Thursday, December 29, 2016

Web of Wavemeet Review

It's been almost a month since I ran my adventure The Web of Wavemeet, a mystery adventure in a tabletop RPG system of my design. I figured it would be good for me to share with you my thoughts on how things went.

I don't want to share too much about the adventure right now, as I may use it as an adventure that I actually publish with my system in the future. However, the basic jist is that the PCs are a group of smugglers who arrive in a town to find out that their contact is missing. As they explore the city looking for their contact, they find that there are many strange and interconnected things going on in almost every form, be it magical, political, or otherwise.

1. I Think People had a Good Time

I always have a really hard time knowing for sure how much my players were enjoying it. Sometimes I think I did awful, but I'll be talking to someone afterwards and they'll say it was one of the better sessions I've run. Other times, I'll think things went really well and find out later that my players just weren't in it.

But, in this case, even being a one-shot where a lot of the players didn't know each other to begin with, it seemed like people were really getting into it. They were making jokes with each other and using voices for their characters and generally seemed to be having a good time.

2. Players New to the Craft

Of the players we had, 3 of the 5 were completely new to tabletop RPGs. This is a blessing and a curse for something like this. Being a playtest of my own system, it's helpful to have someone new so that I can make sure the game makes sense to someone who doesn't have the assumptions that come with having played other RPG games. However, it also means that these players are less inclined to recognize if something is a bit off, not having anything to compare it to.

Afterwards, one of these players did comment that it was a bit slow. I'm not sure how much this complaint is genuine versus how much it is just unfamiliarity with the hobby. From where I was sitting, things seemed to move fairly quickly, and it seemed like the players always had at least one place to go. I only remember one point in time where players seemed to sit and have a long discussion about the plan without moving forward, and this was only about 20 minutes (which may have only been that long due to a combination of off-topic discussion and multiple players getting up to take restroom breaks at that point in time.

3. The Mystery

To plan the mystery, I utilized the 3-clue rule as explained by Justin Alexander here: http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule

Specifically, I used a node-based design as described here: http://thealexandrian.net/wordpress/7949/roleplaying-games/node-based-scenario-design-part-1-the-plotted-approach

From the starting location (A), I had three different clues (or logical pieces of information that the players would have), each of which pointed to a different location (B, C, and D). At each of those locations, there would be three other clues. Two of these clues (one each) would point at the other two locations indicated by the starting location. The other clue would point to one of three locations deeper into the mystery (E, F, or G).

Once in the second tier of locations, each of these locations would have three clues. Two of the clues would point to the other two locations at that tier. The other clue would point to the location of the final confrontation where everything would come together (H).

Because of this, the players always had a good number of clues pointing them at varying sources of information and allowing them to choose between it. It seemed to work well, and it's certainly a format that I'd like to use more in the future, potentially on a wider scale.

Of course, something that I was afraid of, was that the players could just take a straight-line path to the end. They could go A-B-E-H without exploring C, D, F, or G, effectively missing more than half the adventure. Of course, it's very unlikely players will visit every node, but taking a straight-line path runs the risk of being far too short of an adventure, as well as failing to see the depth/complexity of the mystery itself. This wasn't what ended up happening when I ran the adventure, but it was something that was discussed/could have happened. (The players didn't know how the clues were laid out, but at their first tier location, they almost followed the clue to the second tier one, which is the second tier location that points the hardest at the final location.)

Overall though, I would say that the mystery format was successful and that it went well. I will possibly make a post later with some additional thoughts about running mystery adventures, hoping I can add something to what's already been said in the articles above.

4. The System

There are definitely some things that need adjusting, but I think a lot of it just had to do with how I'd set up the player characters. Character creation is the biggest thing my system is still missing, so I put together characters trying to keep things relatively balanced with each other as well as with the adventure.

With each other:

Honestly, it's hard to say how well the characters balanced against each other without more/longer play-testing. There were definitely some over-powered abilities, but if each of the characters had one equally overpowered ability, that's still a form of balance.

With the Adventure:

The players were definitely too powerful for the adventure, rarely running into any real trouble. Based on how they had been doing to that point, I increased the difficulty of the final encounter on the fly, but they still were able to win without too much difficulty (although, this may have been different if they hadn't used one of their overpowered abilities to incapacitate the boss while they took out his minions.)

As formerly mentioned, some of their abilities were just too powerful for the adventure they were handling. I'd designed the characters to be a little better than starting characters would be, but they weren't supposed to be that astronomically good.

Also, there's something about probability that I'm still trying to work through. To begin with, it seemed like their rolls were on the whole much higher than I'd expected. However, later in the game they seemed much lower. I designed the system using die pools to avoid constantly getting super high or super low rolls, since a die pool has more of a normal curve of probability. I was discussing it with one of the players a while after, and I think that the probability may not actually have been as skewed as it seemed, just that when you're rolling that many dice, a super high or low result sticks out and seems more notable than rolling a 20 on a d20, so they stick out more and seem more common even if they aren't. (Apologies on the run-on.)

5. Moving Forward

I've recently put together the character sheets for my upcoming Toybox campaign which uses the same system. I definitely took into account the lessons learned when deciding what powers to give the players in the campaign. However, it'll still be something I'm sensitive to going into the campaign, and I've warned my players that adjustments may be necessary as things go along if any of the characters are over or under powered.

I've also tried to make a few other minor tweaks to the system itself based on the results of the one-shot, and I am looking forward to how things turn out.

I've been laying a lot of ground-work for the Toybox campaign, and I'm very excited to start it next month. I'll keep you all updated on how it goes.

Wednesday, December 14, 2016

Heroism and Other Lies: Trailer One

Fade In from black:

Night time in a city. The lights from the buildings and street lamps play upon the puddles in the street. A light rain falls. A man wearing a long dark coat crosses the street. In one hand he holds a blaster, the other a sword.

Dissolve to:

A mechanical looking chair in a metal room filled with buttons, switches and blinking lights. The chair has many ports running up it's back.

A woman sits in the chair. A hissing sound is heard as the ports connect.

A man in a navy-blue suit stands in the doorway.

He addresses her: "If you go off book or betray the mission, VerciCorp will blacklist you across all other employers and your name will be given to the authorities as a potential terrorist. Do you understand?"

Cut to:

An airship taking off. The woman can be seen sitting in the chair through the front window as it soars into the sky.

Cut to:

A man wearing a black outfit and an air mask stands before an open cargo-bay door. Large boxes fly out the opening as the wind from outside whips about.

Fade to black:

Voice over, male: "I thought I was done being a hero."

Cut to:

Image of an old archway, the words "BUILD A BETTER FUTURE" faded over cracked concrete.

Voice over, male: "But it looks like things are just beginning."

Cut to:

A brief image of the man in the coat from the beginning of the trailer battling two large and well armed robots.

Fade to black:

Heroism and Other Lies, a series of novellas by Douglas Miller. A superhero-level adventure in a cyberpunk world.

Episode 101: Pilot, Coming Soon.

Saturday, December 10, 2016

Consumables

I acknowledge that I'm about three posts behind. Unfortunately, real life has caught up with me over the last week or so, and my creative pursuits have had to take a backseat.

That said, I've been thinking about and looking through Numenera stuff in preparation for the Toybox Campaign, which has got me thinking about cyphers, which has got me thinking about consumable items in general.

If you're not familiar with the cypher system, it utilizes items called cyphers. These are single use "magic" (or whatever the appropriate setting flavor is) items with a wide range of effects from adding to a user's stats for a time to making a user able to phase through walls to being used as a weapon that does damage to an enemy to leveling a city. Basically anything you can think of. Being called the Cypher System, it's obvious that they're supposed to be an important part of play. The rulebook talks about how they're supposed to be used pretty freely and how the players are supposed to find new cyphers pretty often.

Of course, in my play, most of my players have not tended to use cyphers freely. They treat them the same way they treat all other consumables: always saving them because there might be a "better" use for them later. When players then find a new cache of new cyphers, they trade out for the best of the lot while staying below their cypher limit. It ends up not replenishing so much as just changing out certain cyphers, and the players have lost the opportunity to use whatever number of cyphers they trade out then.

And this doesn't just apply to cyphers or to the cypher system. Players are hesitant to use potions that boost their stats or abilities or magical arrows or any other consumable in any system I give them out in.

To be fair, I'm the same way. I don't like using one-use items, because then I won't be able to use them if I need/want them later. Which ends up with them not getting used at all, which is wasteful.

So, I don't know how to encourage both myself and my players to utilize one-use items with a greater frequency.

One thought that occurs to me, but that wouldn't necessarily be appropriate all the time, would be to have a time limit.

Last night, my wife and I were watching the second Narnia movie, Prince Caspian, and there is a scene where Lucy is looking at the healing salve that she'd had in the last movie. Hundreds of years have passed in Narnia while Lucy was spending a year in the real world, so that salve is at best hundreds of years old. I was thinking about medicines that we have, and I was realizing "There's no way that's still good. It has to be way past it's expiration date." My wife, wisely, made some comment about magic and asked me how old I thought most of the potions I find in ancient dungeons in RPGs are. It raised a good question.

Using a time limit, the item will expire after X days or hours or whatever relevant period in the game world, and after that it's gone. This would inspire players to find a use for the item before the time period is up, knowing that they won't get to otherwise.

Of course, it might also add a level of stress to something that is supposed to be a benefit to the game and to their characters.

Friday, December 2, 2016

Thinking About Character Sheets

In preparation for this weekend's session, the Web of Wavemeet, as well as my future Toybox campaign, both utilizing the system of my own design, I've been thinking about character sheets.


My system uses four primary Factors to determine character ability: Body, Mind, Voice, and Essence. When I was building my pregens, it was easiest for me to lay things out in a quad-type layout, with each factor getting it's own section, under which I list the resources, skills, abilities, attacks, and armor associated with each.

I've been debating if this is a reasonable way of actually laying out a character sheet, or if it would be better to have a section that gives the core factor values with their resources and maybe armor separate from a section for abilities separate from a section for skills and so on. I think this second is probably be better way of doing things, which is unfortunate just because it means reformatting everything I've done.

My next concern is, perhaps, less significant, but not insignificant altogether. How to layout the sheet. Do I want to have a portrait oriented page, or landscape?

When I first started getting into Numenera, I thought that the character sheets looked really cool. They had this cool tri-fold structure where they folded up like pamphlets, which seemed new and nifty to me. They also had a lot of really cool decorative drawings across them, which was pretty neat too.

However, when I started designing characters and trying to put the information on them, I found that these sheets weren't the most efficient. I was frustrated with not being able to really list out my abilities, or even my equipment very well. I felt like there was a lot of wasted space. To begin with, there were entire sections, mostly those on the front, that I either wasn't using at all or was using very little. But, on top of that, all the nifty drawings and artwork, while looking cool, was taking up space that could otherwise have been used for actual information.

Because of the lack of space, if I was using the Numenera character sheets, I would have to have another page on which I printed the full text of my abilities, which, in my mind, sort of defeated the point in having them written on a character sheet.

Recently, Monte Cook Games has come out with a character portfolio that you can download and print which addresses this, mostly by adding a lot more pages in which you can put additional information. I'm fine with that.

But that didn't exist at the time, so I made a bunch of my own character sheets. Since a majority of my experience before Cypher System had been 3.5/Pathfinder, I laid out my custom sheets more or less exactly like the ones for those games, and this worked for me. Eventually, I made sheets trying to imitate the trifold layout of the Numenera sheets, but making a better use of the space. This worked out pretty well too.

But now I'm just trying to decide what to do with my own.

What do you think? Are there character sheets that you've particularly liked or not liked? What do you like or not like when it comes to character sheets?