Tuesday, August 27, 2013

Campfire stories

I was away camping last week and, since I knew I was going to be camping, I prepared an adventure to run for the family.  Naturally when camping you want to travel light so I grabbed my Beacon book, a couple pencils, the character sheets from last camping trip and looked through the list of One Page Dungeons for a suitable adventure.  That's as portable as anyone could want I figure.  I had to look through a bunch of good adventure candidates, but I finally chose the Citadel of the Severed Hand by Rob S.  I picked it because it had a dwarf ruin theme, but primarily because it featured different factions of bad guys, which I thought would be fun and useful when playing with a small party.  I liked the dwarf ruins angle because I've tried to keep the surrounds of Milham of a consistent tone when running adventures for no reason other than the place sprang up as my attempt to do something like the Westmarches Sandbox campaign.  It's my fond hope that one day far in the future enough people will have played in that setting that two strangers might meet and strike up a conversation based on the mention of a particular location or event.  "Excuse me, but I heard you mention that my mother seems as charming as a Fox Hollow prostitute, and I was wondering if you had ever played Beacon?"

It didn't hurt that there were these "myconids" all over the woods...
Anyway, it was a good adventure and the family enjoyed it.  I downplayed the evil demon angle and recast the main bad lady as an orcish witch (a level 4 Enchanter) because the party was small and still fairly low level.  It was just scary enough for my kids and they spent most of the adventure sneaking around and trying to avoid conflict, allowing the orcs in the woods to cause a distraction while they snuck in via the creepy mushroom caves.  We played while sitting around the campfire this time at my wife's suggestion, rolling dice into a bowl and me reading my notes by lantern hanging from a nearby tree. That was a good deal because it tested my theory that RPGs work better in the darkness.  At one point the kids almost dropped their pencils in horror as I gleefully described the spore riddled corpse of an unlucky adventurer in those dark mushroom caves.  And yes we dropped the dice bowl a couple times.

The highlight of the night was when the witch 'summoned' a terrible dragon, and the party was sure that their goose was cooked, but then the druid cast a swarm of bats to distract it and because of the bats, they figured out it was all an illusion.  Pretty exciting for a 10 year old!

I also had a chance to finish up some work on a one-shot Ashen Stars adventure when it was raining and we were stuck in the tents.  Ashen Stars is a pretty great science fiction rpg based on the Gum Shoe system, and I have been wanting to run a game using it for a while now.  I've never written a real investigative type adventure, and those require a lot more preparation than I'm used to, but I wanted to try it and I'm so glad I did.  I got to run that adventure last weekend, and boy was that a fun game.  I probably should write that up sometime.

So overall camping was a win for gaming.  And when we got back home I saw that my copy of the Lamentations of the Flame Princess hardcover was waiting at my door!


Saturday, August 3, 2013

Still playing the DCC

Been there, it's full of weirdos.

Game design is a slow process.  Or rather it's slow play-testing things when you do it as a hobby.  I haven't done much work on the Beacon rules for a while now, but I am doing some comparison study, mostly with DCC.  Our game group is still playing DCC and it is still quite fun.  Some of the crack are showing, but really there aren't very many cracks and if you run this game correctly it is a very good one.   Not everyone in our group is a fan of the randomness of the magic system (or of 20 in general really) but I think it's charming.  This is not the game for people that want to define and control their character development, but since I prefer making a story out of what happens in game and not what I want to happen, I think its pretty darn good.

What I really like in DCC?
  • I really like using dice as a modifier over using fixed bonuses/penalties.  That's brilliant.
  • I really like the leveling factor - 1-10 seems the perfect range and there are no padded or empty levels here.
What is an interesting mechanic?
  • Mercurial magic is pretty good and it is fun to have these effects in the game.  I wouldn't port it to another game though and it does really have a feedback loop effect.  Daniloth the Elf had a -2 luck modifier (-%20 on the table!) and so he didn't do so well here with most of his spells barely usable - he was fun to play but there was not much chance he'd make it very far in the game with magic.
  • All the charts and tables used to resolve actions make things very interesting.  Half of the gaming blogs out there are posting neat effect tables and it's a popular game style.  So here is a shit-ton of them at your fingertips.
What I am not so fond of?
  • Luck is very metagamey.  It does work if you really clamp down on players and dish out consequences for low luck scores, but it's not a great design because it relies so much on the in-game implementation.   Also, I don't like bennies in Savage Worlds because players will lean on them instead of playing careful and they dilute the equation of ability vs the random factor of the dice so I don't like luck for the same reason.  I think luck is a bit too important and I can see it spiral out of hand in DCC.  I can see a high level thief being able to do anything they want to with their huge luck reserves.  Now take that with a grain of salt because I haven't even seen level 3 play yet.  Take all this with a grain of salt, this game was play-tested a heck of a lot more than Beacon.
  • I don't like the thief skills, they seem bolted on just like in D&D and I'm not a fan of discrete skills in general.
  • Mighty Deeds of Arms is way to open to abuse.  I like the bonus attack dice but the double down crit system is a bit loose. Again it can work if you make it work, but not because its a great mechanic.  In our game, even with good players, it is seen immediately as a way to bypass hit points and over-perform on the attack. This means the GM and players have to constantly negotiate to prevent abuse or over compensate, and the mechanic is watered down.  I think this would work much better if it was tightened up and there were a simple set of specific feats to select from like throws, disarms and called shots.  This is especially true considering critical hits are stacked on top.
What would I steal for Beacon?

I would very seriously consider changing many of the progression/bonus mechanics to use dice instead of set modifiers.  I very probably will take some aspects of this and incorporate it into Beacon, at least for multiple attacks and for dual wielding of weapons.  I might also use variable dice instead of set bonuses to drive the class and race abilities to some extent.
I've mentioned before that if I wasn't worried about generic d20 compatibility, I might delve into changing the level progression a bit so there were smaller number of them but they were all bigger jumps.  I'd probably take this a bit further and change the spell levels so that they were 1:1. Having something like 8-10 levels and 8-10 spell levels seems so simple - or I'd do away with spell levels all together leaning more on the HP system to scale the effects.  Changing the level ratio for advancement would be good, especially if I was substituting dice for +'s in some way.

That being said there are a lot of things that I think Beacon does right and that I wouldn't change.  I'm still in love with having racial hit dice instead of basing it on class.  I still like the aspect type skill system and using using hp for magic.  I wouldn't be interested in adding luck or any kind of benefit tokens.  I'm pretty happy with the simplicity of Beacon and I'm in no rush to chase the latest trend or redo it for a specific feel.

If I feel the urge to play something more like DCC, I'll just play DCC.  It's a lot of fun.

Saturday, April 13, 2013

Dungeon Crawl Classics

Dungeon Crawl Classics
I really didn't want to get into Dungeon Crawl Classics for a couple of reasons.  Firstly I just didn't want to deal with another OD&D revamp.  I mean this is the Beacon blog and Beacon is what I thought d20 should look like, I mean that's the whole reason I wrote it right?  I did like what I was seeing from Lamentations of the Flame Princess, I thought that it was good enough that I wanted a copy of the hard cover, especially with the production quality it promises to have.  I also gave Adventurer Conquer King a try because it looked interesting and I'm an open minded kind of guy - always looking for new things to poke around with.  There's some good stuff in ACKS and LotFP, some stuff I might use in a campaign (domain game tables and charts) and some stuff that is very cool take on an idea but but which I probably wouldn't use (the LotFP skill system).  There is also stuff I certainly don't like about these systems and so I would probably use Beacon for any gritty Fantasy game and tack on bits from these others.

However, I stayed away from Dungeon Crawl Classics because I didn't think it had anything to add to the equation.  I flipped though the book and I thought it had too many charts and special rules and I really don't like that kind of game.  My biggest problem with ACKS is the proficiency system and the fiddly classes and DCC looked to take that even further.  It looked like a pile of disassociated mechanics and charts and probably something you'd have to house rule the crap out of to play a decent game with.  If you read this blog you'll recognize Mike (if you read this blog there's 33% chance you are Mike...) from his unreserved praise and zealous adulation - nay near worship - of Beacon, so it was a little surprising when he started toting around the DCC book and talking excitedly about how great it was and getting animated about all these luck rolls and corruption charts.  Really I felt kind of bad for him.

So then I played DCC.  It rocks.

I got roped into playing DCC as a funnel Mike ran for our kids. It was a lot of fun and ha ha it's a funnel and your guy gets killed by a mud man.  It seemed like it was a pretty solid game but I wasn't convinced.  I think people focus on the killing part of the funnel without understanding what the funnel actually does, but I'll get back to that.  It wasn't until we got a couple characters to first level that the game really became interesting to me.  The classes have interesting mechanics, the charts are many and varied but they work well.  The charts which I expected to hate I actually like because they aren't rule mechanic look-up charts you need to reference and memorize, they are modifier charts to make the game go places you wouldn't think of going.  The other big thing people remark on is the special dice and I, like a lot of other people, just thought that was a gimmick - and it is - but it's a good gimmick because dice substitution is a lot more fun than adding up bonuses and to do that right proper you need more granulation in the dice.  So in stead of getting increasing bonuses to hit as your warrior levels up, you get an extra dice and that dice goes from a d3 to d4 to a d5 which is way cooler and less unbalanced than simply adding +1's until you cannot miss.  This concept is used every where and it's consistent enough that once you get it, half the complexity of those tables goes away.  You aren't looking up rules, you are quickly referencing a die roll.

I'm so jealous of that idea.

I like the magic system too.  Push your luck mechanics are interesting and having the ability to cast away until you blow a roll and then pay the price is a greet mood mechanic that you just don't get with spell slots or spell points, or even a simple fumble table.  Teach you to cast that utility spell instead of getting the thief to do it, now you have an anus on your forehead...

As for the funnel - well it's fun to see characters die and all but I think the real value of the funnel is that you don't have folks coming to a campaign with a story already set up in their head.  More importantly you don't have 4-5 special snowflakes coming to the table with incompatible stories and then getting all butt-hurt when those stories don't progress or mesh well.  What you have is a story emerging out of the actions of these random characters who have learned to work together and seen their comrades die in interesting ways that make stories for them to talk about.  Those are some great stories.

I don't know how I'll like DCC once the higher levels kick in, and I don't know if I'll still be liking it as much a year from now or if something will pop up I'm not happy with, but I'm truly enjoying the game we're playing now (and not all due to the system, Mike can take some credit for being a good DM).  I haven't really felt a need to change a rule or disliked any design choice yet which is pretty good coming from me.  If I wasn't picky I'd still be playing AD&D probably.  We've started a DCC campaign now with our regular game group and after playing the kids game and getting a taste of classed characters, I'm really eager to see how this game works with a bunch of cantankerous and clever grown ups.

I'm still going to run my games in Beacon, but I might be willing to run something in DCC if I was filling in for the regular GM or the players already had characters or something.  Or maybe if someone was interested in trying it out - purely to examine comparative mechanics you understand.  Or if I had a good idea for a session...  That's pretty funny because I told Mike back in November that I might consider playing DCC, but I'd never run something with it.






Friday, March 29, 2013

OPD 2013



Noticed that the One Page Dungeon Contest 2013 is now on.  If you haven't heard about that then you should hear about it.  I didn't enter last year and I make no promises to enter this year because to be honest work and stuff is seriously cutting into my reading and farting around time. However you should entirely check it out even if I don't manage to get my shit together because the OPD is a great thing and it generates a million useful ideas in a good format.  You can run a campaign off of these things since they are boiled down and modular enough to stick into your ongoing adventures.  They are like putting dimes in a birthday cake which is awesome and they are unlike that too because you shouldn't do that anymore.  What were our parents thinking anyway...

I have some ideas for this, but please don't encourage me.



Monday, March 18, 2013

Online character sheet

I have been playing with making a Beacon character sheet for online games in Google Drive.  I like how it's shaping up so far and I've got the inkling that I could save off a bunch of these and share them with players to keep track of their characters pretty well.  You can view the prototype here.  If I can figure out how or why making a template is a good thing I might do that, but as far as I can see you should be able to just copy one for each player, share it for edits, and have them fill it in.   An unexpected upside is how well it works on android phones and tablets.  There is probably a way to do cool stuff like make forms for players to roll up their characters for a game and lock parts of the sheet or feed some of the values on these sheets into a GM dashboard so you can track all the ACs or something, but I haven't really played around with Drive that much.  It's probably a diminishing return as well, too much maintenance for too little gain.

Saturday, March 9, 2013

Stat damage and critical hits

One thing that arose from the play testing I did that I like very much is how the critical hit table drove the mechanics of weapon and armour maintenance.  In the beginning of Beacon I thought that it would be good to have weapons and armour be destructible, for armour to be very expensive and for things like disarms or broken weapons to happen, because at the level of grittiness I wanted in a game, it was interesting having to deal with these things.  It's good to have to get your expensive chain mail repaired, it gives you a reason to spend money and visit the armorer.  I think you will value armor more if it feels like a maintainable resource instead of just an AC value.  Dropping a weapon or having it break creates an interesting complication in a otherwise mundane series of rolls to hit.  Unfortunately the mechanics of keeping track of this kind of thing tend to be terrible.  I think there is a need for record keeping in a gritty game, counting ammo, counting torches, counting money is all a part of the attrition and resource management that I find interesting.   For that to work however, for players to be willing to do that record-keeping, you have to make sure that you limit record-keeping as much as possible.  I hadn't planned on armour and weapons breaking down over time and I certainly didn't want to keep track of material durability or item fatigue, so it was a great joy to me that a couple throw away lines in the critical hit/fumble table to spice up combat wound up frequently sending players off to the smithy to get things fixed.  Having to replace and repair weapons and armour tended to make the players more aware of these items and they actually spent some time on customizing and talking about their gear where in other games the gear was just a means to a number on the character sheet.

That was unexpected synergy.  Everyone loves unexpected synergies and and they also makes you look good when it happens.  I think that I would like to try to utilize that same kind of strategy to deal with stat damage.  That would be anticipated synergy.  There is a shade of difference between these approaches so I've included a graphic to illustrate it.

Unexpected Synergy
Anticipated Synergy
So the problem I have is that a majority of the time when players take stat damage they are taking STR damage either by falling below 0 HP or by choosing to take some damage instead of using HP to soak it up.  The other main source of damage is potions, again most of which impact the Strength stat.  Although the intention (and implementation) was to have some monster special attacks and a few poisons and disease effects doing damage to the other stats there is still a majority of that attrition that impacts STR.  And in Beacon loss of STR is how you die.  From the player feedback there was a feeling around the table that tying death and damage so much to the loss of STR points was a little unfair to the fighter class who rely on a high STR score the most and are the most likely to loose it.  Magic classes generally use MIND for their spell bonus and rogues use DEX for many of their bonuses and so it did seem like a wounded fighter was getting more disadvantage than those classes since having some STR damage didn't impair their performance as much.  There were some suggestions made to address this, most notable having damage apply to all stats or a random stat, having death come at the loss of any stat - or all stats.  I had problems with all those approaches.

Now I believe that the way to deal with this is to once again leverage the critical chart.  I'm going to rework the critical hits and I'm going to remove all the STR damage effects and load it up with additional effects that impact other stats.  Critical hits are supposed to be exceptional and there is nothing exceptional about taking STR damage.  This was already being done where the Brain Burn had casters loosing 1d6 MIND points or a Disable arm/hand crit did 1d4 STR/DEX which would have to be slowly healed over time.  I'm going to have more crits that impair DEX or MIND or even CHA.  I'll also try to mix up the poison and disease effects so that they do a little more heterogeneous stat damage.  Monster, item and spell damage that impact other stats, like vampires draining CHA or Feebleminded spell dropping the target's MIND to 1, can be managed on a case per basis, there's no need to have a comprehensive list of these since GMs make it their bread and butter imaging new ones.  I might comb through and look for improvements to what 's there now however.   Lastly I'm going to consider new mechanics that deal with stat loss.  As always less is more when it comes to the mechanics.

Sunday, March 3, 2013

Legit

So I was logging in to do a little post on my other blog about the director's cut of the Watchmen movie and I naturally checked my blog stats because of narcissism and stuff, and anyway (get to the point) I noticed a link-back from the RPGGeek site.  So I followed it.  So hey, Beacon has a page on the RPG geek site!  I mean it's not a super awesome picture page with tons of reviews on it and confetti and everything, but someone took the time to load it up and even enter the basic lowdown of the game details.  Thank you that someone!  So now I guess I need to get on the stick and fix those monster stats and write up a Milham supplement and all those good things that I kind of want to do but that mean I have to stop being lazy.

So now also I need to go find my password for Boardgamegeek and all that so I can respond to and embrace all my fans and admirers and engage in many flamewars.  Funny story, I was pretty active on this site like 10 years ago and posted a lot of game pictures up back when there weren't so many as there are today.  In fact think I was the one who posted the first actual pics of such games as 4000AD and Alien Contact (dude I entered Alien Contact into their database where it has languished for years).


Alien Contact on my freezer

4000 AD - recognize any appliances here?

Enough tooting my own horn.  It sure is nice to see someone took the time to enter my little heart-breaker on the geek.