Sunday, 25 August 2013

10,000 Posts?! Hot Damn!

Hot damn, we did it!

Yesterday sometime (whilst my internet was down) we hit 10,000 posts here at versamus, and for that I thank you all more than I can possibly put into words with this feeble language we call English. Instead, I will attempt to do so in jibberish.
Augedfysgdfhgsaedgrfsuyhdfuiysadhfgvyfsdasvdjhagsidutyedifguyshdkjfgskhdfgyufaudkgayedfg.
And I truly mean it!

In other news, I've begun reading Burning Wheel and intend to add something to my Bucket List in regards to that. Further, I am looking into doing a reskin of the blog, to give it a fresh coat of digital paint, and will work on that more as my holidays continue (because, yes, QANTM TRI 5 IS COMPLETE!)

So, happy hunting and happy-odd-trimester-holidays to you all!

Wednesday, 21 August 2013

Alternate Methods for Handling Experience


Alternate Methods for Handling Experience

Experience points (henceforth XP) always present a problem for me in games, for several reasons. The problem of the abstractness of it all is certainly there, and the fact that I GM for friends and my girlfriend at the same time means that I feel at risk of being unfair with my XP handing out.

But there are heaps of problems with XP, in my opinion, and as such I've tried damn-near every system available... So what are the pros and cons of these systems? Perhaps if we look at them we can build a system with only the pros and none of the cons?

The Different Systems

There are a million and one systems for handling XP, but I am just going to outline the main ones that I've had the ability to tinker with, and the problems inherent to these.

Goal-Oriented XP

Goal-Oriented XP is that in which the GM outlines a set of goals and as the players complete these, they are awarded XP. This can be for completing a section of a quest, talking to a certain person, an entertaining stunt, or merely killing a monster with a certain level rating.

This style of XP is most common in games like Dungeons & Dragons where killing and short-term goals are more prominent than in more ponderous games like Vampire or Part-Time Gods. That being said, this system can easily lend itself to any RPG - it just requires some tweaking by the GM.

The major pros of this system are that it gives the players an instant gratification for a job well done, which in turn promotes good behaviour, or good game playing. It is also adaptable and flexible, allowing the GM to add new goals during the session to allow XP to be given for player defined goals.

The major cons, however, are that it can be difficult for new GMs to get a grasp on how much XP to give per goal, as well as if the players run off in a completely different direction to the story line, they could end up with no advancement. Further, if they spend the entire session grinding on monsters in the forest, they could be launched ahead considerably. These eventually mean that the GM has less control on the XP curve of his game, leading to problems down the line with balancing.

Flat-Rate XP

Flat-Rate XP is that in which the GM defines a set amount of XP that will be given per player at the end (or beginning) of each session. Everyone gets the same amount of XP, and that amount doesn't change unless the GM feels a need for it to.

This style of XP is most suited for games like Warhammer Fantasy Roleplay or Part-Time Gods - ones in which a disparity between XP levels can cause significant problems. However, even in these systems, problems do occur - and often.

The major pros of this system are that it allows the GM to control the flow of XP and plan accordingly. If he is building an adventure for the 3rd session, and he gives 100xp per session, then he knows that every player will be on 300xp. If a player joins the game during session 12, he can give that player 1200xp straight away without fear of unbalance.

The major cons, however, are that the players feel less free, and their actions seem somewhat meaningless. A player can get the same reward for doing nothing all session - playing with their phone - as they can for organising a great intrigue, or killing a major enemy. This can leave a player despondent and unwilling to go the extra mile.

Democratic XP

Democratic XP is that in which the players vote for their favourite player (or top three players) from each session - the votes are tallied, and XP is handed out in larger amounts to those voted more highly, and a flat rate is given to those not among the top three.

This style of XP is most suited to cinematic games like Vampire or Buffy - ones in which the players are encouraged to perform stunts and clearly spotlight moments.

The major pros of this system are that it allows the GM to wash his hands of responsibility. The players determine the winners, and are rewarded for their good actions. It also allows friendly competition to emerge, with players vying for the position of 1st place.

The major cons, however, are that if some players get voted higher than others, there can become a situation of jealousy and "popularity contests". Some players can feel left out if they continuously do not score on the leader board, and tensions and hurt feels can arise. Furthermore, this system requires all players to be invested enough to vote between sessions - and some players, for what ever reason, are always absolutely vehemently against "extra-curricular" RPG activities.

Extra-Curricular XP

Extra-Curricular XP is that in which the players are given tasks outside of the game that they can choose to do for XP. These tasks are rarely exclusive of another XP system, but the method is useful enough to warrant mention.

These tasks can be anything from drawing artwork of their characters and the game, to writing journal entries, to updating a wiki on the campaign world, to helping the GM plan by finding/buying maps or supplements, or really anything you could think of. As such, there are no campaigns where this sort of thing wouldn't work out well for.

The major pros of this system are that it allows the GM to free up some of the work, it keeps the players enthusiastic and involved with the campaign outside of game time, it produces some really awesome keepsakes for the campaign and boosts it during the sessions, and finally that it makes players feel that the campaign is theirs instead of their GM's.

The major cons, however, are that players with less free time on their hands can feel penalised for this, and that players who are more artistically inclined may have an advantage. However, if the GM outlines many different ways to go about this process, then this later point shouldn't be a problem at all.

Reward System XP

Reward System XP is that in which the GM or players are able to hand out tokens for good actions during play. These could be poker chips for a particularly funny happenstance, or they could be for a cool stunt, etc. The point is, though, that they are on the spur and instantaneous.

This system for XP is again suited to really any RPG - so long as the environment at the table is open to a bit of meta/table talk. Distributing tokens can be disruptive to RP, so RP heavy games would want to avoid this one. However, a more beer-and-pretzels game would flourish with such a system.

The major pros of this system are that it allows instantaneous gratification for good deeds, and it allows players to openly appreciate each other around the table top. Furthermore, if the pile of tokens is visible to all players at all times, it keeps a constant reminder that they should be trying to play well.

The major cons, however, are that such forms of house keeping increase the payload that a GM already has to handle, and they can be forgotten and used unfairly. When the GM or players remember to use them, one player may get showered in the tokens, but another player may feel forgotten when the tokens are. Furthermore, some players may feel their actions are deserving of tokens, but others at the table do not share this sentiment. Whilst this could be due to Special Snowflakeism, it could also be a popularity issue...

Development Roll "XP"

Development Roll "XP" is not really a system for XP but for the development of a character in the same way that XP would normally occur. This style of game play is rarely seen, but very effective.

How it works is that each skill a character has, has a modifier (sometimes called a Development Roll Modifier, or DRM) which is roll against after the skill is used. If the second roll is successful, the skill increases in level. Usually this can only occur once a session per skill, however. This system has a lot of pros and cons, so it is difficult for me to say a specific game type that it would work well with. I will let you decide.

The major pros of this system are that is allows for a more natural progression of skills - the more you use something, the better you get at using it. Naturally. It also allows for instantaneous progression, and encourages players to use skills in new and interesting ways - such as their Trade skills, or their Performer skills... The ones that normally just collect dust on the character sheet.

The major cons, however, are that such systems can result in grossly exaggerated skills very quickly. Skills that are used more than others grow much much faster, to the point where every character will have a very high Perception Skill, and yet low skills in everything else. This may make sense in some settings, but not everything. Furthermore, everything is left up to the dice, so some players can just have bad luck again and again, and others can speed through everything. This makes it impossible for a GM to balance a party, meaning it cannot be used accurately for hack and slash style games.

The Perfect System

First of all, there isn't one. But by combining the systems in interesting ways you can come close to a perfect system.

Perhaps taking the Flat-Rate system and attaching it to the Development Roll system. Every player has a set amount of skills they can increase, but they have to roll for each one. If they don't succeed in making all of their rolls, they are allowed to try to roll for different skills.

Or take the Goal-Oriented system and combine it with Reward - allowing players to set their own Goals openly and place a "bounty" on an action being done. Perhaps players can even bet XP from a pool on the completion of tasks, so players are competing to kill a monster with the final blow for more XP?

Or take the Democratic system and the Extra Curricular system and make a contest each week for the best in-game artwork, or the best short story. Allow players to vote on their favourite entry, and the winner gets more XP than the others, but everyone who enters gets some.

Try combining three or more systems. Or all of them!

Let me know if you've got any cool systems, or if you can think of clever ways to combine them below!

Tuesday, 20 August 2013

Deferred Agency in Games

I've been playing a lot of weird games recently, and thus experiencing some truly strange and interesting mechanics. However, one of the greatest mechanics I have started seeing more and more has gotten me incredibly excited.

Unfortunately, this awesome, amazing, and potential-filled mechanic genre doesn't seem to have a name - at least, not one that I could find in my vast forays into the Internether... So I've coined one. Whether you use it or not, you should at least check out the games being made around it....

...because Deferred Agency is the bomb!

Deferred Agency in Games

What is Deferred Agency?

Deferred Agency is a mechanic wherein part of a player's agency (their ability to control their avatar in the game space) is given over to another player (deferred) who in turn is giving some of their agency back. 
Hopefully the co-ordination is better than this.
They are co-op games like never before, because instead of a situation where two or more people must work together with separate avatars to complete a goal, now you have two or more people controlling the same character.

For a prime example of that I'm talking about here, check out Spaceteam. Trust me. It will be the most fun you and three friends will ever have together.
We're here to kick arse and rotate the turboflange...

What's So Good About It?

Deferred Agency opens up the possibility for truly engaging game play between people, where two or more people can collectively explore a game and delve into the concept that the mechanics are the message. With other co-op games, a sense of ambient sociability can be created, but with Deferred Agency, true reliance and team building can occur.
You'll be yelling at friends, and isn't that what friends are for?
Imagine a game set in the Pacific Rim universe where two players must co-operate to control a Jaeger against Kaiju. Both players must perform different actions, perhaps one controlling the left arm and one the right arm, to work in sequence the defeat a common enemy.

Or consider a platform shooter where one player moves and jumps the character and the other aims and shoots the guns. Or a game set in the 40k universe with the same make up but controlling a Titan. Or a tank crew. Or a more serious take on the spaceship bridge idea...
If he had of just locked in that auxiliary power when asked, they wouldn't have been in that mess...

What's Next?

You know what? I'm not sure. I'm not a farseer, and anyone telling you otherwise is lying to your face.

But I am a Games Designer.

And I am building something along these lines...

Thursday, 27 June 2013

Collaborative Character Creation

Collaborative Character Creation

One of the biggest problems with any RPG campaign is a lack of party cohesion.

Why in the hell would this band of odd balls join together? Why wouldn't the surly Dwarf Fighter leave the poncy Elf Bard in the dust like he keeps saying he will? Why wouldn't the LG Human Paladin kill the CE Half-Orc Cleric the second he gets the chance? Why would anyone want to hang around with the broody fool who always goes off by his own and never says anything ever?

If you've ever sat there thinking anything even remotely like this when looking over your notes, you’ll know what I mean. Usually the only reason that can come to mind is “Because they are all being played by a group of friends who want to game together”. Good reason out of game, but not even slightly an actual reason in character.

So, problem, meet my solution.

The Power of Veto

First of all, when creating characters, everyone should be present at the same time. You'll need to set up an entire session for this, but it will pay off massively in the end.

Everyone sits around the table, and one by one says a sentence or two about their idea for a character. Just bare bones at this point.

After everyone is finished, go around the table and ask each person if they are happy with the other characters and anything they'd like to veto. Popular vote changes anything in the game, but no one should ever be left playing something they dislike. The player of the character in question always has veto power of any changes the others make, but must remove anything that the others are against.

This way, each character has nothing that other people dislike, but everything they do have the player themselves is still fond of. You'll also find during this step people will develop and understand their ideas a bit better anyway.

The Bumping Game

Next, everyone around the table has to choose 2 things that their character has done in the world that has affected two other characters in some way. The first one has to be mutually beneficial, and the second one has to be to the detriment of the other character.

These things could be direct, such as "Character A went into business with Character B where they both became rich" or could be more distant "Character A discovered a trade route through the mountains which brought much needed wealth to Character B's home town". The characters need not have actually met before, but somewhere in their back stories, they crossed paths however remotely.

The catch it, however, no two players can choose the same two players for anything, so, for instance:

Gerald, Stephanie and Lana sit down to make characters. Gerald decides that his character, Mortimer, built an orphanage in Francis' - Stephanie's character - town, which is where Francis grew up. Mortimer grew in his God's esteem, and Francis was able to grow up safely. Mortimer also went on to clear a local mine out of kobolds, but, when they fled their tunnel homes, they invaded Harriet's - Lana's character - village, leaving it damaged, but still standing. Stephanie then decides how Francis affected the other two characters, but she has to negatively affect Mortimer now, and positively affect Harriet, as Mortimer already has a mutual boon, and Harriet already has a tragedy.

During this phase, any player can veto any other player's affects, but not without good reason. Again, no one should be forced to play something they don't want to, but players should keep an open mind. These exercises will create instant hooks.

Cement It All

Once the basics are figured out, now it is time to roll stats and begin playing.

Hopefully your players will be more comfortable with each other's characters, seeing as they helped in build them, and they should mesh a lot better.

Thursday, 30 May 2013

New House, 7500+ Posts, and Much More!


Greetings everyone!

I do honestly apologise for the lack of posts lately, but I have suffered the worst of any malady possible - yes, that's right, I've been without internet.

You see, the move went ahead as expected, but the internet was only just connected last night, and then a whole host of problems stood in the way of its use. Let's just say that the Omnissiah took pity on our plight and those problems have gone, because, I am clearly now online...
Unless it is all just a dream...
Onto the matters at hand, though, as I am proud to announce that sometime in my absence we tipped 7500 posts! Something must be going right, because the time between this milestone and the last was significantly shorter than the time before 5000... Lets just hope this continues, eh?
7500+ and counting!
My Qantm studies have begun again after 2 weeks of (not really) holidays (during which we did more work than in the last week of actual Qantm for no reason at all) and I am getting back into their full swing. My IEP group, after some initial bloodboiling, have stumbled onto something amazing and will be presenting it tomorrow for a green-light. I am oh-so-excited to start posting about it, but I don't want to until I have talked it through with them all after our green-light.

I've made some progress on Into the Expanse which I will share in a later post, and my players in my Warhammer Fantasy Roleplay campaign continue to get themselves into increasingly hotter water... Also, a KickStarter project I backed a while ago now, Pad of Geomorphic Intent was completed and shipped, and I have been having fun drawing up lots of geomorphs which I will begin posting to versamus as soon as I have everything set up for that. In the mean time, though, check out the man's webstore (Squarehex) set up after the success of the campaign!

Thanks for reading, now and before, and I will be back to you as soon as I can!


Saturday, 18 May 2013

Designing Gameplay Mechanics

I'm currently in the middle of planning with my team our major project for Qantm, an assessment called IEP. Whilst I can't release anything about the project itself, I can mention how I am going about this task. I was thinking today on the mechanics, and I thought I should share my design process for this aspect of games design, as it is often one that people flounder at (everyone can come up with mechanics, but they usually fall flat somewhere along the line).

Designing Gameplay Mechanics

Gameplay Mechanics are, in my opinion, the single most important part of a game. The narrative, the world, the graphics, the music, everything else is still damn important, but if the game itself isn't fun to do, then it isn't a game, really. It is a boring task with nice dressing.
Couldn't have defined them any better...
But getting mechanics right is quite a challenge - usually if enough thought hasn't been put into it, they either feel tacked on, played out/overused, or unnecessary (have you ever played a game where you can do the same thing in 50 different ways for no reason?)

So, how does one do it well? I'm not saying I've found the master stroke, but this system has worked really well in the past for me, and hopefully it will do the same for you.

The System

Remember in school during creative writing you were told to write down the "Who, What, When, Where, Why"? Well, think of something similar to that.

First, you're going to define your mechanic as a "What?" - what is the character doing. This is the heart of the mechanic, but at this most basic point, the mechanic shouldn't be too fun. This is things like "Jumping", "Attacking", etc.

Next, you're going to define your mechanic as a "Why?" - why is the player wanting their character to do this thing? What purpose does it serve? This is where your game comes in... What is the point of the game, and how does the mechanic help your player get to this point? If you don't have a concrete answer at this point, or if another one of your mechanics answers the same thing in this point, scrap it. You only want one mechanic per purpose. Think of Minecraft - each tool does one thing well - this is what you want.
Finally, you're going to define the basis of fun - "How is the player limited from doing this?". I know, this one is a longer sentence - doesn't matter... Here we define the unnecessary obstacle to doing the mechanic, the portion that breeds the fun. This can be enemies getting in the way, or it could be a limited amount of charges to the action, or it could be pit traps. In some way, this part needs to make sure the player can't simply do the mechanic constantly, otherwise it become pointless and boring. This is the part that breeds strategy and difficulty.
Ever jumped in World of Warcraft? Not nearly as fun as in Super Mario Bros.

Recap

So lets shorten this off a bit, and give you an example...

What: What are you doing?
E.g. Attacking in Skyrim.
Why: Why are you doing this?
E.g. You need to kill enemies in Skyrim.
How: How are you limited in doing this?
E.g. You're limited by your Stamina in Skyrim, so that you need to plan your attacks.

Conclusion

If you define your mechanics in these three steps you're better able to see what works and why, and more importantly what doesn't. To many games are bogged down by useless and annoying mechanics which either become the brunt of jokes (like the above), or cause players to put the games down for good.

Monday, 13 May 2013

Even More On: Into the Expanse!

Ok, so I lied. From Monday onwards. I felt like a bit of a break after Qantm, but that break has now been had, so I will go back to posting.

Even More On: Into the Expanse!

That's right, we're back with more information on my new campaign, Into the Expanse. Last time I spoke about how the general game will work, but this time I am here to talk about how it will feel and various design choices I have made to bolster that and to increase the effect of the game.

Time is Thrones Gelt...

In Into the Expanse, I will be using an egg timer to plot our rounds of combat. At the beginning of each player's turn, they have until the end of the egg timer to tell me what they want to do. This will encourage players to think ahead and constantly be strategising, but it will also increase tension.

I want Into the Expanse to be tense. Basically.
Hehe, I couldn't resist.
I want players to be making snap decisions, and to see the effects of those decisions played out in front of them (usually resulting in further chaos). The purpose of this is to achieve the effect that, in a fire fight, or when controlling an empire, you really don't have time to sit back and think things through.

In Space, No One Can Hear You Scream...

(Though, they can hear awesome ambient music.)

For Into the Expanse, I plan to have background music set to several playlists - General, Battle, Scary, and Good.
  1. General will contain all music that relates to travel, general ambience, "in-town" music, and anything that could feasibly be played behind any scene that doesn't itself contain much stress.
  2. Battle will contain heavier/faster music that relates to combat, action and tense situations.
  3. Scary will contain softer/darker music that relates to tension, suspense, horror and the like, which will be used when forging through the Warp, or investigating hidden tunnels, etc.
  4. And Good will contain lighter/happier music that relates to brighter horizons and more grandiose themes, which will be used when in friendly locations, during a great victory, or within the grander symbols of the Imperium's power - such as a Cathedral.
The Emperor gave rock and roll to you...
This music will be set up on my laptop and played via a stereo that will sit behind me and face the players. It will be on low volume so as to not drown out the discussion of play, but loud enough to not fade completely into the background. This step will require a lot of testing before it is implemented.

Bring Your Bones and Your Models, Boyz!

I will be running almost all combats with miniatures for this campaign - be they stand-ins or legitimate representations (as it is Warhammer 40k, there are plenty of ready made models to purchase from Games Workshop, though these are very expensive!), but I will require all players to own a model of their character.
Most of the campaign will revolve around the logistics of Space Marine toilet requirements.
Furthermore, as I am testing this out with my current campaign, I will be making NPC cards for my players to keep. These will be small pieces of cardboard which have the NPC's name, description, and affiliations listed on them. Further, there is room for the players to input notes about the NPCs on the back.

The purpose of these two points is to foster player involvement - personally I feel when you're playing with your own miniature, you're much more invested in them doing well, for some reason (perhaps visually seeing "yourself" lose is a greater blow than merely hearing about it). Further, the cards will enable the players to grasp the NPCs and to ingrain them further in the players' minds.

Alternate Reward Systems

Finally, I am looking into new ways of rewarding, and encouraging player involvement within the game. Previously I have used things I call "Lucky Charms", which act as additional re-rolls, etc, but to little success.
Well done on that character journal. Here, have a tour through a chocolate factory of death!
As such, I will be attaching levels of intrinsic rewards and elements of my games design training to the campaign. I have no definitive ideas yet, but I definitely believe that some form of "Wishlist" is perhaps the best suited thus far.

But more on this later...

Conclusion: One Awesome Campaign!

I really want Into the Expanse to shine as a great campaign, and to stand as something I've not done before, or as a beacon for ideas I've had which haven't quite worked out previously but can be altered and made better.

Hopefully I can get this all up and flying properly.