defenses: Land Vehicles
Moving a large object such as a land vehicle through dense undergrowth requires 10 x the number of SP.

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Basics PDF

As promised, here’s the Basics posts on two pages of a PDF ready to be cut out.

Basics.pdf

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