Sunday, September 25, 2011

Mini Quests: Sanguines

Our last and final quest set belongs to the Airey Sanguines. Air types are like Cholerics in that they prefer to deal with other players rather than the game world, but they are also like phlegmatics in that they prefer interaction to action. These were the hardest for me to come up with; traditional RPGs tend to not do a great job of rewarding out of character and in character interactions between players, and this mindset is also opposite of my own (I am more of an Earth "Act on Game World" type, so this approach is very foreign to me).

In the below quests, a "Friend" has a specific game mechanic meaning another player or an important NPC often controlled by another player (henchmen, familiars, and so on).

Roll

Quest Idea

1

Help a Friend complete a minor quest successfully

2

Discover something about a Friend that they didn't even know

3

Help a Friend face a darkest fear (whether or not they succeed... or survive...)

4

Discover something about a Friend that they don't want anyone to know

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron

Note that the air type gets a lot of mileage out of helping the other players be forthcoming about their characters, as well as from fleshing out the other character's backstory. The Air character also has a lot of influence over the story; some of the quests revolve around essentially adding elements to the backstory of others. That serves as a potent check on the "acting" types who might otherwise be bossy.

Thursday, September 22, 2011

Mini Quests: Cholerics

Fire characters -- or cholerics -- are similar to the earthy types in that they both like direct action. Unlike the earth types who focus on the game world, however, cholerics focus on their fellow players. These are the players who enjoy hatching the team plan, being a leader, or just plain being a bit bossy.

Roll

Quest Idea

1

Convince your allies to try to complete a major quest using your own plan

2

Identify another player who has misled others about a personal minor quest or objective, exploiting their allies for personal gain

3

Beat one of your Friends in a competition, duel, or wager of consequence

4

Complete another open minor quest of your own with help from your Friends

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


As such, their requests reward them for taking a proactive role. Note that there is no requirement to be open about your mini-quests. For example, the water person could get rewarded for researching Nosnra then lie to the party about the danger, spinning a 9 HD hill giant off as some lame 4 HD ogre. Either way it goes do, the water person gets their reward.

However, the fire types will end up with a quest to call out someone who has been misleading 1/6 of the time, so there is a minor "inquisition effect." That will serve as a check to keep the intrigue somewhat honest as well as reward the fire person for getting in the other player's chili from time to time.

Note that the fire person gets rewarded for being bossy, not just success: for example, quest #1 results in reward for the fire person whether the overall plan succeeds or not. However, in the long run, the fire person will probably be best off developing positive leadership techniques -- if they continually exploit the other players, they will find it hard to get the cooperation and competition that they need for further advancement.

Monday, September 19, 2011

Mini Quests: Phlegmatics

Water-prime characters or phlegmatics interact with the environment. Whereas melancholics are interested in dominating the game world, water-types want to understand and explore.

Roll

Quest Idea

1

Explore a unique terrain feature (steps down, mountain peak, magic pool, etc)

2

Solve a puzzle, riddle, or conspiracy

3

Discover and research a specific monster at least two tiers higher than you

4

Gain access to a forbidden, secret, or hidden area

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


As such, the water quests are all about exploration. You don't have to defeat a hill giant as a level 2 character; you just have to find out everything interesting there is to know about some big dude named Nosnra who lives back in the woods. Unlike the earth quest to blaze a path and secure a trail/area, the water quest is just to explore or find a new feature. These types of topics should be familiar to D&D players as the core D&D rewards system focuses pretty heavily on these sorts of activities.

Friday, September 16, 2011

Mini Quests: Melancholics

Earthy Melancholic characters should be played by players who like to act on the game world. Your standard "world builder" player who loves strongholds, dominating monsters, and hiring flunkies fits this mold.

The mini-quest table looks like this:

Roll

Quest Idea

1

Be the first to reach or secure a terrain feature (ascend to the peak of Mt. Doom, clear the NE quadrant of level 3 of the dungeon)

2

Defeat a specific monster

3

Blaze a trail between two locations (discover, clear, map, and escort)

4

Accumulate at least 3 coins of the tier higher than yours

5

Complete task in accordance with your ruling planet or patron

6

Complete task in accordance with your exalted planet or patron


The last two items would be related to your faith/god/patron. So if your character works for Poseidon, he might ask you to go do some stuff related to horses or the ocean. Pretty straightforward.

The DM should be expected to fill in the details of the quests. They should be level appropriate but not too easy, either. For example, it would be appropriate to have the second quest be, "Defeat Ragnar the Ogre," for a first or second level fighter. It is something that the character could feasibly do on their own, but it will be a lot easier if they can get some teamwork to help them out.

Notice that the quests all involve acting on the environment or dominating it in some way. The player is taming the wilderness, overcoming NPCs, or hoarding resources. If a player enjoys those tasks, then the system will reward them for doing them.

Wednesday, September 14, 2011

Mini Quests

In Septimus, one of the ability scores/traits is related to the classical elements or humours which were said to have defined a person's disposition. These traits affect the character but they're intended to be selected based on player preference; there should be little in game detriment to a group that fails to "cover all the bases" as far as the four humours go, unlike, say, playing a party with no cleric.

Part of this subsystem involves rewarding players for doing things that they find fun and interesting. One of the problems in traditional D&D is that the reward system revolves around interacting with and usually dominating the game world. You get XP for exploring dungeons and eventually for building strongholds. You do not get XP for helping your fellow players develop the story or for sowing interesting and dramatic strife among the team. You're basically leaving out rewards for half of your players out there.

Hence, the idea of mini-quests. Mini-quests are tied to one's humour. You get to open one quest for free in your primary humour. You can spend a perk (you'll have 1 to 3 perks if you have an above-average score in a trait) in any trait to open more if you like. Completing a quest yields XP (or perhaps some other benefit, like "Fate Points" if you care to use them). However, if you abandon a quest, however, there's a chance you'll lose an ability score point (you can get them back upon level up), similar to the effects of a grievous wound or major defeat.

Over the next few days I'll post my tables for each of the four humours.

Wednesday, August 10, 2011

Game of Thrones

I just discovered the HBO mini-series "Game of Thrones." It is really awesome, and I highly endorse it if you can find access (HBO, annoyingly, refuses to embrace Netflix, Hulu, or any sort of pay-on-demand service if you don't have a traditional cable subscription). I never read the Song of Fire and Ice books but it is really a very compelling world. I've ordered book #2 for my Kindle so I can continue onward.

In other news, I haven't abandoned this blog. After a long vacation "off the grid" with little access, I have been working 60-90 hours most weeks these days, so between the two of them my posting has been very light and will probably continue to be light to non-existent until Christmas or so when hopefully work lets up. For now I am focusing on sleeping, eating, clothing myself, and spending what little time I have with family so gaming is not even really on the priorities list although I do have some ideas still rattling around.

Sunday, June 5, 2011

Phases for Combat Rounds

I had an interesting thought recently about an innovative way to do combat rounds and actions. The problem with OD&D is that it is too simple: they-go/we-go means a lot of action happens all at once, combat gets swingy, and it is hard to adjudicate exactly how many actions are too many.

AD&D is a far end of the spectrum in that it has far too many rules to keep it simple. You need a college degree (well, maybe a minor) in D&D to run it properly. 3.5 and many other games use iterative one-after-the-another initiative which is a "silent killer."

The following thoughts are my attempt to keep the best of all worlds. Each round is divided into three phases: Fight, Move, and Communicate. I've done some tactical work and those are the three things you need to be effective on a battlefield (well, really it is shoot instead of fight, but hey, close enough), and those are the things that should be happening regularly in combat, so that's what our system will care about.

INITIATIVE
At the start of the round, we check initiative and then generally go in an "us and them" fashion each phase as such (assuming A wins initiative):

FIGHT -- Side A
FIGHT -- Side B
MOVE -- Side A
MOVE -- Side B
COMMUNICATE -- Side A
COMMUNICATE -- Side B

If there are three or more factions then just extrapolate. The key is that everyone resolves a phase before moving on. Very few things will break our "sequencing."

ACTIONS
Each character gets one simple action per phase. They generally get to upgrade one simple action to a complex action each round. A simple action involves precalculated, rapidly used scores. There are no situational modifiers (unless they apply to the whole side) nor are there any random dice tossed. Complex actions involve situational modifiers and randomized dice throwing. Thus, players will need to decide in which phase they want to use their complex action.

PROFICIENCY
Characters have a derived proficiency score for each key action. For example, in the fight phase, we have:
  • Melee
  • Shoot (Range)
  • Dodge
If using a dice pool system, the proficiency score is the size of dice in the pool, capped at 6; the pool has to get to 21 dice to get a simple score of 7 (unlikely to say the least). If using a D20 system, it should be a fixed number representing a somewhat less than average roll (for example, 7+THAC0 level-based to-hit bonus). I'll use my dice pool system (which has Target Numbers from 3 to 8 for the most part, for reference's sake) in further examples.

So, our character -- let's say he's a swashbuckler -- might have Melee 3, Shoot 2, Dodge 3. If taking a simple action, he can automatically hit anything with an AC or Target Number of 3 using his melee attack. He misses if it is 4 or higher. So, our swashbuckler can skewer rats or zombies all day, similar to the "fighter sweep" of yore. This frees up his complex action for rapid movement or lots of special communication.

However, say, he's up against a nimble, worthy opponent, like, say, an unusually aggressive lion. Hitting TN 3 won't cut it. In this case, he uses a complex action. Instead of just taking a "3," he gets to roll 3d6 and retain the highest (using my core mechanic). On average he'll hit around TN 4.75 or so, with a possibility to hit TN 8! The player can even argue for a situational bonus, perhaps due to terrain or some other circumstances.

Of course, if he uses his "complex action" in the fight phase, then when we get to movement, he's relatively anchored. He's stuck with moving two or three hexes -- whatever his simple move score is -- instead of rolling 2d6 or 3d6 to move several more.

The communicate phase encompasses all other actions. Rallying followers, giving orders to mooks, casting spells, using many other skills, and so on.

Wrinkle: Free Dice. As a wrinkle, each player begins an encounter with one "Free Die." This die may be added to any active die roll, or it can increase a simple score by one. If a player ends a round without using a complex action, they gain one free die. If they end a phase without spending a simple action, there is a 1/6 chance they gain a free die. Players may not accumulate more free dice than some number between 1 and 7 (tied to an attribute or something). The DM also gets free dice, and furthermore, he can share them freely among monsters to minimize bookkeeping.

Wrinkle: Extra Action. You could occasionally grant extra complex actions. This is a pretty sizable boon. Of course, you don't get extra dice. The character can spend both complex actions in the same round but must split his available dice however he wishes. I'm still thinking this through, and wondering if the extra action should only translate to a simple action (thus, you could have a Complex & a Simple action in the same phase, or two complex actions in two different phases).

Wrinkle: Minions & Actions. Minions don't often get to take complex actions. Instead, they can either take a simple action or they can lend their dice to another's pool, encouraging them to gang up on foes. Some "leader" type monsters may grant an action to a nearby minion, which then makes the players decide whether they need to take out the leader (to cut off the actions) or take out minions (easier to kill, rapidly reduces the dice thrown at them each round and reduces the odds of a hit). Bodyguards for players and other such NPCs work the same way.

EFFECTS & VARIATIONS

This system has several effects. First, it forces players to dynamically allocate limited resources. Each round they must decide where to take their complex action. They must also manage free dice, and decide when it is best to sit tight, do nothing, and take a breather (to get more free dice) and when to go for broke.

This also evens out "screen time." Calculating situational modifiers, rolling dice, and then evaluating the results are by far more time consuming. This is a common complaint for many fighter types in OD&D and AD&D; they get to roll one d20 and if they hit they get to roll damage, once per round. Meanwhile, clerics are chucking 2d6 to turn undead, mages are throwing fireballs for fistfuls of D6 of damage, and in general it feels like everyone else is rolling more dice. With this system everyone gets about the same number of random rolls to play with each round, regardless of how good they are at a specific task.

We get rid of most of the need for AD&D's rules about weapon length, ranged attacks, etc. The "fight" phase goes first, so if you aren't in melee when the round begins, you pretty clearly don't get a chance to strike unless you have a ranged weapon handy, unless we implement some sort of "charge" action in the move phase, or unless we have some sort of rules for readying or holding actions in reserve "out of phase." A really simple one would be, "You can take an inappropriate action during a phase, however, it must be fueled by free dice." Another would be allowing common sense "readied" actions (for example, readying to receive a charge by striking however runs in, or readying to swat someone if they try to cast a spell). If your action never triggers at least you get the comfort of building up your free dice pool.

I think it would be interesting to present different options to players. For example, you could play one of these three variants:
  • All proactively used simple scores (and thus all dice pools for active rolls) are increased by one, all the time.
  • You get (A) one extra simple action or (B) may upgrade one simple action to a complex one, every round.
  • All reactively used simple scores -- such as Dodge -- are increased by one, all the time. This also increases dice pools when using these skills actively, as when one is doing a "full round dodge."