Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Friday, 3 October 2014

Skeleton rulesets: FATEalike

I'm currently trying to burn through some of my drafts folder, which has been hovering around the 50 posts mark for months now. So if posts seem not to go anywhere or seem even more incomplete than usual, that's one reason.

Chatting with Arthur after our playtest FATE Core game, we came up with the idea of a much more stripped down version. One of the problems I found was in adjusting to the system, because of the way subsystems are interreliant: I found it quite difficult to get my head around any one component of the mechanics until I'd read all of them, which meant things only started to click about halfway through the book. You can't really understand Aspects until you know how skills, stunts, conflicts and the Fate Point economy work, and vice versa. This isn't just in terms of exact mechanics, but also working out their role in the game on a more conceptual level.

One idea that came up was that this was partly down to the system's abstraction: a lot of the time, rather than mechanics acting on narrative, mechanics seem to be acting on other mechanics. Fate Points or skill rolls allow you to invoke Aspects, which grant a bonus to another roll, which in turn either interacts with the damage subsystem or creates another aspect. Players have to decide what mechanically they are trying to achieve as well as the narrative actions they're taking.

We felt that this was a bit heavy for what we'd looked into FATE for, which was essential a short, fast and lively game. Something more intuitive seemed called for. During the walk back into town, we drafted out a very rough system that is a skeletal version of FATE Core for very quick light play.

  • Aspects define things about your character that are important, and reinforce them mechanically.
  • Invocation of an Aspect is generally non-mechanical; it is a narrative override.
  • There are no Stunts.

Most of the time, you narrate what you're doing. The GM decides (or more likely, you negotiate) what a success will achieve (damage? defend? create an Aspect?) and what Skill should be rolled. You roll 4 Fudge dice plus Skill.

Characters define a High Concept, which is not an Aspect. They then pick six character Aspects, of which about three should be generally beneficial and about three generally cause complications. This offers opportunity for spending and earning Fate Points. If any offer obvious hooks for use in both directions, great! Aspects should also be relatively narrow so as not to apply constantly.

Non-character Aspects can be created with a Skill roll as normal. The GM determines the target number.

When you invoke an Aspect, you state a reasonable narrative result of that Aspect and pay a Fate Point to its owner. You may be required to make a roll before you can invoke the Aspect, as the GM determines. Aspects are important and can achieve notable things, including outcomes that normally require a roll. If you invoke your own Aspect, you pay the GM.

  • Surprised by a gang of rustlers in the saloon, Surly Mike's Punch First, Ask Questions Later Aspect is invoked, and he knocks out the first rustler before he can even draw.
  • Because the barn is Full of Smoke and Flame, a player declares the villain's exit is blocked and he has to look for another way out.
  • In a vicious argument over the Dempson case, LawyerBot 399-D's Geniality Circuits make it hard to give as good as it gets. The resulting -2 penalty means Carlson Smuglie-Ffrench delivers some burning put-downs and takes the lead on the case.

This, plus the difficulty table and general skill descriptions from FATE Core, seems brisk enough to fill that niche I was looking for.

Monday, 29 September 2014

Hell 4 Leather, part 5

A Role-Playing Game of Bloody Revenge on Devil's Night

Post-Game Discussion

In this episode, we discuss our playthrough of game of Hell 4 Leather, a Tarot-based game of vengeful murderous undead bikers. There are no spoilers here, so listen away as you please.

As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Episode 5

The Episode

It's interesting listening back to this and hearing us all say basically we wouldn't bother playing it again, because right now it's kind of tempting. I know it sounded silly earlier, but I genuinely quite like the idea of doing a version based around a band of Speed Freeks whose dying outcast is saved by Mad Dok Snikbatz, to the point that I'd added it to my Games Wishlist sticky. Dan's suggestion of one themed around an adventuring party is also very appealing. This makes me wonder whether putting out a supplementary PDF of hacks for H4L might add a lot to the value; it's hard to say, though, because maybe with experiment I'd decide that the mechanics aren't satisfying enough to play multiple times anyway.

Despite what we say, I actually suspect you could mash together the Fiasco reality-building rules with the Hell 4 Leather scene-building rules to get something playable. I don't have either ruleset, so I can't try it. The point is that the Fiasco mechanics are basically roleplaying prompts, so all you'd be doing is helping players flesh out more usable characters for H4L.


Copyright and suchlike

Hell 4 Leather is copyright and/or trademark Price of Darkness Games. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro is Hell Bent for Leather by Judas Priest. The outro is Bat out of Hell by Meat Loaf.

Wednesday, 24 September 2014

Hell 4 Leather, part 4

A Role-Playing Game of Bloody Revenge on Devil's Night

Post-Game Discussion

In this episode, we discuss our playthrough of game of Hell 4 Leather, a Tarot-based game of vengeful murderous undead bikers. There are no spoilers here, so listen away as you please.

As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Episode 4

The Episode

It makes sense for us to have gone to see the Marquis again, although it's a little untidy in terms of the purported film we're making. Having two scenes with the Rider invading the Torture Garden is maybe not ideal in that respect, although it's a great opportunity to reuse footage! Still, no doubt the critics would complain.

I was just starting to get to grips with my character when he died. This is always going to be a problem in a game where characters may (or may not) die at any time, and most of them will. I'm not sure you can do anything about this.

I actually really like the concept for the final scene, and it did feel like a lot of cool (for me) stuff came together there, as though we were all getting more comfortable with this. I may have to keep that to reuse in a setting, and maybe thrash it out a bit more. I'm hoping Shannon will also like that one, the occult gang-base ice rink seems kind of like her thing.

The mechanics for the ending scene are annoying, but we'll talk about that later. It feels like it makes it much harder to match up narrative and mechanics as you work through than the earlier scenes, and because the whole point is you're creating cool scenes and setting up things as you go along, this is a pretty major flaw in my opinion. It felt a bit FATE-like in that regard to me, where really what you need to do is give a very small leadup and use a resolution mechanic, then weave a whole chunk of scene out of that, rather than trying to use it to resolve a fine detail in the way an attack roll might work.

The particular problem, though, is that in this scene the mechanic determines things relating to a random one of several characters, which means any attempt to do things in an elegant narrative way is going to be a mess.

On the whole, though, I had reasonable fun with this for a couple of hours and got a podcast out of it, so I'm calling it a win.


Copyright and suchlike

Hell 4 Leather is copyright and/or trademark Price of Darkness Games. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro is Hell Bent for Leather by Judas Priest. The outro is Bat out of Hell by Meat Loaf.

Monday, 22 September 2014

Hell 4 Leather, part 3

A Role-Playing Game of Bloody Revenge on Devil's Night

Catching The Late Train

In this episode, we play through a game of Hell 4 Leather, a Tarot-based game of vengeful murderous undead bikers. There are no spoilers here, so listen away as you please.

As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. This particular game (specifically, episodes 3 and 4) briefly includes actual on-screen sex, for which blame the source material.

Episode 3

The Episode

I really like Arthur's character, which makes it something of a shame when he bites the bullet this episode. This is probably not unrelated to Paul being the most well-developed of the characters. In fairness, Arthur is familiar with the genre and also owns the game, so it's not entirely surprising that he came up with a good character - thinking of characters is what you tend to do when looking over a game with a view to playing it.

The gunfight is one of those scenes which would probably play out well in the straight-to-video film, which is basically the point. I do like the idea of Walker turning into this unkillable figure out of legend, but that's the wrong genre I suspect - either supernatural action or Warner Brothers, whichever you prefer. The gratuitous sex is gratuitous, but it is apparently a direct homage to Drive Angry and so I don't think you could complain about not staying true to the source material.

As discussed last episode, having decided that "is physically injured" is an acceptable reading of the "you are changed by your near miss with death" events, two of the near-misses this episode feature us doing this (a third, as far as I can remember, features very little happening, although I suspect Arthur had some ideas that weren't explicitly voiced). One of these would have been a good opportunity for some genuine character development, so it's shame it was missed out.

In my case the issue became moot fairly quickly, but I really regret not having thought about this beforehand after first hearing about the rule, and come up with some way for my character to be affected. The most obvious would be for his swaggering confidence (as poorly-depicted in actual play) to be shattered by having actually failed at something, which could easily switch round into desperation or fear at having run into something he couldn't bully nor beat up. He could also have moved into an angrier, frustrated mode, since I'd already established (OOC, admittedly) that he was resentful of being held back by Nick Crow, and just when he thought he had free reign, here the bastard is back from the f*cking dead to get in his way again - won't the guy ever give up? Can't he ever just be left to run his own affairs?


Copyright and suchlike

Hell 4 Leather is copyright and/or trademark Price of Darkness Games. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro is Hell Bent for Leather by Judas Priest. The outro is Bat out of Hell by Meat Loaf.

Sunday, 21 September 2014

Hell 4 Leather, part 2

A Role-Playing Game of Bloody Revenge on Devil's Night

Burning Down the House

In this episode, we play through a game of Hell 4 Leather, a Tarot-based game of vengeful murderous undead bikers. There are no spoilers here, so listen away as you please.

As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. This particular game (specifically, episodes 3 and 4) briefly includes actual on-screen sex, for which blame the source material.

Episode 2

The Episode

This episode is probably the fumbliest, as we try to work out the mechanics at the same time as trying to improvise a game based on a genre that only two of three players have seen. There are some nice touches though, although mostly these are set-dressing rather than plot sadly.

We'll discuss this later, but in hindsight we dropped the ball on this scene by letting the conversation drop and looking around for the Rider to show up and kill someone. What we should have done was used this to establish the characters firmly, devise some links between them and work out what exactly they were doing both in the gang and in the conspiracy. No criticism intended, but it didn't help that Dan is a bit uncomfortable talking in character and was playing a character who would naturally suggest dropping the conversation for now. I feel like the game could maybe do with having some structure to help encourage reticent players to go ahead and flesh out some actual characters?

Also in hindsight, allowing the "you are changed by your brush with death" to be read as "you are physically changed by narrowly surviving an assassination attempt" was maybe a mistake, because that became the default and only reading for the several times people survived. Once would be fine, but letting it become a habit undermines one of the plot-driving systems of the game. If we'd stuck to reading it as actual character change, then we'd have been forced to develop characters that could be changed, and this would have been a good precedent.

While we're at it, I really like the idea of a Molotov cocktail made from the soul of the original Molotov, and would like to incorporate that in a game.


Copyright and suchlike

Hell 4 Leather is copyright and/or trademark Price of Darkness Games. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro is Hell Bent for Leather by Judas Priest. The outro is Bat out of Hell by Meat Loaf.

Monday, 15 September 2014

Hell 4 Leather, part 1

A Role-Playing Game of Bloody Revenge on Devil's Night

The Death of Nick Crow

In this episode, we play through a game of Hell 4 Leather, a Tarot-based game of vengeful murderous undead bikers. There are no spoilers here, so listen away as you please.

As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. This particular game (specifically, episodes 3 and 4) briefly includes actual on-screen sex, for which blame the source material.

Episode 1

The Episode

Our game is heavily influenced by three key factors:

  • Drive Angry, and thence to Nicholas Cage's entire acting career
  • The fact that I (as so often) completely lack genre knowledge for the "vengeful undead biker assassin" genre (I can't imagine how that passed me by) and therefore substitute whatever I have lying around, which is my case was an 80s/90s Flash film, which I now can't find any evidence it actually existed. This happens to me more often than is entirely comfortable. It's possible it was the first few episodes of this TV series, on video, although it looked like a film as far as I remember.
  • We are very silly

Remember The Wolverine Law of Roleplaying: when lacking inspiration, always play Hugh Jackman

The opening section here sort of sets the theme for the evening - we're a bit self-conscious and fumbly about coming up with scenes, which is something we'll talk about in episode 5. Also I sort of mess with the mechanics by giving away too much about the death at this stage, because you're supposed to use revealing an individual's part in the conspiracy as a way to earn more cards in your hand. Oops.


Copyright and suchlike

Hell 4 Leather is copyright and/or trademark Price of Darkness Games. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro is Hell Bent for Leather by Judas Priest. The outro is Bat out of Hell by Meat Loaf.