Showing posts with label future games. Show all posts
Showing posts with label future games. Show all posts

Friday, 6 November 2015

On the Night-Wind: a ghoulish game

For those who care about such things, this post will contain massive spoilers for a story written a century ago.

Listening back to the archives of HP Podcraft recently, I was struck by a certain turn of phrase in the story that inspired me. Let me cite.

Now I ride with the mocking and friendly ghouls on the night-wind, and play by day amongst the catacombs of Nephren-Ka in the sealed and unknown valley of Hadoth by the Nile. I know that light is not for me, save that of the moon over the rock tombs of Neb, nor any gaiety save the unnamed feasts of Nitokris beneath the Great Pyramid.

And somehow this filled me with the desire to do a game where you play mocking and friendly ghouls. There's a sense of hidden richness in that brief couple of sentences. Plus, funereal is cool set-dressing, as Vampire knew full well.

The Premise

So, drawing loosely on the collected works of Lovecraft, the premise is that you are all ghouls: dog-faced, rubbery, meeping, corpse-munching, tunnel-dwelling ghouls. By night, you ride the night-wind seeking not-very fresh bodies, adrenaline rushes, and the cheap thrill of scaring jocks at popular makeout spots. By day, you retreat through myriad secret ways to a moonlight realm that lies somewhere over there, wherein lie the catacombs of Nephren-Ka and the tombs of Neb and many other cities of the dead, which though once part of the waking world have drifted by degrees into the nightlands. Here you rollick and play and feast and rest awaiting the next excursion.

Being mocking and friendly ghouls, of course, you are no monsters. You eat dead people, but they don't mind. In fact, you take a benevolent interest in the affairs of mortals - you were one once, after all. And so, in your midnight revels, you keep a friendly eye out for your human neighbours, and take steps to guard your shared world against some of the more strange and terrible things that the universe holds. There are many secrets known to the ghouls, things buried with the dead or secrets whispered by the ancient things of the world.

Astute readers may notice that this bears a certain resemblance to Necromancers, and this is entirely true. For some reason I quite like the idea of combining friendly, benevolent adventurers with a gothic horror aesthetic. This is all compatible stuff really, settingwise, although arguably some necromancer concepts (like summoning armies of the dead) might not work in a fairly-strictly Lovecraftian 'verse.

I'm still trying to work out what system I'd like to run this in. There's a certain argument for FATE, except that I don't really have any confidence in my ability to run a successful FATE game and my players didn't seem particularly sold on the system. BRP is too swingy for lighthearted adventure. Either way, I'd better hold off any further work until I find out whether my players are actually interested.

Tuesday, 10 March 2015

Jacobeans versus Aliens: weaponry

A significant part of the setting is, of course, period-appropriate(ish) equipment, and weapons are the first thing that tend to come up. One obvious and (I think) interesting point is the interplay between technologies, because at this time firearms are still very much in development.

Here we run into some problems. The New World of Darkness rulebook provides precisely one archaic weapons, sef the crossbow. And it's not that archaic, because it's clearly there a) to hunt vampires, and b) on the assumption that they're fairly readily available in the modern day. What we don't have is black powder. Jacobeans need black powder.

After much digging around, and a lot of forum threads that are unreliable or houserules, I find a couple of websites that feature weapons tables from actual White Wolf books. There's a problem. Over the years, White Wolf has used the Storyteller System (old World of Darkness), the Storytelling System (new World of Darkness), a rerevamped set of rules in the God-Machine Chronicles that is technically (I think?) a new setting/canon for the ruleset but also includes rule changes, variant rules in Armory supplements, and quite possibly variation between books. I can't find any discussion of exactly what is changed. I can't find any explanation whatsoever of what the different weapon properties are supposed to represent in each edition. As such, trying to assemble a coherent set of weapons from the disparate material is a formidable challenge.

Thursday, 29 January 2015

Chaos, furthest from the skies

Go go five-minute game!

Anthony van Dyck - Portrait of a Man in Armour with Red Scarf - WGA07376

Premise: Jacobeans vs. Aliens

Reason: looking through game PDFs, and noticed that "secretly fight fantastical creatures in modern world" is a big trope. Meandered around the thought a bit, via "could you reverse it?" (difficult) and "it's always using new stuff to fight basically old stuff", to "history vs. sci-fi". Then there came a touch of "what would a sci-fi game look like to people a few centuries ago?"

Blurb

It's the Jacobean Age, at least in Merrie England. Astronomers and astrologers alike are astonished by the sudden appearance of many new stars and meteors. They are even more astonished when these start falling to Earth, revealing themselves to be no meteors, but vessels bearing beings from the outer spheres of the cosmos! And naturally, they do not come in peace.

The allospheric beings are soon attempting to gain a foothold on the earth. Their great aetherships of iron, copper and sphere-crystal descent from the heavens en masse or in secret, trying now by force, now by guile to overcome the stout folk of Earth. Now let the King's champions take up arms to drive the invaders from this peaceful realm.

Summary

Strictly speaking, having the ability to invade other worlds involves fabulous technological advances that would, in passing, render the arms and tactics of the Jacobeans worthless. But let's pretend we don't know that. Maybe the allospherics simply never needed to be any good at fighting before, so they only really have quite primitive armaments. Maybe the aetherships work on such different principles that they didn't lead to the development of rockets, internal combustion engines or atmospheric craft. The important thing here is that, while (as always) the aliens need to be presented as having super-advanced technologies, mechanically they can be fought effectively with horses, black-powder weapons and swords. The technology's more advanced all right, but that doesn't make it stronger.

Otherwise, this will work much like other types of urban fantasy games. Sometimes the PCs need to root out an alien infestation in a small town, sometimes to hunt down an obvious invader, and sometimes to aid in a straightforward fight. The historical setting means information travels slowly, making it easier to support hidden alien sites and public ignorance of what's happening. The aliens can be a secret known only to a few, or a public threat, as the gaming group chooses.

I've been listening to a lot of Hunter recently, so I'm going to say this game uses one of those Storytell* systems with d10s. Maybe I'll incorporate Arthur's idea about having Skills be worth three times what Attributes do. Not sure. Either way, it's classless and skill-based.

There'll be a definite tradeoff in equipment, specifically bows vs. firearms. Strung weapons are broadly more reliable, quiet and faster to use. Black powder weapons can be fired one-handed, used readily in closer quarters, and need less training - but tend to misfire.


Alternative title: Get with child a mandrake root

Sunday, 30 November 2014

In the Darkness Find Them, first draft

So I realised recently that, thanks entirely to Shannon, I've ended up writing quite a lot of stuff that discusses horror, darkness and light. I wondered whether they could be pulled into anything semi-coherent, and so I'm going to try sketching out a fairly basic game along those lines.

Naturally, as I'm recycling stuff here, it will probably look pretty familiar to readers of our respective blogs. It’s a first draft being created as I write it (although I did revise it rather than leave it as a stream of consciousness) so there may be inconsistencies (sorry) and it’s a rambly exposition rather than a tight set of detailed rules.

Also, I did what I could with images to break up this very long post, but it is shockingly hard to find any pictures of people hiding from monsters, running from monsters, or that involve shadow monsters of any kind that aren't being shot in the head by Alan Wake. So they are, at best, semi-topical.

Monday, 10 November 2014

Morris

For centuries, secretive bands of acolytes have kept Albion safe, performing the ancient and mysterious rituals that ward the land against dreadful supernatural forces. Join your comrades in song, ale and battle. Perform secret rites at the equinox while maintaining your cover as harmless drunken eccentrics. Keep back the darkness with long-forgotten magic, and when that fails, hit it on the head with a stick. Grow a beard, wear a silly hat. Join the Morris.

Shall we dance?

Unlike most things I write, this isn't a proposal for a new system, just a campaign. Morris is a sandboxy suburban fantasy. You play Morris dancers tasked with maintaining supernatural wards via rituals, and taking down anything creepy that manages to slip through, while maintaining secrecy.

Given the premise is quite silly, I personally feel it would tend to work best with a pretty straight approach that takes it all seriously. A silly version could work too, of course. It strikes me that something like WoD would be a reasonable system, not least because it's not that different in premise. FATE could also work, assuming I ever work out how to run it.

Because you're fairly ordinary people otherwise, there's plenty of scope for incorporating more mundane things going on, personal arcs, inter-character stuff and so on.

As a very British setting, it's distinguished from a lot of urban fantasy because nobody's carrying guns. It doesn't matter how urban fantasy it is; nobody goes around carrying guns in Britain. Big sticks, though, you can get away with.

I picture the supernatural stuff as all a bit mysterious to everyone. Nobody's entirely sure how all this stuff works, including the magic they do to keep out the darkness. What's vital, what's mere ritual and habit? Some part of this folk song helps fend off evil, but are the doo-rallies and the atonal singing really necessary? There are many disagreements, schisms and power struggles between rival Morris troupes, let alone other groups with broadly similar aims.

The main enemies of the Morris are supernatural forces, but human antagonists also present a threat. This politician brings in music licensing; that concerned citizen brings a noise complaint. A drunken gang here decides to disrupt a dance and threatens the magical stability of the whole county. More worryingly, dabblers in occult mysteries may wish to channel magical forces to their own ends, and risk unleashing terrible things on the unsuspecting populace. There's room, too, for some more neutral actors: indifferent immortals or whimsical spirits who bear no malice, yet are not allied to the Morris. They must be bargained with, placated, entreated or browbeaten to attain the Troupe's ends.


The pic is adapted from Morris: a life with bells on which is a really good film, you should watch it.

Wednesday, 16 July 2014

Mutants of Cthulhu

So for whatever reason I have this weird fascination with the Call of Cthulhu game, which makes me gravitate towards it as a system despite its flaws (which, to be fair, are in my view not worse than most other games). For once I think this may actually be a good idea.

Basically I was, I think, listening to some Miskatonic University Podcast or other which probably mentioned about characters being normalish people with no special abilities, and this either prompted or reminded me of an idea for changing that without completely overhauling the game.

I have so many game ideas thrown out and languishing unfinished that I've probably forgotten some myself, but I was talking about a thing called Alpha Dregs the other month and this is very tangentially related.

My new idea is very slightly like Alpha Dregs in that you have powers you can't really use, but differs in most other respects, such as the actual point of the game, which is to do the same stuff you normally do in Call of Cthulhu. This wouldn't be a new system, just one game run in BRP.

Premise

So basically the premise is that you're a bunch of people with poorly-controlled mutant abilities, more along X-Men lines than classic superheroes. Details don't matter hugely, but I broadly imagine that you're brought together either as a kind of Mutations Anonymous group, or by a small group of scientists, civil servants, clergy, social workers or whatever who are trying (and so far failing) to convince anyone important that this is a real thing that someone should be addressing. Picture the traditional frustrated public sector worker, trying to do their job in the face of job cuts and general indifference, only now they're trying to get someone (anyone) to believe in superpowers without getting themselves fired or institutionalised in the process, nor bringing the tabloids down on you poor folks.

For whatever reason the characters get drawn into weird stuff. Maybe they form an unlikely detective agency. Maybe the tiny barely-known department trying to take care of them also handles everything bizarre and they get dragged into it. Maybe they're on the way back from a meeting when a hunting horror grabs someone across the street. Maybe they're actually in some kind of facility, the place suddenly collapses and they have to help themselves. Doesn't matter.

I'd be inclined to handle this pretty loosely. I'd encourage players to give themselves, say, three new skills to represent their abilities, each one based on an existing stat (probably 2x stat) and able to increase as normal. Skills would be broad in scope and can be used however the player wants, though difficulty should be adjusted as seems appropriate. Each successful use of a mutant power would cost at least one Magic Point. Each failed use of a power costs one Sanity Point.

Example

So Arthur Perkins is a mutant bank clerk. He ends up taking the skills Telekinesis, Force Field and Levitation because they seem like a coherent set. The group rules that Perkins can use Telekinesis with the distance acting as a modifier; he also uses POW rather than STR when using it, and a very good roll will increase its effect. Perkins can now use this to shut doors, interpose crates between him and nearby ghouls, or attempt to hurl said ghouls out of sixth-storey windows.

Lucinda Beversley is a mutant lady of leisure. She takes Pyromancy, Summon Elemental and Phasing as her powers. The result of her Summon Elemental roll will determine (amongst other things) whether the elemental will actually obey her, though only on a botch might it become hostile. The group decides that her Pyromancy powers don't create fire from nothing, but depend on some source of heat being available, and that turning a small heat source into a serious fire will be more difficult than simply controlling an existing fire.

My feeling is that this would be one case where the BRP percentile system's high failure rate would be fitting, as characters attempt to invoke unreliable powers and deal with the consequences. It would keep things fairly genre-appropriate while introducing special abilities to the game. Basically I think it might be quite fun.

Tuesday, 13 May 2014

Sticky: Games wishlist

This post is now obsolete, replaced by this page.

I've had this list knocking around for a while now, and thought I might as well slap it up here so I don't lose it, more than anything. What games would you like to get round to? I don't mean systems necessarily, but concepts or types of game you fancy trying. Anything I've missed off this list and really ought to try out?

You may notice a certain Warhammer 40,000 theme. That's largely because I'm quite familiar with the universe and it offers a lot of different play possibilities, whereas a lot of other games tend towards particular niches and haven't given me lots of ideas outside that niche.

Ticked off

  • Hellcats & Hockeysticks - playtested here.
  • Dying Earth - kindly run for us by K, although I'd like to do a little more some time.

Working on it

Arbites

In the stress and fear brought by the ork siege of Mersadie Hive, Adeptus Arbites enforcers must ensure the hive doesn't collapse from within. A pulpy investigative game with touches of Judge Dredd (read: find bad people and shoot them).

I have about 95% of this ready, but need to tighten up my actual playtest scenario. I think the mechanics are pretty sound, but would need to check things like combat to make sure characters are the right level of tough.

Restless Souls

A motley band of Eldar outcasts wander the universe seeking their destinies. Will they fall prey to Slaaneshi hedonism, accept the iron discipline of the Craftworld Paths, lose themselves on the Path of the Outcast, or simply find a cold death out amongst the stars?

I actually have quite a lot of notes on this one, but it got complicated because it feels like it really needs some morality/sanity mechanics. More on this probably later.

The Sound of Music

A bardtastic game for D&D. Ever been puzzled, like me, by the inclusion of a non-archetype class in Dungeons and Dragons whose abilities consist of singing at things that are trying to kill you? I aimed to solve the problem with an entire setting built around Bards. Watch this space.

Monitors

I kind of have to include this one.

Assassin

Dan's game of stealthy murder, whenever he feels strong enough to let us break it.

Necromancers

There are two rival necromancer-themed systems being developed. Hopefully one or other will make it to beta.

Only War

It's a real game.

Blue-skies wishing

Ooh, ooh, Exodites

Dragon-riding Eldar Exodites travel the wilderness, battle monsters and aliens, and defend their ancestral homes from all manner of threats. Basically a D&D game with dragons for horses and laser-infused lances.

Harlequins

The sinister Harlequins travel through Craftworlds, Exodite kingdoms and the horrifying realm of Comorragh, nervously accepted by all splinters of the shattered Eldar race. A high-powered black-ops game with groovy Matrix acrobatics, false identities, probably infiltrating human space and handling some grey-morality objectives.

Freebooterz!

Rowdy ork pirates careen madly through space wreckin' stuff. A boisterous and silly game of lootin', pillagin' and makin' things up on the fly. Probably use an adapted version of the Only War rules, with each PC playing a Nob leading their mob of boyz.

Bureaucrats

I like the idea of an Administratum-themed game, but haven't yet got any solid ideas for it.

Fire Warriors

Pretty simple stuff - a lot like Deathwatch, but you're ET in a powered suit with a plasma rifle, and ditch that silly absolute loyalty to the Emperor of Mankind in place of nice sensible benevolent absolute loyalty to the Greater Good. So basically Communist Aliens the FPS.

Burning Down the Hive

Chaos cultists seek to undermine and take over a hive city from within, while evading the attention of gangs, Arbites and eventually Inquisitors. A sneaky, conniving game of skullduggery and lies.

Welcome to the Family

Also, extra bonus game! Tyranids establish a genestealer cult to prey on and corrupt the citizens of an Adeptus Mechanicus research world. A slow-build one-shot with a specific objective: hit enough minor objectives to make your victory inevitable, without getting found out and obliterated by the authorities.

Strawberry Knights Five-Foot Square Apocalypse!

D&D 4E, the JRPG. Suddenly it all makes sense - the limited-use powers, the square-based movement, the improbable names for hitting things with swords.

Outward Bounders

See this post.

Nite of da Cybork

You were the Nob of the toughest mob of Boyz on planet, until some sneakin' bastard did you over and left you for dead. Morky, but not morky enough. Not when a stray Mad Dok happened across your tattered remains and decided to try an experiment or twenty. You wake up with a new experimental Plasma-Driven Cyber-Everything, more machine than ork, and with just enough juice in the reactor to run riot until dawn. Time to show da boyz what it means to cross da boss.

Possibly not so obvious, but this is a 40K hack for Hell 4 Leather I've been knocking around in my head for a while.

Aftergreen

That post-Cthulhu weird fiction game I talked about, which doesn't yet have much resembling a setting or anything to play. I just like the flavour somehow.

Skaven Versus Hitler

I see no way in which this would not be awesome.

Untested systems

  • Traveller - never managed to get round to this, but it looks very fun
  • Warhammer Fantasy Roleplay - any game where you can be a ratcatcher sounds promising
  • That one Shannon is writing
  • Cathulhu, because how could I not want to play that?
  • Dinosaurs in Spaaace!, sounds like my kind of campy fun

Friday, 7 February 2014

Feckless Wastrels: some mechanics

Having a certain amount of free time on my hands today, I thought I would once again squander some time devising mechanics for a game that is vanishingly unlikely to ever see the light of day.

The game seems to naturally lend itself to a dicepool system, so I'll go with that as a starting point. This is very much a first draft.

An important part of the game, I think, is the constraints of society. Anyone with any pretence to be any kind of decent cove must keep up certain standards of behaviour, which means outright refusals and impoliteness are to be avoided. Besides, that sort of thing is likely to bring familial wrath down upon one's head. The weapons of the wastrel, therefore, are chiefly evasion, inadequacy and an impression of irresponsibility that cause would-be demanders to throw up their arms and sigh. There are occasional situations where frank rudeness is acceptable, but these are an exception to the rule.

This time I think I am actually going for an abrasive damage system. The game is largely a bit old social dance; you're trying to shirk responsibility and manage your image, while maintaining self-respect and a comfortable life. People try to influence you by prodding at bits of your psyche, socially trapping you into doing what they want or occasionally through simple blackmail. Events and interactions, including your own achievements, influence both how you feel and what people think of you.

Outline mechanics

This will possibly sound a bit complex for what it is, but bear with me.

Characters will be built around four sets of properties: Attributes, Influences, Traits and Inclinations. The first two are the core of the game.

Attributes determine your ability to get things done, and are very broad, probably four or five in total. You roll these whenever there's uncertainty over the outcome of an action. Your attribute score, from 1 to 5, determines your dicepool. High is good, provided you want to succeed. This is not necessarily the case. Attributes may vary from their initial score, but only temporarily.

Influences are factors that, well, influence you. They are emotional and social pressures that affect your ability and desire to succeed. Each has a range from Dreadful to Excellent, with a Moderate midpoint. In any situation where that influence is relevant, it will force you to reroll a number of successes or failures based on its current status, depending whether it would increase or decrease your likelihood of success. Note the word "force". Influences fluctuate throughout the character's life depending on their actions - these are the erosive damage bit I mentioned earlier.

Traits are your personality. They affect your ability to succeed in certain situations. Whenever a trait would be relevant, it adds or removes a die from your pool as deemed appropriate.

Inclinations are things you're interested in, like or that have an irresistible fascination for you. The chance to indulge an inclination makes a course of action more tempting. I'm not sure whether these will have any mechanical effect or just be chargen prompts.

Other stuff

Characters (or the group as a whole) will also want to outline a handful of NPCs and locations to work around. These will provide the basis for various shenanigans.

Actual events could quite conceivable be randomly generated, at least in skeleton form. There's a fairly small subset of activities that steer Wodehousian plots.

Very basic example

Needing to steal a pig, Jerry has to use his measly Physique attribute (2 dice) to shove it into a lorry. A mild Influence spurs him on, obliging him to reroll one failure. Luckily, he wants to succeed, so this is beneficial. His Stubborn trait grants an additional die because he is determined to steal that pig despite aching muscles and muddy trousers.

Later, Jerry is compelled to show Sir Oswald Foutherby around the grounds. This is deeply unfortunate because it's part of an auntly plot to drag him into paid employment. He doesn't at all want to make a good impression; failure is good here. He uses a social attribute to determine his success, and his Pride forces him to be relatively polite and not appear too dense, rerolling some failures. Things don't look promising.

Thursday, 23 January 2014

Into Ploughshares

Case 02 - An Early Subsistence Farm (1740) - Dioramas in the Fisher Museum (Harvard Forest) - DSC07368

"True heroism is remarkably sober, very undramatic. It is not the urge to surpass all others at whatever cost, but the urge to serve others at whatever cost." - Arthur Ashe

The Setting

The vast and ancient Haverlakes are a realm of strife. Bandits and murderers stalk the land, preying on travellers. Monstrous beings scuttle forth from abyssal caves to stalk the land. Foul sorcerers enslave whole counties to build monuments to their glory. Ancient ruins hold treasure and menace alike.

The folk of the Haverlakes are stout and fierce, skilled in the arts of blade and spell. Hardy bands roam the lands, battling goblins and demons, putting down the undead, or searching the vast and crumbling ruins that mysteriously dot the land. There is not one amongst them who is not a warrior of renown. They do not know peace.

For aeons, the Haverlakes have been sustained by the blessing of Fraig, spirit of plenty. Bushes and trees burst with fruit ripe for the plucking, and fish hurled themselves onto every hook casually offered. A heroine forging her path through the Toothed Woods could barely cast a spear without hitting a fatted rabbit, unless a bear, manticore, wood elemental, chitter-demon or bandit interposed itself. Huge and riotous taverns were built upon springs where wine and ale poured forth from the very ground. Firewood sprouted abundantly wherever it might be needed. Rich robes, fine swords and golden chalices were carried triumphantly forth from underground cities, or torn from the bodies of fallen foes. Life was not one of toil, but one of adventure.

And now, the power of Fraig is fading from the land. The simple warriors and wizards of the land are helpless in the face of threats they never anticipated: starvation, cold, pestilence. Only a few gifted folk have the power to save them. The Haverlakes must know... work.

The Spiel

How many novels have you read where, in a world of humble farmers, a simple lad is called upon to set aside the plough, learn the way of the sword and battle evils given physical form, that the rest of the world might be safe?

In a world of battling heroes and villains, a small band is called upon to abandon their warlike ways and take up the only skills that can save their people: pastoralism.

Learn unique and amazing skills like Sowing, Harvesting and Preservation In Salt! Master the lost and secret arts of Animal Husbandry! Build imposing shelters that will protect your people from storms, cold and pestilent vermin too small for any warrior to fight!

Do you have what it takes to be a hero?

Monday, 23 December 2013

Feckless Wastrels

I was supposed to be doing all kinds of other things, but a random particle of inspiration has hit some part of my brain, and I must write.

The thought process for this started with listening to The Walking Eye reviewing/discussing They Became Flesh. Apparently it's a very rules-light game, and they were saying something about how the PCs failing a Miracle roll was the spur for the GM to implement one of their actions, or something. I don't really remember because at that point my brain went off on a train of thought something like:

  • Failing rolls
  • Failure is interesting
  • What would happen if you had a game where you were trying to fail at things?
  • What sort of game could possibly support that?
  • Various flashes of idea that all seem more like a board game rather than an RPG - getting parents to leave you in a life of idleness, undermining plans as a disgruntled civil servant, avoiding housework as a feckless husband... but very one-dimensional sorts of games really. You'd just be totting up points or something.
  • Sudden brain linkage to PG Wodehouse.

It struck me you could potentially have a game where you play affluent, idle rich characters in a slightly larger-than-life setting who are trying to combine several goals: having a jolly good time, achieving whatever goals have crossed your whimsical mind recently, and (most importantly) avoiding anything resembling hard work. This might be involved enough to actually be interesting as an RPG.

What is Feckless Wastrels?

In Feckless Wastrels, you play the scions of various wealthy and/or influential families in a pseudo-Edwardian British setting (although it could probably be transferred to equivalent settings elsewhere). You may be rich or poor, of ancient noble stock or a rising industrial lineage, but you mix in the Right Circles nowadays, going to races and drinking cocktails, throwing bread rolls and putting on amateur dramatics. Once in a while you hop across the Atlantic, or nip over to the south of France for a repairing lease. And this leisurely and enjoyable state of affairs must continue!

The life of a wastrel is not as simple as it might appear. Danger lurks on all corners. Aunts plot unwelcome marriages to strait-laced bores or the kind of girls who talk about Spinoza. Friends of the family declare it's high time you were settling down. Siblings, themselves resigned to domestic bliss, are determined to lug you into it as well, or at the very least to offload some of their own work on you. Uncles insist that hard work would make a new man of you; cousins that any respectable woman should be able to earn a living. Parents look aghast at bar tabs and mutter alarmingly about allowances. Wherever you turn, there are attempts to drag you into employment, demands to entertain nephews, Bonny Baby prizes to present, policemen accusing you of pinching umbrellas when it was merely an honest misunderstanding, blackmail attempts, unfortunate runs of luck followed by bailiffs, and all manner of difficulties. On the other side of the equation, one finds a constant stream of old pals experiencing romantic difficulties, sneering acquaintances needing a put-down, really good tips on dark horses, family mansions in danger of purchase by ghastly American plutocrats, beloved relatives menaced by overbearing Dukes, jewel thieves and enough other obligations to make a fellow quite faint - another one, please, and make it a double.

The successful wastrel must delicately balance their activities. Relatives must be convinced, regularly, that one is simply no use whatsoever; that it is hopeless to think of employment, dangerous to demand favours, and undesirable to seek out potential spouses. On the other hand, there are allowances to think of, reputations to keep sully-free, and a certain minimum level of family affection to maintain. One has one's pride. Moreover, while some obligations are deeply unwelcome, others are matters of honour and pride. It is one thing to wriggle free of a School Treat and evade the clutches of a fish-featured suitor; quite another to leave a pal in the lurch or allow a belligerent uncle to learn of mater's gambling debts. Thus, there is a balance to strike between ineptitude and brilliance.

Basically, the idea is that you're trying to either succeed or fail at things, with failure being prominent. The player, of course, may want rather more failures than the PC would, because it's more entertaining. Various factors influence your successs; for example, your Pride may sabotage your plans to crash out of a competition in the early stages, while conflicting demands from NPCs may interfere indirectly. You try to keep public success and failure within certain bounds, otherwise you're in danger: appear too competent and you'll risk being forced into a job or given additional onerous family duties, but complete ineptitude may leave you sent off to a stern relative for emergency coaching, cut off from the funds, socially stranded or otherwise in trouble. What happens in private, of course, is another matter - providing it stays private.

As your reputation rises and falls, you'd get different kinds of opportunities and challenges to deal with. You'd be trying to manage a small number of trackers to keep yourself comfortable and avoid work (though of course the player doesn't necessarily want to do that).

System

This would be basically a trait-based system, I think. You'd want background because the difference between a poor aristocrat and a wealthy industrialist are pretty substantial in the demands placed on you and your options. You'd want a few personality-type traits, probably at different levels, because I think things like managing your Pride should be relevant. And you'd have a handful of specific traits that highlight anything else important about your character.

Importantly, you'd also have a Reputation tracker that shifts according to what people know about you. Possibly, public failures/successes would influence your Reputation while private ones would influence Pride? Although I'm thinking you might want a stat to track your social/peer reputation and honour, a stat for personal pride, and a stat for how feckless you appear - being feckless but trustworthy is a perfectly reasonable option. So we'll think about that.

Traits and your current trackers would influence your success and failure, not always in the way you want. Pride might push you to do better at things regardless of whether you want to. A reputation for fecklessness might help out, or make it hard to get things done. Being trusted will place demands on you, but being untrusted will make it hard to learn secrets or get favours. I might do this with a GM intervention thing, where the GM can call in your trackers, or just with a modifier on rolls.

I'll probably play with this a bit and come back to it, but I wanted to get the idea down while I had it.

Thursday, 12 December 2013

of Adventure!

Rapid-fire idea again. During a fairly ridiculous evening, the idea of an Enid Blyton-like game somehow came up.

As I recall, it was something like:

  • Pixar do loads of interesting films about male protagonists doing all kinds of fun things, but their film about a girl is substantially about Being a Girl.
  • Things are very rarely about Being a Boy.
  • I wondered what a Being a Boy equivalent of Hellcats and Hockeysticks would be like, and would be genuinely interested to see a take on fictional Being a Boy. I don't believe (borne out by female friends) that Hellcats is an accurate depiction of girls' schools (nor was it intended to be one), but what would the male equivalent pick out from the school experience? I'd like to see what was highlighted as core aspects of boyschoolhood.
  • Suggestion that the boys' equivalent would be grounded on things like Just William, though we don't think this would work as there's no real party structure for William most of the time, just a few NPC allies. Enid Blyton?
  • The Famous Five come up, but we notice they are all related. Someone suggests the Secret Seven, who aren't all related, but there are more of them than in a typical gaming group. Five Find-Outers? The .... of Adventure books come up. We can't remember if they were related or not, but they had a parrot.
  • Idea of game based on this sort of thing. I get carried away, as usual. After some naysaying, I suggest that we don't need to stick entirely to Blyton canon, and can probably ignore the classism, chalk-whiteness and fossilised attitudes of the actual books and just try to play with the fun bits.

of Adventure!

A group collaboratively build their mascot. If they really want, they could build more than one, but don't get carried away. Dogs are the most common mascot, but parrots, monkeys and so on are also good. Your mascot should ideally not be such things as A Girl, A Working-Class Person or A Homeless Man With A Strange Bond With Nature.

The mechanics should probably just be a simple system of dicepools and adjectives. You gain bonus dice for acting according to your stated character as long as it's at least vaguely related to what you're trying to do. Note that your adjectives don't need to make you better at the goal of the action in order to gain the bonus. For example, if you are ripping off Anne from the Famous Five, perhaps you are captured by smugglers (it's not likely, because as Anne you never get to do anything interesting, but just suppose). Anne might decide to meekly do some chores around the den while looking for a chance to escape. Because she is Domestic and Meek, the smugglers are easily convinced by this and she gains a bonus to her rolls for finding an escape route.

Having slept on it, I remember that my family actually played Enid Blyton pastiches for many years as in-car or holiday entertainment. You start with the Famous Five doing something, and take it in turns to "continue the story using" X, Y and Z. At some point one of these would inevitably be a pair of pants.* This is probably the most rules-light RPG I have ever played, and we started when I was old enough to know any Famous Five stories. Which just goes to show that RPGs are indeed good wholesome family entertainment that anyone can enjoy. Or something.

For any American readers, pants are an item of underwear, and should not be confused with kecks.

Skeleton Ruleset

Character generation

You create a Young Person to play. Adults do exist in the Blytonverse, but are not appropriate player characters.

Good Points

Everyone has five points to allocate. Use these to emphasise character aspects that should come into play. You can of course have as much other description as you want, but this won't provide mechanical bonuses. They are generally admirable traits, skills or interests.

Good aspects might include:

  • stubborn ("pig-headed", if you want to stick with the theme)
  • interested in science
  • fond of dogs
  • well-behaved
  • inquisitive
  • athletic
  • plucky
  • good at sailing
  • a natural leader
  • a good actor

Some things are accurate Blytonisms, but probably not good for play: there's not that many ways to use aspects like Fat or Ingenuous. Personality traits perhaps shouldn't be aspects unless they're likely to be mechanically useful, and are better portrayed with roleplaying. I allowed Stubborn because persistence is mechanically useful and Plucky because showing pluck is both Blytonesque and easy to apply as a bonus; however "irritable or "sensible" aren't easy to use.

You get a bonus die whenever you make a convincing argument that one of your aspects is relevant. You can use any number of aspects simultaneously.

Bad Points

Everyone must pick a weakness. It's entirely possible for your weakness to also be an aspect; Stubborn can be both a benefit and a drawback.

Antagonists gain a bonus die whenever your weakness is relevant. For example, if you are Timid, they gain a bonus die to intimidate you into revealing information.

If you can find a way to use your weakness as a strength, go right ahead.

Mascot

The group collaboratively builds a mascot (some kind of pet), or more than one if they want, although having more than two is likely to get pretty out-of-hand. Each player can contribute one point to the mascot to define one thing about them. Unlike human characters, all significant abilities of the mascot require a point; they don't get freebies just because you decide that your mascot is a parrot-squid crossbreed and should be able to reproduce human voices, manipulate complex objects and slip bonelessly through small spaces.

For example, Timmy the dog is Brave, can Swim and Barks Fiercely. Kiki the parrot can Fly, Imitate Speech, is Small, Clever and can Manipulate Objects.

The story

I'm inclined to say this one should be a GM-less thing where everyone picks a generic Blytonesque adventure they want to play in (Smugglers in a Circus, Mysterious Island with Scientists) and then suggest twists as they come along.

Play proceeds in arbitrarily-defined Chapters in which a Thing Happens. One player is the Baddies and controls the antagonists during that Chapter, as well as having final say on introducing any twists or plot elements. While being the Baddies, their character should probably fade into the background. A Chapter doesn't necessarily feature all the characters; it might feature only one. Decide between yourselves when a Chapter ends; they should be relatively short. Everyone else should feel free to chip in with ideas unless they become annoying, in which case they should let up a bit.

Adventure!

Roll a d6 to try and achieve things that are significant or interesting. You get a bonus die whenever you make a convincing argument that one of your aspects is relevant. You can use any number of aspects simultaneously. You can also gain a bonus die if the situation makes your attempt easier. Make sure you make it clear what you're trying to achieve first, because it's not a very fine-grained system and it's annoying for everyone if you think you're doing one thing and the Baddies player thinks you're doing another.

There are three difficulty thresholds: 3, 6 and 9. These are chosen semi-carefully (I thought for several seconds) so that they allow for varying difficulty and dice pools. A 3 is straightforward for anyone and trivial with any advantages; a 6 is difficult without an advantage but straightforward with; a 9 is impossible without an advantage, fairly difficult with one, and fairly straightforward with three. Obviously it's possible to have more than three dice, but in general I'd expect one aspect plus one situational bonus to be the most common achievable pool.

If you roll the number or better, you get more or less what you wanted, or at least something appropriate depending on the natural consequences of your action and what's interesting. Rolling well might let you succeed even more successfully if it seems appropriate.

If you don't reach the difficulty number, you don't get what you wanted. Depending on what you're doing, you might just fail ignominiously, or something interesting might happen as a consequence. Rolling particularly badly might result in a particularly hilarious or disastrous consequence if it seems appropriate.

Genre rules

A few rules are necessary because of genre expectations.

  • Nobody gets killed onstage, and very few offstage
  • A child fighting an adult either flees or is captured. However, children may be able to create a situation in which they can overcome an adult. A group of four or more children can capture one adult. Adults can capture one child per free hand.
  • Bullets never hit anyone, which doesn't mean guns can be ignored. Simply interpret the rolls according to genre; for example, Bobby attempts to flee from the crooks but stops short when a warning shot spangs off the wall nearby.
  • There is no damage mechanic. Injuries are rare. Determine the effects of injuries as seems appropriate; the most likely are twisted ankles. Injuries are quietly forgotten about when that seems like a good idea.

There you go, 10-minute RPG written.

Tuesday, 3 December 2013

Aftergreen

Throughout the ages, there were those who stumbled across dark and terrible secrets. They whispered of things Man Was Not Meant To Know, and muttered of dreadful consequences: global madness, a new Dark Age, the doom of humanity. So the old men locked away their old books and kept their secrets, while Things slunk in the darkness and slumbered in the seas. But you know, they said much the same things about votes for women and free jazz.

They didn’t understand humanity. We didn't come from tree shrews to global civilisation through weakness. We grew. We learned. We changed. We spread out across a world full of hungry giants and we made it our own. And we got very good at giant-slaying.

When the old world shook, we forged ourselves a new kind of sane for a new reality. We learned. We changed. And when the jolly green giant woke, the welcoming committee wasn't what he expected.

But we have to admit, they were right about free jazz.

Make Your Own Stars Right

All the old stories say that Mankind is doomed. The Sleeper in R'lyeh will wake, and mankind will descend into an endless chaos of jubilant killing. Doom will come from the stars. Terrible things that slumber beneath the earth will rise, and appalling entities burst from the ice, and the fragile veneer of civilisation that humanity has built will be shattered forever. Frail human minds will break beneath the awful relevations of the things to come; and so these truths must be hidden away forever by those unfortunates who learn them, so that at least the rest may go on in blissful ignorance.

It's for your own good, you know.

But amongst ten billion human minds, minds honed over millenia to learn and change and thrive in an ever-changing world, primed with myths and stories and the wild fantasies of outcast scientists, there's plenty of people who can believe just about anything, and plenty of others who just aren’t all that interested.

With digitisation encroaching ever-deeper into priceless archives, it was only a matter of time before carelessness, apathy, methodicalness, relentless professionalism or a tragic inability to read proto-Arabic left a swathe of Mythos texts firmly in the public domain. Though most people didn’t notice, linguists, mythologists, occult hobbyists, conspiracy theorists and would-be cultists were enthralled. Increasing disquiet rumbled across the globe. Strange happenings were reported. Psychiatrists began an urgent recruitment drive. All manner of official and unofficial bodies began to take a serious interest in these disparate, yet somehow connected events.

On a bright spring Wednesday morning, a consortium led by Miskatonic University and Princess Nora bint Abdul Rahman University proudly announced that a number of priceless manuscripts by that under-appreciated author, Abd al-Hazred, had entered the public domain. Within an hour, the server was down and smoking, but by that time it was everywhere. Information wants to be free.

Within a week, shifty-eyed folks who'd locked up memories for decades were spilling them for the cameras, and antiquarian bookshops were either making a killing or crumbling into ash. Within a fortnight, most of the world was in lockdown and six million people were dead. Not all of them were human.

Within a month, the first of many pacts was sealed in the catacombs of Paris.

Within a year, the second was made in Zagazig, over silver bowls of cream.

Within a decade, the third was signed in a cavern beneath the Antarctic ice.

And when the stars came right and the waters of the Pacific split with the rising of R'lyeh, and Great Cthulhu forced his loathesome bulk from the coffin-bed of aeons and gazed out over the world that was once his and should have been again, he barely had time to scream before the Eternal Lie came to an abrupt and unexpected end.

The Aftergreen setting

So, if you haven't worked it out yet, Aftergreen is a system-free Lovecraftian setting where the secrets of the Mythos went viral, humanity turned out to be (on the whole) more resilient than the fainting heroes of Lovecraft's writing all feared, and after devouring every Mythos text in sight and making deals with a host of other races, we annihilated Cthulhu and made our way out amongst the stars.

Truths that earlier scholars had thought to be terrifying, blasphemous and apocalyptic turned out surprisingly tame to a humanity that had been misusing the word "quantum" for decades and devised both acid house and paraphilosophical horror. The discovery that we were descended from discarded shoggoth-matter brought to earth aeons ago by vegetoid aliens required only minor alterations to textbooks, on the whole. Extraterrestrial visits spanning millenia weren't much of a surprise in some quarters, and frankly a relief in others. The real revelation wasn't that the Universe was an ancient, terrible, uncaring and even malevolent place in which humanity was a mere insignificant speck whom most of its denizens would not even bother to destroy; it was where to find them.

Admittedly, it wasn't all peaches and cream. Between the sudden outbreaks of madness, most of the Internet collapsing under its own weight, and a spate of hasty uprisings by ill-prepared cultists who didn't really see what else they could do, an awful lot of people died before we got a grip on ourselves. Governments collapsed. Countries dissolved. Panicking world leaders left smoking radioactive holes in Colorado, Qinghai and the Libyan Desert, and only some very impressive countermeasures limited the damage that far. More than a hundred cities worldwide are still under perpetual quarantine. Nobody ever found out where Madagascar went - along with every lemur in existence, living or dead. But a lot more of us, and our civilisation, was left standing than we might have expected. And we had what humans always thrive on: common enemies.

Fast-forward a few decades, and humanity is strung out across the stars. Admittedly, we've changed along the way. We're a bit less sentimental, a bit less given to daydreaming, a bit more coldly paranoid. We stopped telling a lot of old stories when we found out where they came from, but we found plenty of new things to talk about. We're more inclined than ever to cooperate - quickly, quietly, and carefully - with uniformed agents that report sightings of monstrosities beyond space and time. But basically still the same old Homo sapiens.

Well, we redesigned our own genome a few times. Let’s say, 94% the same, give or take.

Features of the setting

This is essentially a sci-fi setting with Lovecraftian entities, but not particularly designed for Lovecraftian themes.

Humans live and work and explore alongside some of the more approachable Mythos races: the ghouls, the elder things, and of course, cats. Alien science has advanced our abilities at phenomenal speed, and alien knowledge expanded our knowledge of our own history a thousandfold. We toil in our cities and spaceships, laboratories and mines much as we always did. Some of us explore alien worlds for the first time, others decipher ancient tomes discovered mouldering in libraries. But there's purpose behind it all, slow and near-invisible. There are things out there that are no longer beyond our imagination, only beyond our ken; things that could destroy us all in a heartbeat. And slowly, surely, carefully, beginning with the weakest of them, we mean to work our way up that chain, learning as we go, until there's nothing left to threaten us. Only then can humanity be safe. Along the way, we will encounter more races than we had ever believed. Some are weak and irrelevant; some are strong, and worthy to join us; some are dangerous and must be destroyed. And some don't know a good deal when they hear one.

For most of us, life just goes on, as we explore our way across the universe. The Great Plan doesn't generally affect day-to-day matters. It's a long-term goal that humanity as a whole is working towards, and shapes policy and law more than everyday behaviour.

Humans are a little different from the old days. We’re fitter, more resilient, and generally healthier after all the genetic tinkering. We understand a little more of the underlying reality, and our minds are a little more in tune with it. Magic isn’t exactly commonplace – we might shrug off interdimensional monstrosities, but our brains still aren’t really evolved to think the right way – but it has its occasions, and its specialists. A few are relics of the old days, but plenty more are recent acolytes kept firmly under the official thumb, with weekly visits to therapists.

Now that nobody’s getting sectioned for reporting alien weirdness, people keep an eye out for interlopers, shapeshifters, extradimensional horrors and cannibalistic sorcerers. Crack teams of special agents, regened and equipped with whatever we’ve managed to understand so far, investigate the mysterious and battle the horrific. There are always cults to undermine, summonings to interrupt, and stray star vampires to round up. Certain caverns need constant guarding lest terrible things pour out that we haven’t yet worked out how to destroy. Besides that, there’s plenty of less confrontational work to do: the stars aren’t going to explore themselves. Cities still need maintaining, most of us still need food, there are plans to make and resources to distribute. Machines of unimaginable complexity need constructing. Children need educating. People who go mad need reprocessing. And there’s always room for more cat handlers.

Be specific

Okay, specific features of the setting...

  • Humans have truces and mutual benefit treaties with Earth cats, ghouls and elder things – reading from most trusted to least. Whether the trust is well-assigned remains an open question, but habits are hard to break. I'll probably want to leave relations with other Mythos races open to adaptation, though I can't imagine the deep ones are very happy with us.
  • Pretty much everyone can talk to cats and ghouls, at least enough to ask for directions or report a Reality Breach.
  • Many aspects of the Mythos are familiar (though not necessarily known well or accurately).
  • Sanctioned sorcerers, official occultists and chartered champions are sent to deal with outbreaks of weirdness. They are the newest emergency service, under phone number 666 (we didn’t lose our taste for officially-sanctioned awkward humour).
  • Superstition and the occult are widespread; we know some of these things are roughly true, and act accordingly.
  • Technology is highly advanced, but not universally understood. We’re learning as a species far faster than we can really follow individually.
  • There is widespread contact with alien races, sometimes peaceful, sometimes not.
  • It’s not exactly post-apocalyptic, because we never had an apocalypse. However, there have been some pretty major alterations in terms of radiation deserts, cities destroyed, cities under quarantine, ruins, and the destruction of suspicious landmarks. There are fewer people on Earth, not least because quite a few of them moved to the stars. There are a fair number of mad people around.
  • Sinister presences, lurking monsters, evil sorcerers, dangerous cults and would-be dictators still present a threat.
  • Exploration of the Dreamlands is an ongoing project.

I haven’t defined any of those things particularly tightly at the moment, partly because I’d quite like to leave flexibility, especially in terms of things like precise government structure or which cities got destroyed. However, that’s not the most useful way to design a setting... so I’ll probably come up with some details in the future.

This idea just came to me one day out walking. I don't remember the exact thought process, but I think I was listening to some Call of Cthulhu podcast or other, with people mentioning how of course humanity is doomed, and belligerently said to myself: "well, says who?".

From there it was only a matter of moments before the idea of hardened Mythos-hunters in a slightly harsh world of the differently-sane came to mind. Not a pointlessly cruel world, but a place of tough people making tough decisions, yet also full of weird tech and frequently in space. A place where, Ghostbusters-like, when terrifying otherworldly monstrosities appeared, so did people with unreasonably large and shiny plasma annihilators. Where you might, quite reasonably, trap Tulzscha in a massive Faraday cage and use it as an inexhaustable supply of renewable energy.

Wednesday, 20 November 2013

Walking the Dead

So, I had this idea entirely out of the blue for a game where you're all necromancers.

Hey, get back here!

As those familiar with my disposition will guess, this would not be a deeply serious game exploring the darkness and depravity that lurks within the human soul, or experiencing what it might mean to speak with the dead, or how being a shunned and hated practictioner of sinister arts might turn society against you and how you might react. It'd just be a fairly standard heroic fantasy game. Where you're all necromancers. In fact, I'm quite tempted to say it should be an exaggeratedly cheerful game (something a bit twee) where the people who get called on to solve problems are the "friendly" neighbourhood necromancers. The fact that you solve them with dominated skeletons, horrific apparitions and eldritch bolts of necrotic energy is just by the way. Necromancers ain't necessarily bad people. Cat stuck up a tree? Summon a flock of crows to fetch it. Or blight the tree so it decays and brings the cat crashing down. Or evoke a sense of blasphemous dread that brings it yowling down in terror. Or engulf it with your steely will and force it to slink down to bow before you. Then Mrs Goggins will give you some cake and a cup of tea for being so kind.

So, what system would let you run a game like this?

Given the specialised focus, what you want is to be able to articulate clearly how your necromancer is different from the next one. This might come down to different spell selections, different approaches to problems, or different characters. A pale, gothic necromancer in black lace is different from a cackling, withered necromancer in tattered robes.

I really don't think something like D&D would work for it, because the class framework pushes you towards certain roles. A necromancer would struggle to have hit points, and I don't think there are enough thematic options to make you anything other than a wizard without delving heavily into splatbooks. The combat focus of the game would cause problems for fragile casters with poor combat skills and a limited spell pool. Also, I don't think the health model really fits my concept here, somehow.

Something vaguely BRP-like might work, if you just came up with appropriate skill lists. A set of necromantic talents where everyone assigned points, and use those (rather than spell lists) to determine your effectiveness.

Weirdly, I'm somehow tempted to try it with FATE despite my rather meh experience with FAE. A system where (it seems) you assume you can do stuff and highlight a few key distinguishing features seems like it might well fit.

And of course I could put my money where my opinion is and hack together a Numenera adaptation, but I suspect it would involve quite a lot of hacking since I'd basically be devising new Nouns, Adjectives and Verbs.

So just a very quick post there to get the idea down while I still remember it. Comments and recommendations very welcome, I'm not particularly system-aware.

Tuesday, 19 November 2013

Playing with Fate Accelerated Edition chargen

So recently Arthur suggested that I give Fate Accelerated Edition a look.

First impressions

With only a few minutes of prep, you could be exploring the universe with your favorite sci-fi characters, fi ghting the forces of evil with a party of talking chimps, or setting up shop as a modern day sorceress specializing in love potions. Maybe you’re looking for the ideal pickup roleplaying game.

I initially read this, in the context of the previous sentence, as "Maybe you're looking for the ideal lockpicking game", which sounded awesome.

...Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.

Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.

Sold! I like the sound of all this stuff.

It helps a lot, too, that FAE is available as pay-what-you-want (including nothing) from Evil Hat, and Evil Hat are sensible enough to offer a plain old zip link. That's actually very important. It meant that rather than setting up an Evil Hat account to download a file they were offering me for as little as £0.00, I could just grab the file straight away. If I did have to set up an account, it's entirely possible I wouldn't have bothered. I've reached a point in my life where I'm increasingly ticked off by the need to create yet another account for yet another piddly little website just to do some tiny thing, and since I really am only playing around with this right now I see no need to pay for it. Of course, if I do experience life-changing delight and decide to stay using this, I'll buy a copy.

"No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher.

That said, if you’re doing it for personal use, knock yourself out. That’s not only allowed, we encourage you to do it.

For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this thing, they can. This is “express permission.” Carry on.

This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the characters and events portrayed in this work are fictional. Any resemblance to real people, magical martial artists, schoolgirl witches, pulp scientists, or piratical cats is purely coincidental, but kinda hilarious."

The impression, it keeps getting better.

What are we doing?

The contents page comes next. I have to notice that this is more substantial than I expected. It's 44 pages. My enthusiasm is somewhat dampened, as I suspect it'll take more than "minutes" to read that much, let alone build characters with it. But let's give them the benefit of the doubt.

Next, it quickly and with fair enthusiasm lays out what you're doing and what you need. There's what I read as a non-condescending description of what roleplaying is, with sensible referencing to TV to get their message across. Player and GM roles are introduced, with marginal cross-referencing to more substantial information. There's straightforward guidance on making characters in general, and playing cooperatively.

"That’s how you tell great stories together — by not being afraid for your character to make mistakes, and by making choices that make the story more interesting for everyone at the table — not just you."

Sound advice.

"Make sure your character has a reason to interact and cooperate with the characters the other players are making."

Making a character

I begin trying to create a character. I'm hampered by a crippling inability to come up with a setting and stare into space for several minutes.

Okay, okay. A randomiser is needed. Good thing I already wrote one, eh? Actually it's a bit overpowered for what I'm doing here and misses off a couple of things... let me just fettle a bit *tinkers*.

...

Right. This is a FEEL-GOOD ADVENTURE GAME (which I think is the idea anyway, right?) of ESPIONAGE with GOTHIC aesthetics. Characters use SMALL AMOUNTS of SINISTER MAGIC to combat their adversaries.

Sounds good to me.

I'm supposed to start by picking a high concept.

This is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your “deal” is.

Actually I'm finding this surprisingly difficult. They don't give any guidance on what a high concept actually means; they just have some words. They also don't tie them into the setting examples given earlier, which I would have recommended. How does the Chief Field Agent of IGEMA differ from the other characters? Are they all IGEMA members, all field agents, or a disparate band thrown together by chance? In what way is this supposed to define my character - is it an RP guide, a shorthand for other players, or is it going to have mechanical ramifications.

I also can't help noticing that they say "This is a single phrase or sentence that neatly sums up your character, saying who you are, what you do, what your “deal” is." but provide three examples that don't really do that:

  • Feline Captain of Cirrus Skimmer
  • Suncaller of the Andral Desert
  • Chief Field Agent of IGEMA

Is Suncaller a name, a title or a job description? What does a Feline Captain do (or is Captain of Cirrus a title, like Captain of Horse? I can't even parse this one)? In fairness, if I knew what IGEMA was that last one would make a decent amount of sense. But we aren't talking "Conan the Barbarian" here.

My initial thought is "secretary to Lord Adolphus de Lacey", picturing His Lordship as a sort of quest-giver and offstage NPC. But the description doesn't particularly point to any adventurous tendencies. Then again, neither do theirs. Oh, let's just go with it.

Decide on the thing that always gets you into trouble

I'm going with good old insatiable curiosity. A nice safe bland option given I don't have a full setting or a group to riff off here. Good old, um, X (names come later) doesn't like unanswered questions, holes in the record or things out of place. It's an occupational hazard.

I need another aspect too. What makes for an interesting character here? I'm still a bit puzzled by what Aspects are for, which isn't helping. What am I trying to do with them? I give up and follow the trail to another page, which explains a bit better. After a bit of thought, I shrug and go for Formidable Illusionist. Being able to confuse and mislead other people seems useful as a secretary as well as an agent of the Crown, and it fits well with a gothic setting in my view. We're not talking pretty pictures here, but shadowy flocks of crows, subtle shifts in facial expression, seeming taller and more sinister, the noise of approaching rescuers, or simply an illusory locked door in a doorway.

My character is Felix Kimberley, an average-looking clerkly type with glasses, neat hair, a drab but respectable suit, and slightly fancy taste in tiepins.

His approaches are Careful (+3), Clever (+2), Sneaky (+2), Quick (+1), Flashy (+1) and Forceful (+0). These determine how good I am at taking various tactics to achieve things. Felix is a cerebral, methodical sort who doesn't like being in the spotlight or hurrying.

By default, FAE suggests choosing one stunt to start with. however, if this is your first time playing a Fate game, you might find it easier to pick your first stunt after you’ve had a chance to play a bit, to give you an idea of what a good stunt might be.

Sadly, I'm not likely to be using Felix in reality, so better pick a stunt. This, once again, calls for some delving into the rulebook. You make up your own stunts based on a couple of simple templates. I quickly discover that to make sense of them I really need to read the actual rules a bit, because I don't understand what the mechanics would do.

Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly, Sneakily] [pick one: attack defend, create advantages, overcome] when [describe a circumstance].

There are several examples, but once again they are fresh and not connected to the examples given earlier. This means there's no continuity of concept to give a sense of why you have something. It makes sense to me that a stunt would tie into an aspect, but it doesn't (after some rereading) seem like that's where the "way you are exceptional" bit comes from. Okay, let’s think. Felix gets sent to take care of things for His Lordship, and given His Lordship’s line of work, that’s a pretty broad portfolio. The secretary needs to be someone who can cope with all kinds of situations, and if we’re spies, needs to do it by drawing minimal attention to himself.

I’m also not really sure what kinds of circumstances exist. How do you express “doesn’t draw much attention” in this template? I’m not sure I can. I need something else. Unflappable? Suitable, but I don’t understand how I’d express that in this template either – what’s the Circumstance, and how does it tie into the Approaches? It’s probably some kind of Overcoming? How does this even work? The only ones I understand are Attack and Defend, and I’m not entirely sure I understand them.

Ah, sod it. I’ll pick something that works based on their examples and have done with it.

Because I am a Mediator, I get a +2 when I Carefully overcome obstacles when in conversation with someone.

Conclusions

All told, I think (ignoring writeup time) I've spent somewhere from 20-30 minutes on this, much of it thinking and reading. It compares favourably with crunchier games, but then it has simple mechanics. It's about on the same timescale as Call of Cthulhu, which is another largely simple game with some slightly fiddly chargen aspects and free choices.

The process is simple, but getting my head round what ideas like "aspect" actually mean really wasn't that simple for me. In some ways it actively clashes with my interpretations; for example, the High Concept description to me sounds like the answer should be "two-fisted botanist with a heart of gold" or "cheerful fishman pilot-for-hire", whereas they offer a selection of job titles that provide surprisingly little information without supporting context.

I do think there’s a sizeable flaw with this quick start ruleset in its failure to carry through examples from start to finish. I’m sure that it would have been much easier to get my head around character generation if they had, y’know, actually generated a character: start with a High Concept, add Aspects and Stunts, and carry them through to a finished playable character who could be used in rule examples. This is something that Call of Cthulhu does reasonably well (though admittedly not in the quick start rules).

The template for Stunts felt awkwardly mechanical to me – it actually felt more like you design a power and then skin it, rather than coming up with a concept and then expressing it in their terms. This is partly because I’m not familiar enough with the system to translate into it, of course.

Another mild drawback is that it seems relatively difficult to create a character on the fly when you don’t already know the ruleset, because so much of it is freeform. Obviously within a specific campaign setting this will be slightly less of an issue, but knowing what are likely to be sensible aspects and stunts are tricky before you have a solid idea of both how the game plays and how the rules work. In this case having an experienced player or GM to guide you seems like a definite boon. I prefer chargen to be largely independent, so that you can create a character without any significant knowledge of the rules (they’re unlikely to be optimal, but I want it to be possible). Even games as complex as D&D allow this because you’re picking from pre-set options or allocating points to transparent traits.

I’m quite torn here. I’d be semi-interested in playing it just to see how it actually works, because I don’t really get it (and in fairness, I've made no attempt to read any rules that aren't directly relevant to chargen). However, what I’ve seen here has been a bit offputting. I can’t imagine putting this in front of inexperienced players and expecting great enthusiasm. The fact that the rules are 44 pages long is a significant factor here. Maybe I’m just being pessimistic? It might be easier with a group bouncing ideas off each other. Maybe I was just overthinking things. I dunno, really.

Final word

The promise:

Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.

While it's technically accurate, I don't feel like half an hour is exactly "minutes". Even twenty minutes is a bit long for that; I was expecting more like five to ten. On the "fast" score, then, FAE hasn't done that well this time. That being said, you can probably create your third character in ten minutes, when you aren't puzzled any more. There's clearly room for plenty of characterful characters, and it looks like a simple system to use once you actually understand it. On the whole, this seems like a basically okay set of rules (from my brief glance at them) that's undermined by an underwhelming quick start guide.

Tuesday, 1 October 2013

The Numbers of the Beasts

So, hordes.

They are awkward beasts, and can have issues ranging from mechanical quirks to designer misuse.

However, as far as I know nobody's really come up with a better option for (to shamelessly plagiarize Dan):

  • Provide a way for comparatively weak enemies to threaten powerful player characters.
  • Simplify the handling of large groups of enemies.
  • Allowing scenes where you fight overwhelming hordes of enemies.

My thoughts on hordes are pretty simple. Mechanically, I think you need to think about:

  • Movement of hordes
  • Horde melée combat
  • Horde ranged attacks
  • Damaging hordes
  • Impairing hordes with soft attacks
  • and potentially, horde morale

Modelling hordes

The arrows darkened the sun

Ranged attacks are actually the first thing I have a strong inclination about. My thought here is that, as previous attempts at mathematical modelling have demonstrated, even weak groups of enemies can quickly produce overwhelming volumes of fire because of the relatively low Wound totals of PCs and the statistics of the combat rules. At the same time, rolling those attacks is quite a lot of work for the GM, in terms of sheer number of die rolls and the calculations required (five pathetic enemies can get off ten attacks per round, which means you could easily be making a hundred shots during a combat).

So rather than deal with all that, I think the slickest way to handle it may actually be to allow hordes only a single ranged attack per action. The size of the horde won't grant it more mechanical attacks, but will instead increase the odds of getting a successful hit in by boosting the horde's skill. Meanwhile, narratively speaking, the other attacks are whistling around heads and pinging off armour in pleasingly dramatic style.

A pretty straightforward way to handle this would simply be to say that a horde's skill with ranged attacks equals N plus half the size of the horde - this allows for a reasonable range of horde sizes from small to enormous, without immediately giving them guaranteed hits. An even simpler one would be to have Skill equal Magnitude. These are abstractions, after all, and if you're really being fired at by twenty infuriated cultists it's perhaps reasonable to say that one of them is pretty much guaranteed to get a hit on you (range and cover penalties notwithstanding). While there are some awkward edge cases possible (as always), I could add in a floor, so that a horde could have Skill = Magnitude (min. 4) for example.

A second thing that seems good to me is to model the sheer volume of attacks being put out by a horde, which are likely to leave even hardened (and therefore sensible) soldiers ducking for cover. I could do this simply by ruling that being attacked by a horde of Magnitude above a certain threshold automatically causes Pinning, although depending exactly how I implement Pinning, this may be excessive.

A horde may be allowed to divide its fire between several targets, firing with proportionate skill. For example, a Magnitude 20 horde might fire at a pair of Monitors with Skill 10 against each, or fire at four targets with Skill 5 against each.

A noxious horde which to my glance Seem’d moving in a hideous dance

A horde should move as a single unit, for simplicity's sake. A horde can move through narrow gaps as long as a single member can get through, but is slowed down by squeezing through such gaps. A few hordes may be exempt from this minor drawback, to represent hiveminds or special training that allows them to move efficiently.

The lean, filthy, ravenous army which had swept all before it

A horde is a formidable opponent in melée, and many hordes (such as insect swarms, rat packs, and mobs of hallucinogen-crazed accountants) only present a melée threat.

A horde attacks all enemies in the area it occupies. Its Magnitude is divided between targets, so a Magnitude 20 horde can attack one target with Skill 20 or three with Skill 7/7/6. Does there need to be a cap here on how many can swarm a single target? Logic says yes, but simplicity says no.

[Insert literary quote about fighting hordes]

Hordes are very easy to attack, simply because it's hard to miss them. The question here is really just how easy I want to make it, in terms of balancing narration and mechanics.

At short range, using a ranged weapon, you should pretty much just need to pull the trigger. At longer ranges, though, they present a larger target but still leave you plenty of room to miss. In combat, it isn't necessarily easier to hit at all - technically it's probably more difficult, though I'll probably handwave that.

Up close and personal

Melée combat is a slightly trickier proposition, because with the best will in the world it's quite hard to fight a mob all at once, and not realistically easier to fight them because of numbers. Rather, you're trying to defend yourself against several opponents, while only being able to attack each one with part of your concentration. A recipe for disaster!

Fortunately, here in gameland we are not limited by pedantic details like plausibility. Heroes should battle their way through packs of enemies, and fend off howling hordes from the castle gates, and so they will. A character in combat with a horde gains a bonus based on the Magnitude of the horde, not because it's especially logical, but because it fits the tone we're going for. Monitors, after all, are the sort of reptiles whose problem with hitting people is more likely to be all that annoying dodging out of the way than concerns about self-defence.

A horde can only benefit from cover if it's substantial enough to obscure a good portion of the group.

That host on the morrow lay withered and strown.

How should we model damaging hordes? I think here the slightly unspecified nature of how combat works may help. Because I'm planning to handwave things like ammunition, we don't need to be too precise about things like how many shots are fired. My immediate inclination is to say that a normal weapon just takes down one enemy per hit, or two with a critical. Soft weapons work exactly as well as hard ones; they effectively take an enemy out of the fight. There is the question of armour, though - should armoured hordes exist? Shouldn't armoured hordes exist?

Another possibility would be to handle hordes entirely differently. Perhaps the weapon strength indicates the damage inflicted on the horde (with some adjustment - perhaps half strength? perhaps a rolled bonus based on strength?).

Weapons that hit an area are likely to cause additional damage to a horde. They might have a rating, or I could just use a single "Blast" keyword that does X additional damage.

A blast soft weapon might have its normal effect against the horde rather than causing damage; have to think about that one.

Suggested rules

A horde is a group of creatures that act as one for mechanical purposes. Hordes are used in order to:

  • Provide a way for comparatively weak enemies to threaten powerful player characters.
  • Simplify the handling of large groups of enemies.
  • Allow scenes where you fight overwhelming hordes of enemies.

Actions

A horde acts in the same way as other creatures, receiving two actions per round.

Attacks

A horde's skill with attacks equals its basic skill + 1/2 its current Magnitude. A horde calculates critical hits based on this adjusted skill.

A horde may divide attacks between suitable targets, in which case its skill is determined by the Magnitude attacking each target.

A horde is often unable to bring its full numbers to bear on an enemy, due to restricted space or line of sight. Typically Magnitude 10 of a horde can attack a single target, but circumstances may change or remove this restriction.

Fighting Hordes

Hordes are large, and any attack is liable to hit something. A horde grants a bonus of 1/4 its Magnitude to all attack rolls.

Any successful hit against a horde reduces its Magnitude by 1d3, regardless of weapon type. For every 3 points of Strength a weapon grants, add +1 to the roll.

A weapon with the Blast property may roll an additional 1d3.

Yes, I have deliberately left "successful" a bit vague, as at the time of writing I'm not sure yet how combat normally works!

Movement

A horde moves according to the normal rules. Regardless of size, a horde can move through any gap large enough to admit one of its constituent members. Movement through a gap significantly narrower than the horde, or with enough obstacles to restrict movement en masse, counts as difficult terrain.

Morale

A horde cannot be pinned by weapons that lack the Heavy or Blast properties. Other effects can cause pinning as normal.

Saturday, 28 September 2013

Monitors: Imagined and modelled combats

Another long, dry post full of maths that only makes sense when you can consult an extensive set of related tables you don't have access to yet. Hooray!

So, I've had bit of a think about weapon types and examined some of the maths involved in hit and damage rolls. What next? Right, I said I'd look at narrative expectations of results.

I think it's reasonably important to do this at this stage, because disconnect between what you imagine and what happens in play is liable to cause all kinds of... I kind of want to say "cognitive dissonance" but I don't know why and I'm not entirely clear what that is. It's going to throw you off, is what I mean. If you're expecting to wade through storms of bullets and instead go down like a ninepin, that'll wreck your expectations. If you expect your character to cower behind barrels and fire off inaccurate warning shots while trying to calculate an intellectual solution, but they take down heavy infantry at long range with a handgun, that will also change the complexion of the game and tend to redefine your character. If you expect a hard-nosed tactical game where you constantly look for advantage, swap weaponry and cling to cover, then a looser game where your tactician character can't really use those features to advantage will disappoint. So I need to work out what I actually expect from this game and the various characters you might run into.

Going back to basics, the starting points are:

  • Simply in order to qualify for active service, Monitors are all baseline competent with weaponry, and can hit a person-sized target at the average distance for a weapon.
  • Monitors have access to better equipment than ordinary criminals, security guards and local militias, but not all Monitors will take such equipment.
  • Monitors are frequently outnumbered and must be able to defeat a moderate number of opponents, given their skill and equipment.
  • While a range of equipment types are available, Monitors are expected to stick with their preferred gear most of the time, rather than constantly switching for tactical advantage.
  • Almost any weapon is more likely to wound than an unarmed attack, which will be our baseline
  • Almost any armour is more protective than

I will need to revisit soft attacks at some point, as I think under the current rules it's not especially viable to rely mostly on soft weapons: there's simply no way to eliminate a target. Perhaps cumulative attacks can result in a wound? Or perhaps the results of the attack are hampering enough that a target can be readily brought down with the equivalent of the "clean blow to the jaw" so beloved of Dick Barton et al?

Also, some sample characters:

  • Professor Rayner, the noted physicist dandy, who uses weapons only reluctantly and wears nothing but silk
  • Xerxes Hardly, special investigator, handy with a pistol but preferring guile to force
  • Siobhain Greenclaw, hardy adventuress, equally comfortable with rifle, jetbike or antique vase, and geared up for tough situations
  • Captain Ukala, former special forces, a crack shot in military armour
  • Toa, finest shot in the spinward sector, professional rogue robot hunter with the social skills of a sprig of broccoli

Rayner is likely to avoid combat entirely. If a firefight ensues, she will largely stick to covering fire while seeking another option. She's unlikely to engage in long-range shooting under normal circumstances, and wouldn't expect to hit anything. In extremis, and at short range, she would pull a gun in self-defence, and expect to have a reasonable chance to stop one (two at the outside) attacker with fairly basic gear. I wouldn't expect her to take down any well-trained or armoured attacker with straightforward shooting, but to rely on intelligence, or make skillful use of the environment to buy enough time to escape or finally get in a lucky shot. Under fire, she can weather an injury as well as any other Monitor, but I'd expect most accurate shots to cause an injury.

Xerxes uses violence as a backup when stealth fails. He's comfortable enough with a weapon to confidently take on a crook or security guard and expect to win, especially since he can usually get the drop on them somehow. Facing more than a couple of opponents, though, he'd look for other options. He's unlikely to carry anything heavy enough to dent serious armour, and would make special arrangements if he expected that kind of trouble. His tough clothing should soften impacts a bit, but he still wants to avoid getting shot at in the first place. In a brawl, he expects to knock out the average street thug fairly handily, but will go down quickly to a gang.

Greenclaw is willing to engage in a firefight with whatever bandits, aliens or extradimensional horrors care to kick off. That kind of character expects to fight off larger numbers of opponents, to pick off weak enemies fairly readily and tougher ones with a few shots, be they mercenaries or wild beasts. She isn't expecting to tear through military targets, but does expect to survive an encounter with a fairly dangerous enemy, holding it off and getting out of there until a better opportunity presents itself. We'd also want her to weather a few hits with the survival gear she has.

Ukala will probably be drawing a bead as soon as an enemy presents itself. She fully expects to defeat several soldiers single-handed, to go toe-to-toe with robosaurs or Kargbeasts, and have a decent bash at vehicles if she has the kit to hand. In a straight-up gunfight, most shots should hit home, and only well-armoured targets should regularly withstand them. A particularly tough opponent ought to weather a few shots in order to be satisfying, but should still be defeatable.

Toa will be deeply disappointed to miss a shot against any but the trickiest target. He expects to pick off fleeing robots at long range, take out drivers as they race past, and hit that vulnerable thermal outlet valve more often than not. While he probably won't carry the heaviest weapons, he should be able to use accuracy to take on tough targets, and should rarely have cause to worry about any kind of firefight. Facing hostile creatures, there's really no more sensible tactic than finding a good spot to shoot from and beginning as soon as they come into view.

Breakdowns

Okay, where does that leave us?

Just in passing, I'm going to say that I don't especially anticipate Monitors going around with a heavy weapon as their usual kit. While I'm perfectly happy for them to do that, they're special agents rather than actual soldiers, and even when confronting bandits and the like, unwieldy heavy weapons aren't usually the best choice. But I'll try to keep those as a viable but not overpowered option too.

Also, for clarity: this is not an exercise in picking the result I want and then allocating modifiers to fit. I am in all cases starting with the descriptions given above (each character has 4 Skill points more than the last) and rules described elsewhere, applying them as the situation would warrant and then looking to see what the numbers do. So while I can't rule out subjectivism, I am at least trying to limit it.

I will be using the model with a +5 Wounding bonus for rolling half the target number to hit, as suggested at the end of the last post.

Rayner

If we treat Rayner as our suggested Skill 4 character, then assuming a short-range +5 bonus for pistols she'd hit 45% of the time, so can draw a weapon and still have a decent shot. If the pistol is exactly as good as the target's armour, she should successfully hit and wound a target one time in four. Anyone starting a fight is probably as good if not a bit better at fighting, but then ordinary mooks have only one Wound. Thus, Rayner should be able to take on one or two low-quality mooks and have a decent chance at coming out on top. Let's see.

With the +5 close bonus, it will take Rayner an average of four shots (two rounds) to cause a wound.* It will tend to take her eight attacks to drop both mooks. Depending how long the first one takes, and whether they go first or last, two mooks with exactly the same gear can get off anywhere from zero to sixteen attacks. Most likely, each will take about four shots, and so they can get off about seven shots before the first goes down, and then another four. This will tend to inflict 2.75 wounds. Just about perfect, I'd say. Rayner has a very slight advantage against two fairly feeble attackers, or one more competent attacker, but would be taken down very quickly by three.

*this took me several sprawling tables to calculate, which may appear elsewhere on the blog in future.

Xerxes

Allowing Xerxes a skill of 8, a +5 close bonus and a +1 strength weapon, he has a 44% chance of wounding, which translates into just under three attacks for an average wound on a thug. He's most likely to use force when he expects to win, which means he'll likely be getting another bonus somewhere and dropping the thug in one round, but let's not assume that. Against two, he can take them down in five shots, during which they might get off four to eight shots before one falls and another couple before the second. More likely it will be six before the first falls and another two before the second drops, for a total of eight attacks, inflicting 1.6 wounds through his tough coat (2 armour). Xerxes comes out battered but conscious and the odds against him going down are decent.

In a brawl (no weapon mods), he has a 25% chance to wound while theirs is a mere 11% because of his outfit. Being generous, they might have some equivalent protective gear and drop his chances to 21%. Here it's likely to take him five attacks to cause a single wound, but he can still easily take out both of them (ten attacks) while taking only 1.8ish wounds in the same period. About the same. It's going to take more than just a couple of two-bit thugs to drop Xerxes when he's on form, but three of them (or two with weapons) can handle it.

I'm happy with that.

Greenclaw

Greenclaw (skill 12 in ranged and melée) expects to fend off, say, four or five competent bandits (Skill 8, armour 3, str 6 rifle). With her rifle and moderate armour, she has a +4 advantage in attacking them, and a 0 modifier in defence. The bandits have a 25% chance of inflicting a wound, while her odds are 50%. It should take her five rounds on average to finish off the bandits. During this time, if they stand their ground, she will suffer a total of 50 shots. With the best will in the world, there's no chance she can handle that. Hiding in cover would improve her odds by making it harder to hit her, but they can do the same, of course.

In practice, we're not expecting Greenclaw to stand in the open and shoot; she should be using some of her actions to move around for advantage, getting out of the line of fire for some bandits and forcing them to move around too, so she can handle them piecemeal. Assuming that this will allow only half the remaining bandits to attack each round, and that Greenclaw and the bandits each spend one action moving per round... she'll have to weather a more reasonable 25 shots, which is just slightly more than she can expect to survive. With suitable application of cunning, cover and tactics, and allowing for things like cowardice on the part of the bandits, I think it's reasonable.

Greenclaw expects to drive off a mob of cultists. Not being properly trained, the cultists have a puny skill of 2 and their rusting weapons are -5 against Greenclaw's armour. They have only a 4% chance of inflicting a Wound. Meanwhile, Greenclaw's skill 12 and +6 weapon grant her a 56% chance. She can mow down the cultists in 18 shots, but really they will probably scatter once half go down (nine shots, five rounds). However, that's plenty of time for them to get off 148 shots, if we allow them all to fire each round, twice as many as they need. To succeed here, Greenclaw will have to rely on not all the cultists having ranged weapons, on blast weapons like grenades, or on some being distracted each round by jostling for position, by clambering over obstacles or by crazed chanting. Not awful, but not amazing. Using auto-wound minions as discussed earlier would make virtually no difference here, as the issue is hitting the cultists. But a mob of cultists should not be modelled individually; such puny and numerous opponents should be a mob entity that's modelled individually. So this is a false issue right now.

Greenclaw expects to defeat a Kelithan Rockchewer (three Wounds, armour 6, str 4) and to survive an encounter with a Kargbeast (four Wounds, armour 8, str 9) but not defeat one in a straight-up fight. Her ranged weapon has about a +2 on the Rockchewer's armour, while the laser knife she'll probably use in melée will only be a str 3-4. If she can open fire before it reaches her, her odds are about even - she'll cause about 1.3 wounds in three shots, while it'll take five melée attacks to cause the remaining wounds. The Rockchewer is probably better in combat than she is (skill 16) but even so, will take four rounds of combat to defeat Greenclaw - too long! However, if the Rockchewer gets the drop on her, she will be in trouble. On the other hand, if it's a juvenile no more skilled than her then it's even odds.

What about the Kargbeast? Well, this isn't really a maths question but one of actions. Greenclaw needs to use her actions for evasion and escape - or for delaying attacks, like slowing darts - and rely on the Kargbeast spending some on attacks. As long as the Kargbeast isn't likely to take her down in a single strike, she should be okay.

Ukala

Ukala expects to take half-a-dozen mercenaries single-handed. Mercs are skill 12, with rifles like Ukala's (but probably a little less good - str 6) and armour 6. Ukala has skill 16, a str 8 rifle and armour 8 - as I said above, most of her shots will find a target. With a 58% hit chance, it'll take Ukala eleven shots to drop them all if she relies on straight-up shooting, though as a competent soldier she shouldn't be. As previous examples will demonstrate, this is far too long (they get 66 shots, and need only 10), but Ukala should be using suppressing tactics and throwing grenades and so on. Nevertheless, I don't think this is good enough purely off the numbers, though it's hard to tell how it would work out in play with many more factors involved. The classic situation tends to have the hero picking their moments, ready and waiting when a searching merc rounds the corner, or spinning out from behind a pillar. In short, Ukala shouldn't reasonably expect to the mercs as a group, but by taking on a couple at a time. Having done some checking, the most she can realistically take on even terms is only two, simply because they get more shots than she does and are moderately competent. One to keep an eye one.

Ukala expects to go toe-to-toe with a robosaur or Kargbeast and have a decent chance. The Kargbeast has four Wounds, armour 8, str 9 and probably melée of about 15. The Kargbeast has a substantial advantage once it gets into combat, which means Ukala needs to get some shots off before combat starts. If she does, all well and good; she should be able to get a wound in, possibly two. If she uses a soft attack (which would be sensible) she can reduce the beast's offensive ability in the long run, and improve her odds. On the other hand, if she leaps into melée the Kargbeast is likely to emerge battered but victorious.

Ukala expects well-armoured targets to weather her shots and prove tough to defeat. At present, that's entirely possible if armour values are basically unlimited. If they're capped around 10-12, she can expect to do around one wound in every two or three rounds of fire.

Toa

Toa has a skill of 20, and a dedicated anti-robot rifle (shock weapon) designed for mid to long-range fire. He would have military armour, but not heavy stuff, since he expects to be the one doing the shooting. I'll grant that armour of 7, and assume that a mob of security bots have weak weapons with about a +2, so Toa has advantage by 5 points.

With no attack modifier for range and a weapon that's likely to be at least +5 against the robots compared to their armour, Toa can expect to damage a robot a full 88% of the time, dropping five robots in three rounds of focused fire. He can take out a ten-bot squad in six rounds, which is probably not enough to stop a distant target from closing into melée (if it wants to). If it's a firefight, during that time Toa would be exposed to... wow, let me just do some maths...

Okay, Toa is going to be taking 136 attacks before he drops the robots - assuming they choose to fire rather than move. I think we need to assume that a robot with a weapon has at least some idea what it's doing, and more so if in a pack, so let's give them a "militia" score of 10. They're looking at a 19% wound chance. Even allowing for all Toa's advantages, ten robots are likely to drop him in the first round with things as they stand (16 attacks, to be specific). If he's in a bit of cover, they're looking at two rounds of fire. Toa is a great robot hunter, but can't simply stand around blasting at overwhelming numbers of militia-grade robots with his current gear. He's going to need to try long-range fire (where their weapons will be penalised or ineffective), some proper hunting tactics (divide and conquer) or just some really serious armour if he wants to weather that kind of situation.

What about a single high-grade military bot? Let's allow the robot Armour 10, and Toa's rifle Strength 5 against it (a total penalty of -5). Due to stellar marksmanship, he will score a wound a full 38% of the time, allowing him to take the heavily-armoured military bot down in four rounds of sustained fire - providing he stays standing that long.

Assessment

Okay, I would say this isn't awful, but also has some obvious weak spots. One prominent one is that I haven't really established a high-end power level for dangerous beasts, so it's hard to tell if that stuff works (the Kargbeast is only slightly better than a Monitor, which is hardly "terrifying alien monstrosity" level). Strength in numbers very rapidly allows competent enemies to overpower a Monitor despite the difference in wounds, because three one-wound enemies with two shots each can hugely outshoot a three-wound Monitor with two shots. This is true at very small numbers of competent enemies, well before you get into hordes.

Mobs

Here's the other question: what would it take to survive a mob of ten enemies for several rounds? That's a classic of fiction, after all. Incidentally, I am well aware that this is not the way to handle large groups of enemies, I'm just curious.

A mob of poorly-trained Stormtroopers may have Skill of only 2-3 and low-quality weapons. It will take them 50 shots to take down the Professor, 60-odd for a lightly-armoured Monitor, or 75+ to drop a target with military armour of grade 6 or better. However, 60 shots is only three rounds of fire for a squad of ten Stormtroopers! You'd need to reduce their wound chance to a mere 3% before it'll take 100 shots (5 rounds for them) to drop you on average. Meanwhile, Rayner will take 77 shots to destroy the robots (39 rounds) and Xerxes will take 38 shots (19 rounds) - neither stands a snowball's chance in a kiln. Heavy armour does a limited amount to help here - what you really need is penalties to hit, which calls for evasive action and/or cover. I don't think this is that outrageous to be honest - characters surviving mobs do typically use speed, mobility or cover to survive - but if I want tank-like characters soaking up damage then I'm going to have problems in this model.

So mobs are something I need to look at again, and like just about every other (combat-including) RPG out there, I will probably end up with some swarm rules for handling large numbers of ineffectual targets. I have also mentioned the idea of minion NPCs, who don't even have wounds but go down to a single hit from any kind of weapon, which would perhaps be a better fit for the Stormtroopers.

There might also just be some standard rules for mobs of weak enemies, allowing them to look nasty while presenting less of a threat than expected. For example, it makes sense that in normal circumstances only part of the mob can get a clear line of sight, while others are distracted, cowering under suppressing fire, clambering over obstacles and so on. Similarly, it may be easier to hit a mob if you aren't aiming at a specific target.

I could add rules for suppressing fire. They can be pretty broad-brush and affect only certain enemies (one-wounders, who come in mobs). Alternatively, taking cover might be a part of the rules for such NPCs, allowing GMs to present a mob of them while having standard rules that prevent them being too much of a threat.

Of course, this doesn't deal at all with the actions issue, because the idea of actions is you sometimes do things other than standing still and shooting. You use cover, manoeuvre for advantage, run from overwhelming force and try to pick off isolated targets.

The other thing is that, impressive as Monitors should be, I don't especially want individual characters to be fighting off large numbers of enemies on a regular basis. That sort of thing should be restricted either to genuine swarms, to very particular situations with very particular gear, or to streaks of outrageous luck and cunning. Apart from any other considerations, if a single Monitor that's anything other than a minmaxed combat machine with outrageous gear can wade through ten enemies worth differentiating in a straight-up fight, the GM is going to be faced with managing huge numbers of NPC combatants and combats will grind to a screeching halt. There is no problem with a Monitor fighting, say, ten pirates, as long as they appear in small groups or are otherwise unable to bring their numbers to bear. Similarly, there's no problem with a Monitor defeating a horde of crazed hoover-bots that pose virtually no individual threat.

On top of that, a lot of the time (though not all) Monitors should be working in groups, and three or four can handle a significantly larger number of enemies far more effectively than one, because it's a smaller multiple. Broadly speaking, if one combat-ready Monitor can handle two or three enemies then a group should be able to deal with eight to twelve at once, which is a nicely impressive number.

Next steps

I want to try out an alternate model (suggested, as so often, by Dan) which would exchange Wound rolls for an unmodified Armour save. This would emphasise the idea that Monitor weapons do hurt if they hit you, and only some decent armour will protect you. Powerful weapons would not modify the roll, but simply penetrate armour of a particular value or worse. This can greatly speed up play because there's no roll for high-pen weapons, while allowing armour to be really very good against weapons that are even slightly weaker than it.

I also want to take a look at mob rules.

One day, I will actually get round to publishing some actual armoury again!