Showing posts with label RuneQuest. Show all posts
Showing posts with label RuneQuest. Show all posts

Tuesday, February 8, 2011

FateQuest session report 4

Our fourth role-playing session was different again to the previous sessions. The biggest change was the abandonment of RuneQuest II as the game system. We still have the same adventurers, the same setting (Glorantha) and the same plot (Summons of the Wyter), but a new set of rules. Rules that I've been working out for a while. I'm calling it FateQuest.

FateQuest is basically a hack between RuneQuest and FATE (hence the name). All the good things I liked about RuneQuest (lots of the combat stuff) and the good things I like about FATE (skill pyramid and aspects) have been melded together. The result worked better than what I imagined (and I was imagining something pretty good). I've already tweaked it some more, so it should run even smoother, without a loss of detail.

There is issue, however. It isn't about the game system as such, more about how people play. Half the group of six have never or barely played an RPG before. The other half have either played a lot or at least have preconceived ideas about how to play an RPG (me included). That's tricky. Furthermore, at least one of us wants to play more free-form (few rules, few dice, mostly narrative and role-play). At least two of us like the game/simulation element and the dice, though not all of the time. We all like the debating and figuring out what should happen.

The main thing I tried to do with FateQuest was expunge all of the power-gaming by design aspects of RuneQuest. I think I've achieved that. But it's still a game. Depending on how you look at it, you can still win. It's suppose to be more of a simulation than a game (see GNS Theory) but those two aspects can easily meld together. And people feel good when they win. I don't want them to lose the feeling you get when having a clever idea or solving a problem. In fact, I want to encourage it.

I like frameworks, they can help stimulate ideas and they can give you a game within a game. I'm not sure how we could completely free-form it, though the thought reoccurs. I.e., drop the rules and dice entirely. But who/what would decide? If the adventurer's life is in the balance, I don't want the game-master to decide the outcome. That's too much responsibility. That's why game-masters hide behind a probability wall - they can always blame the dice. And yet, adventurers' lives should hang in the balance. Perhaps all the players (GM included) can simply agree that the adventurer got into too much trouble to be able to survive, or at least, remain conscious. I dunno.

The other potential problem with free-forming it is that events will probably move a lot faster. We'd definitely be moving out of the Glorantha setting in no time. We'll also move out of an ancients setting too (i.e., Greek/Roman). Mostly because we don't know all that much about Glorantha (I know at least ten times more than the other players, but very little overall) and I don't think any of us know very much about an ancient way of life, though more than a regular schmuck. Neither of those things are necessarily bad, but I'm enthralled by Glorantha and imagining other ways of life is what role-playing is all about.

Trying to speed through the combat section - because I didn't want anyone to get bored - without actually allowing players to collectively decide what they were doing wasn't a great move. However, because we had a new set of rules, needing explanation at the same time as being played, it was quite difficult to fit everything in.

Events:
The horsemen approached Verstead. Hengall hastily organised a shield wall at the broken gates (the only feasible entrance to the stead, at least on horseback). As the horsemen closed in, it became apparent that they were clan-members from the Orldor family. They were Old Ways Traditionalists, perhaps, but not enemies. The shield wall came down.

As the horsemen rode into camp it became apparent rather quickly that something was amiss. Some of the Orldor carls looked nervous. Iddi Iddrosson, the Orldor leader, almost looked pleased.

Soon enough, Iddi declared that he'd like to move into Verstead now that the Jendarls wouldn't be needing it any more. Hengall and the adventurers attacked. Of course, the adventurers went straight for Iddi. Most blows were ineffectual, but Flavias managed to strike Iddi's head with an arrow, though his helmet protected him from any serious injury.

Anid, Trax and Soliste were heavily involved in fighting the carls and weaponthanes. Flavis, with her bow, attempted to stay further away. Ben Poleo slipped away to try to free Arlyn. Ben also shouted out to the assailants that their attack was without honour, further demoralising the carls.

Anid and Trax are competent warriors and they could hold their own against the carls and thanes. Soliste, on the other hand, struggled. By the time Hengall ordered them to leave to save the wyter at the Black Grove, Soliste had already suffered injuries. A short-spear became impaled in her left arm. With the help of Anid, she was able to retreat from the battle.

The party gathered their horses once they were out of the fight. All six (including Arlyn) mounted their three remaining horses - there was no time to acquire new horses. As Soliste mounted her horse she was forced to withdraw the impaled short-spear. The pain was overwhelming and she fell unconscious.

The group rode towards the bared exit. With Arlyn's help, the group managed to easily flee Verstead.

We left them as they were on their way to the Black Grove.

Friday, February 4, 2011

RuneQuest session report 3

We played our third RuneQuest session a couple of weeks ago. It started with a bit of roleplaying philosophy and discussion of what this game should be about. I presented the idea that the RuneQuest rules should be generously relaxed, due to the unnecessary complexity, categorisation issues and issues regarding maths.

I brought along a bunch of FUDGE dice as a possible way of resolving un-categorisable tasks and allowing granularity of results (not just success/fail).

The session followed closely to the Summons of the Wyter adventure, though there were a number of embellishments along the way.
The party arrived at Verstead to be greeted, not by their family and friends, but smashed village gates and burning buildings. During the previous evening, the stead was attacked by unknown enemies. The clan leader was trapped and burnt to death inside his house. Only tens of people survived.

The adventurers helped rescue their clans-folk. They pulled, from the rubble and collapsed beams, Soliste's aunt, Arlyn. Addi, a herb and spice trader, was also a notable survivor.

Hengall Boneblade (the stead champion) had reluctantly assumed leadership. He arrested Addi, then Arlyn, then Soliste, accusing them of betraying the clan. Arlyn and Soliste were accused of witchcraft (both have knowledge of God Learner alchemy and sorcery). Addi was arrested simply because he was an unknown visitor to the stead.

The accusation of treachery and witchcraft made against Soliste was resolved well by Trax who declared any accusation absurd as Soliste hadn't been in town for months, "and besides, she's been fighting against the clan's enemies, the God Learners of Seshnela."

Addi was also convincing. He'd lost half of his herbs and spices and was almost killed in the night's mayhem. If he had betrayed the clan, why would he have remained in the stead?

Arlyn remained tied up, with Hengall refusing to release her, no matter what argument was made.

An intense headache, then a vision of the clan's wyter (a theistic guardian being of an Orlanthi community) flashed into the minds of the people of The Black Grove Clan (including Trax and Soliste). The wyter was in danger!

Hengall began to organise a small group of weaponthanes and carls to assist the wyter, located in the Black Grove, an hours ride from the ruined Verstead. The wyter had to be saved or it would spell the final doom for the clan.

As they were about to ride for the grove, horsemen were spotted, riding towards the stead from the south.
I don't feel like it was an overly successful session. There was a lot of time spent establishing the story to come, which meant not many interesting decisions for the players. Futhermore, of the few decisions that existed, I struggled at making them genuine. Allowing players to influence the plot has got to be the most challenging aspect of an RPG. Nevertheless, I had fun and I think that generally we enjoyed the session.

Monday, January 17, 2011

RuneQuest II aids

There are a few RuneQuest aids out there that are useful. They are:
People seem to upload them to the Basic Role-Playing website. The Mongoose site has a bunch of things too.

RuneQuest II: Modifying the maths

Okay, you've realised that the maths in RuneQuest II (and virtually all RPGs) isn't great, what do you do? You could ditch the game system and play free-form. That's a good idea. However, unlike most RPGs, fixing the maths in RuneQuest might not be too difficult. Here's what you could do:

Free Skill Points
  1. Adventurers initially receive 500 free skill points to distribute.
  2. Starting adventurers may assign no more than 30 points (i.e., 30%) to Common Skills and Combat Styles.
  3. Advanced skills learnt as part of the Cultural Background or Profession process can by improved by 30 points.
  4. Advanced skills, chosen by the player, cost 10 skill points to achieve the base level. These may be improved by no more than 20 points.
  5. Adventurers never receive additional skill points (see below for Improvement Points).
Common Magic
  1. Adventurers receive a total of 12 points to use in buying Common Magic spells.
  2. Initially, the maximum magnitude of a Common Magic spell is 2.
  3. Adventurers never receive any more points to buy more Common Magic, though they can swap spells out for others using Improvement Points (see below).
Improvement Points

Improvement Points are distributed by the GM, at the appropriate time, as usual. These points can be used, to not increase Characteristics, Skills, and magic, but to shuffle them around.

For Skills:
  • Select the skill to be increased and roll 1D100. Add the Adventurer’s INT characteristic to the result of the 1D100 roll.
  • If this 1D100 result is greater than the skill’s current score, the skill increases by 1D4+1 points.
  • If this 1D100 result is equal to or less than the skill’s current score, the skill only increases by one point.
  • Select another skill. Reduce this skill by the same amount that you increased the first skill.
  • A common skill can never be reduced below its base - i.e., Characteristic + background and profession modifiers.
  • Skill percentages may only be increased up to 90%.
Learning new advanced skills functions in the same way as described in the core rulebook. Any improvement beyond the basic characteristic-derived score, however, follows the same rules as above.

For teaching, mentors and learning new advanced skills, they work in the same sort of way as described in the RuneQuest II core rulebook. Keep in mind that you may not have a net increase in skills - you must decrease a skill in order to learn another.

For Characteristics:
  • Select the Characteristic that you want to increase.
  • Select the Characteristic that you want to decrease.
  • The difference between the two Characteristics is the number of Improvement Points that you that need to spend in order increase/decrease the Characteristics by one point.
For Common Magic:

Common Magic spells can be improved, learnt or discarded by using Improvement Points. This improvement works along the same lines as Skills and Characteristics. To increase the magnitude of a Common Magic spell, one needs to decrease or discard a current spell. Use the Learning Common Magic Spells table (page 107) from the core rulebook to see the costs of improving Common Magic. e.g., Arlyn knows Bladesharp 2 and Warmth 2. She uses 2 Improvement Points to increase Warmth to magnitude of 3. At the same time Bladesharp decreases to magnitude 1. Note: To learn/change Common Magic spells, the adventurer is still required to locate a teacher willing to reveal its secrets.

Skill mechanics

Critical success, fumble and opposed rolls work exactly the same way as described in the core rulebook. Adventurers' skills can never rise above 90%, so generally you can ignore rules for skills over 100%. Occasionally, however, you'll want a powerful opponent with percentage over 100% (a dragon, perhaps?)

Profession and Cultural Background

During a period of downtime, a new profession may be taken-up by an adventurer. In doing so, they gain all of the benefits of the new profession. However, they also lose all the benefits of the old profession.

Over a period of years, the cultural background of an adventurer may be changed (if they spend a considerable amount of time within the new culture). All the benefits of the old background are lost. All the benefits of the new background are gained.

Magic & Spells

Nothing may increase a skill beyond 90%. e.g., If you have the Sword and Shield Combat Style of 80% and cast Bladesharp 3 (normally +15% to combat style) on yourself, your chance of success is 90%, not 95%. It's no fun unless you always have a decent chance of failure. (You still get a +3 bonus to damage.)

A note on rewards

The gamemaster should not reward magic items that permanently increase either skills or damage. This will ruin the maths and start the illusory arms race all over again. Get creative! Don't just reward players with numbers.

People already understand this idea. Carl Walmsley, in Compendium I, wrote alternate rewards for players/adventurers to help avoid the maths getting out of hand. For example:
Potion of Fortune
Drinking this potion makes the character unfeasibly lucky. It is as though the universe smiles down on him and everything seems to go his way. The character receives a +10% bonus on all Skill tests, and adventurers who attempt any actions which are to the detriment of the character receive a -10% penalty. In addition, the character gains either an additional Hero Point or an additional Combat Action (determine this benefit randomly), usable within the potion’s duration. At the end of the potion’s duration the Hero Point or Combat Action is lost as the luck ebbs away. A Potion of Fortune’s effects last for 12 hours.
This magic item is a fantastic example of what you can do to reward plays without breaking the maths.
If one contrasts this with a reward from Summons of the Wyter (an otherwise excellent adventure), one can see the difference in effect.
The Needle – a broadsword with a strangely carved hilt, handle and pommel (it is made of a human arm). The broadsword has the normal characteristics of a broadsword but is also capable of the Sunder Combat Manoeuvre and is treated as a weapon cast with a permanent Bladesharp 3 spell (so, +15% to the Combat Style and +3 damage).
They're similar items in many ways (grant a bonus to skills). The Potion of Fortune is, in many ways, more powerful, but the power won't last long. The Needle, on the other hand, is a permanent Bladesharp 3 spell. A item like this will start the Maths Wars all over again.

A note on cults

Cults are a great way for adventurers to advance. Gamemasters should grant the usual bonuses (new spells, social standing, etc.). However, don't forget that with this advancement comes new responsibilities.

A note on published material

Published material, by Mongoose Publishing or whomever, will operate along the lines of the Rules as Written. This is may appear, at first, to be a big issue. However, as every gamemaster already knows, one often needs to mold the adventure to fit with the current abilities of the party. In fact, the only reason adventures need to be manipulated like this is because the maths in RPGs is all screwy. If RuneQuest II used rules similar to the ones above, any adventure, if it fit with the story and development of the adventurers, would be suitable to play without any fudging of rules whatsoever.

Mongoose Publishing, thus far,
have created material that is generally usable. The creatures in the core rulebook and Monster Coliseum have not been power-mathed. Hopefully, the forthcoming Monster Island will follow a similar vein.

Conclusion

These rule changes fix the bulk of the maths issues found in RuneQuest II. One may need to revise a few more things, here and there, but generally the resulting
adventurers will be balanced and fun to play for the entirety of the campaign. In many ways they'll begin quite powerful (with double the Skill points and Common Magic than normal starting characters) though this will be spread across many skills and spells. Players can still take pleasure in the advancement of their adventurer, in a real sense, as they move from generalists to specialists, over a number of game sessions. Admittedly, they could never compete with "Hero" level adventurers, but these changes are about creating interesting and challenging situations and stories for everyone involved (players and gamemasters), rather than trying to out maths each other. Using these rules and the accompanying notes should allow the gamemaster to focus on the story rather than worrying too much about numbers.

Wednesday, December 22, 2010

RPG session report 2

Our second RuneQuest session was far more intense than the first. Events followed as:
The group made camp, having decided not to follow the horse thieves through the night. They rose early the following day to continue the pursuit. Within a few hours, however, Flavias had once again lost the tracks of the bandits. A debate followed; should they give up the chase or should they attempt to follow in the general direction of the brigands (roughly north-east)? They chose the latter. Luckily, within a few hours, Flavias found the tracks.

The party arrived at a steep hillside. They saw bare rock and cliff above and steeper ground ahead. They smelt cooking meat. More debate; approach from the sides, sneak in, or approach up-front? Flavias, this time in the role of sneak, went in to gather information. A minute later she'd alerted a goblin lookout who'd been on watch from the second lowest branch of a tree. The first Flavias knew of it was a stone (from a sling) that struck her lower back. She yelped in pain. This cry alerted the other goblins nearby.

The adventurers sprung into action. After catching up to Flavias, Ben Polio and Soliste lingered underneath the goblin's tree, unable to reach it. Flavias fired arrows at the goblin. One arrow hit, but only grazed the creature. Trax arrived and threw a javelin into its right side. The goblin faulted and fell to the ground. Moments later the goblin was pierced through it's right thigh by either a short-spear or an arrow, but events where moving too quickly for anyone to take note. The goblin was overwhelmed by pain and fell unconscious.

Soliste noticed another goblin, further away, also skulking on a branch of a tree. She went off to deal with it. As she did so, she noticed four more goblins, this time on foot, coming down the hillside.

Regrouping around the bleeding goblin, the adventurers attempted to make a deal with their adversaries; the life of the hostage for their horses. The goblins refused. Our travellers opened hostilities. The goblins prepared spells.

Soliste prepared a complex sorcery spell targeting all the goblins. She intended to poison their senses, leave them incapacitated and overwhelmed by a phantom, burning taste in their mouths. Through all her intent, the spell failed and fizzled into the æther.
Nevertheless, within seconds three goblins were dead. The survivors hastily surrendered. They were bound and forced back up the hill to their camp. A quick glance around the camp revealed that Ben Polio's and Soliste's horses were missing. The goblins had sold them to a barbarian tribe for two hundred silver, far less than they were worth. Collecting the silver (two hundred and twenty eight in total), the goblins' weapons and the horses, all that remained was to deal with the survivors. More debate; take them as slaves, leave them bound, kill them?

Our band left the dead bodies near the burning fire at the cave entrance. Anid had acted decisively and brutally. Six dead goblins, carelessly abandoned to rodents and maggots.

When we left our adventurers, they'd had reached the borders of the Black Grove Clan, only hours from Verstead.
I hadn't intended that the party fight the goblins. I think it was partially my fault. I'd considered that they might sneak into the camp, but didn't think about what would happen if they failed to move stealthily. It made sense for the lookout to attack Flavias. However, when the goblins refused to hand-over all the horses for their dying companion, they should have at least offered to give them one horse in exchange (they were certainly never going to give up all three.) I didn't think of bartering. Obvious in hindsight.

We learnt one thing; the adventurers are brutal and not afraid to make gritty decisions.

Even though there was a fight that I thought was going to be avoided, the action played out relativity quickly. I even made the mistake of giving the goblins more combat actions than was permitted (I forgot to count parrying as a combat action). Six goblins are no match for five adventurers. (Note: I need to buy a few coloured glass beads to keep track of combat actions.)

Goblins aren't normally part of Glorantha. I wanted some tricksters that were good at getting about during the night. Goblins fitted well. Nevertheless, these weren't the goblins of D&D. They weren't evil. They were just out to make a living and provide food for their clan. They paid dearly.

This was the first time we were hit with the full impact of the RuneQuest rules. I've read the core rules at least three times. I used about 40% of them correctly and forgot about 30%. Getting so much of it wrong definitely made me anxious. Rules make the game more objective rather than "what the game master says," so I wanted to get them correct. At the same time, one needs to be ready to instantly dismiss a rules if they're forgotten or don't fit well with what the players are trying to achieve. It's quite difficult to balance. It went okay, but I wish the rules were simpler. However, I really like things like hit locations and combat manoeuvres. I've been waiting for those to manifest in RPGs for years and they're done very well in RuneQuest. Maybe in a few more sessions we'll know and remember the rules better and they won't get in the way.

Through the last two sessions, one of the issues I've had is that I've assumed the characters will succeed in what they do. I've been thrown a number of times when dice results go against what I've imagined. It's a foolish assumption. They're inexperienced, I should assume failure, not success. But, I need to plan for both.

Chris' observations are here.

Tuesday, December 21, 2010

Shrines and Temples in RuneQuest II

There are four types of magic in RuneQuest II; common, sorcery, spirit and divine. Divine magic requires devotion to a god. Only cult members that worship a particular god are granted spells and only if they pray at a shrine or temple. From the Mongoose Forums:
Both shrines and temples are made - consecrated - through the Consecrate spell. Note its description: 'The consecrated sphere is sacred to the spellcaster's god'.

A temple, then, is a site that is the subject of numerous and sustained Consecrate spells, kept in place by the presence of the permanent clergy.

Shrines are much smaller and local, their consecration kept in place by a sole Rune Priest responsible for that area. A shrine's consecration may lapse; it may not. It will depend on who looks after it and what else he or she has to do.

Creating a shrine or temple is thus a case of casting Consecrate on an appropriate area, object or building and then maintaining it. Once cast, its ties-up the dedicated POW used to cast it, putting it beyond other use (spells, usually) so a single person could maintain a shrine within a certain range if he has no other duties requiring dedicated POW or magic.

So the answer to your question: 'A character can scratch a holy symbol on a rock, or just wave his hands and say, "it's a shrine!", or what have you, and the location works as a shrine forever after' is Yes, sure he can. But he must cast and maintain Consecrate to keep it that way. If he doesn't, and the spell lapses, so does the ability to use the shrine to recover spells. Furthermore, a shrine must be recognisable to others of the same faith. Scratching a symbol on a rock might work in one culture but not another. Something recognisable and visible is going to a) declare that god's presence and b) help the divine follower find it and use it.

However, shrines, being local and personal often aren't enough. That's what temples are for, which typically contain numerous shrines to a pantheon's gods. Grouping them together under one roof makes consecration easier, attracts maximum attention, makes a political and religious statement, and so on. (Lawrence Whitaker)
What this means is that a Rune Priest is giving up their power for other people. How different is that from real-world religions?! Real-world religion takes. It takes money, in the form of donations and inheritance from the deceased. It takes time, attendance at mass and prayers from the faithful. Of course, the cults in RuneQuest take time and money too, but you'd never see a bishop or
metropolitan physically reduced by their devotion. Of course, one could reason that devotion to a delusional belief system is reduction enough, but the distinction is real. Importantly, an archbishop probably isn't aware that they're delusional.

A better analogue for real-world religions in RuneQuest is the Empire of Wyrms' Friends. Some of their cults literally suck the life-energy from its members to feed the Cosmic Dragon. This is much closer to Hillsong or the Church of Scientology that take money (i.e., power) and must obviously give something in return, though I'm not entirely sure what. The veneer of community, perhaps?

Sunday, December 19, 2010

Probability in RPGs

Dice rolling is one of the core features of basically every role-playing game (except Amber Diceless). However, when probability is involved, people often get sucked into weird beliefs and numerological thinking.

There are a couple of good documents on probability in RPGs. See here and here. I have a few extra comments, especially regarding RuneQuest.

The percentile rolls in RPGs use two ten-sided dice. (I don't think anyone actually uses d100s.) One die represents the tens, the other, units. This means that one of the dice is an order of magnitude more important that the other. Only one in ten rolls of the second die is worth rolling (i.e., you need 64%; only a 6 on the tens die makes the second die relevant). RuneQuest, however, offers a couple of subtleties - critical successes and fumbles - that brings the usefulness up to 3 in 10 rolls. I've also noticed, with opposed rolls, that that number goes up to 4 in 10. Therefore, RuneQuest is mostly a d10 system, rather than percentile. However, the second die is used about a third of the time and gives some rare probabilities that makes it quite intruiging.

Comparing the percentile system of RuneQuest (Call of Cthulu, Basic Role-Playing and others) with D20 (D&D, Star Wars, etc.), I find the d100 system more satisfying. This is because
  1. It's very easy to judge your chances of success when using percentiles. With D20, it's not immediately obvious what your chances are when you need 24+ and you roll 1d20+10. Sure, you can quickly figure it out, but it would be better if you didn't have to.
  2. Little touches in RuneQuest, like fumbles that occur when rolling 99 or 100 and varying chances for critical success (depending on your skill level), break up the standard roll of 1 for automatic failure and 20/18-20 for critical success of D&D/D20.
  3. Critical hits in D20 require re-rolls. This wastes more time.
  4. In D20, the player, when rolling, does not know the chance of success unless they ask the game master. With percentile systems, the player knows the chance of success, unless the game master modifies it. The latter is better as it gives more determinacy of the result to the player.
The above concerns transparency and clarity, there isn't a real difference in probabilities between a percentile or D20 system. It's a single roll and the probability of each result is linear (can just as easily roll 33% or 99% in RuneQuest or 2 or 20 in D20). On the other hand, there are a few other game systems that provide either real differences to the probability or more superficial complexity. They are:
  • Normal distribution systems, like the approach of Traveller, GURPS and Fudge. E.g., roll two dice and add them together. The non-linear distribution is cool in the sense that more often than not you'll roll near the average. However, the downside is the probability of success is tricky to figure out, especially when you don't want to have to put much effort into thinking about it. It also requires arithmetic, slowing down the evaluation of the result.
  • The dice pools (e.g, grab a number of d10s relational to your ability) of World of Darkness, Warhammer Fantasy, d6 Star Wars and The Burning Wheel games also sounds pretty cool, but again, it's not overly obvious what your chances are to achieve a task. Also, more dice means more time to evaluate. Not good.
  • The step dice of Savage Worlds, EarthDawn and Serenity seems very promising. You use 1d4 when unskilled, 1d6 if you're a bit more competent and 1d10 if you know what you're doing. The probability is easy to figure out and it's fast to evaluate. Having said that, Savage Worlds, at least, has complexities. Wild Cards (PCs and important NPCs) have two dice to roll (one normal die and one Wild Die) and re-roll if you ace (get a 6 on 1d6, for instance). This takes time and obscures the evaluation of probability. Nevertheless, I'd really like to play one of these games.
My preferences then, based on transparency and speed of evaluation are:
  1. Percentiles (RuneQuest)
  2. Step dice (Savage Worlds)
  3. Roll and add modifiers (D20/D&D)
  4. Normal distribution (Traveller)
  5. Dice pools (World of Darkness)

Friday, December 10, 2010

RPG session report 1

Our role-playing group played our first "real" session last Thursday night. Background and events occurred as follows:
Our group of adventurers were returning to their stead after fighting against God Learner brigands on the border of Safelster and Delela (in Ralios). They recently departed from the EWF raiding party that was heading for other tribes and clans. They hurried on their way, so they could return in time for harvest during Earth season. However, during the second night, some dastardly thieves made off with the groups' horses. The following day was spent tracking hoof and footprint through forest, stream and hill. Unable to catch-up to the the brigands by nightfall, the group decided to make camp overnight, rather than risk a potentially deadly altercation with the thieves during the night.
So, not a huge amount happened, but it's all about how you get there. (There was also something about a brown bear attending to a corpse by the side of a trail, but they were too frightened to follow that up.)

Generally, the session went well. However, I was thrown by a few questions that I hadn't prepared for, regarding regional information. That was because I hadn't figured out where in Gernetela the group were based. I have now. It's a little region of Ralios called Delela. An interesting fact about Delela is that most clans are subject to The Walker's Curse.
The Walker’s Curse
The clansfolk of the East Wilds suffer under an ancient curse laid upon them by St. Kus, after they rode through the countryside surrounding Kustria and engaged in indiscriminate slaughter. Now they cannot ride horses. Any attempt to place a saddle on a horse or to ride it bareback results in the immediate throwing of the rider. The curse ties to the sufferer’s bloodline. Orlanthi from elsewhere, including Lankst, can still ride here. (Glorantha - The Second Age, pg 110)
I think everyone had a lot of fun. I certainly did. The evening definitely contributed to my belief that role-playing games are the greatest games ever created.

Thursday, November 4, 2010

Speeding-up role-playing

With the attempt to re-boot role-playing, I've been thinking through the annoyances. The main annoyance is the extreme time-wasting that can occur. Sessions can devolve into referencing and debating nothingness, rather than creating a shared narrative.

The biggest time drainers in role-playing are:
  1. Checking/arguing rules
  2. Book-keeping (checking/updating values on character sheets and GM material)
  3. Dice rolling
All of these make the game part of Role-Playing Games, yet when it becomes the bulk of a session, it's wearisome. I have a few ideas to reduce their impact:

Issue 1

Choose a simpler, more integrated game system. RuneQuest and Traveller win here, over things like D&D and MERP.

Choose a better game system. Even little nuances help, e.g., while playing D&D, one looks-up a modifier for a skill check (e.g., roll 1d20 +6) and references it with a required "difficulty check" (e.g., you need 13 or higher). Sounds simple? Yes, but that's two things you need to know ("+6" and "13+") and it requires two people involved to know the result. With RuneQuest, one looks-up the skill for the task (e.g., 43% chance of success) and that's all one needs (though the GM may modify the difficulty, e.g., -20%, given particular conditions).

Players should only attempt something that they already know the rules for. This could be linked with the character. "I want to knock-back the trollkin... just got to check how that works." "Bah baw, the trollkin anticipates the rush and sidesteps." The same thing can apply to the GM too, if they forget how an action works. Characters (and NPCs) can have momentary lapses of competence, so it may be explained in that way. Note: This is different to players considering options; decisions are what make it a game. Tactic talk is crucial!

Issue 2

For turn-order (in combat): Assign players a card (from a normal deck of cards, or wherever), e.g. "Jack of Spades", and create a deck from the order of each player's turn from first to last. Add opponents' cards too. Cycle through the deck as people take their turn. OR: Ditch randomised turn-orders entirely and have people sit around the table in order of their speed (i.e., Strike Rank in RuneQuest, Initiative in D&D). That way players will always know who's next. OR: Combine the two methods above; non-random turn order using cards.

If a player isn't ready on their turn, drop them down the turn order.

Use the numbered cards from a deck of cards to keep track of the round number (if you care about spell and effect durations).

For RuneQuest, each player could have a number of poker chits to match their number of combat actions. Throw them into the pot as they use them.

Issue 3

I'm worried about the amount of dice-rolling in RuneQuest. In combat, a player rolls to hit and the opponent rolls to parry/evade. If the strike succeeds, roll for hit location and damage. That's four dice rolls! I can think of two solutions:
  1. Roll all dice together. Attacker: d%, 1d20 and weapon. Defender: d%. Maybe you'll ignore a few of those dice, who cares?
  2. Use an average for damage instead of rolling (rounded-up or down depending on how deadly you want the game to be). At the very least, this is how the Damage Modifier based on strength and size should work in RuneQuest.

Saturday, October 23, 2010

RuneQuest adventurer

Benwyn the Herdsman

Characteristics

Str 10
Con 10
Pow 4
Dex 12
Cha 6
Int 11
Siz 14

Attributes

Age: 19
Combat Actions: 3 (4 with hammer and shield)
Damage Modifiers: +0
Improvment Roll Modifiers: -1
Magic Points: 4
Movement: 8m/r
Strike Rank: 13
Hero Points: 2

Hit Points

Legs 5
Abdomen 6
Chest 7
Arms 4
Head 5

Skills

Athetics: 33%
Brawn: 24%
Culture (Own): 52%
Dance: 18%
Drive: 16%
Evade: 39%
First Aid: 28%
Influence: 12%
Insight: 15%
Lore (regional): 62%
Perception: 25%
Persistence: 50%
Resilience: 60%
Ride: 26%
Sing: 10%
Sleight: 33%
Stealth: 54%
Swim: 16%
Unarmed: 22%

Hammer (Shillelagh) and Shield: 62%
Sling: 64%
Common Magic: 10%

Advanced Skills

Acrobatics: 42%
Craft (cartographer): 28%
Language (native): 50%
Survival: 54%
Track: 51%

Magic

Bestial Enchancement (3)
Endurance (3)

Clothes

Aba (6 SP)
Shoes (2 SP)

Equipment

Adventuring Kit (70 SP, 17 ENC)
Footpads (12 SP, 1 ENC)
Shillelagh (40 SP, 1 ENC)
Heater shield (150 SP, 2)
Sling (5 SP)
Walking stick (5 SP, 1ENC)
Writing Kit (45 SP, 2 ENC)

Character History

Benwyn grew up as a nomad, in a small family of three that consisted of his father and twin sister. His mother, Samara, died when he was twelve years old.

Benwyn spent his teenage years as a herdsman, assisting his father to move cattle and sheep for sale between the markets of three small settlements that are many kilometres from the hills he grew up in. His family has gained a good reputation with two of these settlements.

Due to his culture's continual roaming, Benwyn's skills in survival and tracking are well developed. On occasional visits to a not too distant village, a family contact has trained Benwyn in the art of cartography. It has become a passionate interest, though his ability lags behind his enthusiam.

Two years ago, a long-standing feud between Benwyn's father and another herding family resulted in bloodshed. As a result, his family has been forced to abandon their livelihood, and it is for this reason that Benwyn has begun a life of adventure.

RuneQuest II vs D&D

In a lot of ways RuneQuest and D&D are similar. However, everything works better in RuneQuest. Such as:
  • RuneQuest uses skills whenever a character attempts to do anything. e.g., singing, thieving, shooting, casting, etc. Skills all work in the same way and they all make sense. No base attack bonuses, saving throws, ability score checks, synergy, obscure exceptions, etc.
  • There are no classes in RuneQuest. If you want to create a thief, you devote skills that are useful to thieving (sleight, stealth, evade, disguise). If want a cleric (or healer), you devote skills and magic to healing. If you want to create a unique character, combine unrelated skills and spells.
  • D&D is full of redundancy. e.g., Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, etc. In RuneQuest, there is just "Heal," the caster can increase the amount of healing as they improve their magical ability.
  • RuneQuest combat is more than just spatial, it is temporal too. Timing is key. This gives a whole new tactical layer to the combat that is missing from D&D.
  • Combat is a lot more deadly in RuneQuest. Fights don't go on and on like they do in D&D.
  • There is locational damage in RuneQuest (head, arms, chest, etc.)
  • Hit Points don't increase over time in RuneQuest. i.e., you don't miraculously become more resilient to pain.
  • There is no alignment in RuneQuest. You define your morality rather than fitting into an obscure and confusing category. (What the hell is Chaotic Neutral suppose to mean?)
  • In RuneQuest, armour works like one imagines it would. There is no weird abstraction (i.e., Armour Class). There are armour points that apply to parts of the body. If you are wounded, you subtract the armour points from the damage dealt. e.g., a Broo does 6 damage to the left arm. Leather armour on the left arm has 2 armour points. 6 - 2 = 4 damage. Simple and logical.
  • There are no levels in RuneQuest. At a particular juncture, players are rewarded with improvement points that they can use to improve skills or characteristics. There is no endlessly waiting until your character finally goes up a level. Beautiful.
  • RuneQuest doesn't have the utterly frustrating Vancian magic system. Okay, not entirely true, divine magic uses a Vancian system, but sorcery and common magic doesn't.
  • Skill checks are slightly simpler and require less tedious communication in RuneQuest. In D&D, the player rolls and applies bonuses (e.g., 1D20 + 5) and compares it with a number supplied by the Dungeon Master (e.g., need 17 or above). In RuneQuest, the player will generally already know the chance of success (e.g., 68% chance) and can just roll and declare the result (critical success, success, failure or fumble). This is a subtle difference, but it saves constantly needing to ask "What's the number I need?" or "Did I succeed?" It puts slightly more power on to the player. This a good thing.
  • Since 2000, D&D editions have been advocating the use of miniatures in combat. They even have special rules that apply best with miniatures (attacks of opportunity, movement rules to get past other characters/pieces, etc.) There is nothing wrong with using miniatures. However, one must be careful because miniatures reduce the luscious 3D environment of an imagined scene to a grided 2D battlemap with right-angles. On a battlemap it's difficult to visualise attacks from above (balustrades, trees, fly-by attacks) and below (burrowing creatures or a chasm traversed by a suspension-bridge). You can't see sloping or uneven ground. Stairs and various forms of cover (walls, bushes and tables) are often difficult to represent. Your imagination can handle all of this better than a battlemap. RuneQuest has a cinematic feel with not a single mention of miniatures or battlemaps. All of those environments mentioned above are easily supported by the RuneQuest game system. D&D can do it too, but it struggles.
  • With D&D and D20 games in general, it takes a bit of thinking to figure out your probability of success. E.g., you require 23+ for success and roll 1d20+8. You have to do a bit of maths to figure out the chance of success. It's more transparent in RuneQuest, everything uses percentiles, e.g. 25% chance.
  • Even though ability scores (or characteristics) are created the same way in both games (i.e., 3d6 or 4d6, drop the lowest, etc.) they're actually used in RuneQuest. In D&D, you roll the scores, derive a "modifier," and never use the score again, for anything. This "modifier" is used as proxy for everything. The obvious question is, why bother with ability scores at all? Just roll for the modifier instead. Ability scores in D&D are just one more number that you don't use. In RuneQuest, the scores themselves are used as a basis for basically everything.

Monday, October 18, 2010

How To Act Like An Aldryami

I've been searching for a new role-playing game ever since D&D 4th edition came out. I never really loved 3rd edition all that much. I compared 3rd edition to 2nd edition and it was a good improvement. However, nowadays I've decided that D&D has to go. It's got stupidly complex rules, was designed for power-gaming, and is full of contradictions (resulting in arguments). It's a fun killer.

Traveller appears to be the sci-fi game out there. However, I've always liked my role-playing games to be fantasy based. I'm currently considering RuneQuest. Reading through one of the books, I came across the section below, describing how to play an elf. I really love it. I can't remember reading anything similar in a role-playing book. It's a great example of how and why role-playing games don't need to be anything like board-games or computer games.

How To Act Like An Aldryami:
  • Unfocus your eyes; look off into the distance, past the person you are talking to.
  • Talk so quietly others must strain to listen.
  • Bring a few dried leaves to the game session in a plastic bag; occasionally take them out and rustle them.
  • Speak in plant metaphors.
  • Tremble with quiet fury when the woods are threatened.
  • Have your character detour to forests. Once there, it lingers, listening to the song of Seyotel. Require sustained prompting from other Adventurers before you move or pay attention to pressing matters at hand.