Showing posts with label reptiles. Show all posts
Showing posts with label reptiles. Show all posts

Saturday, 21 February 2015

How do I write a playtest scenario?

So, I need to write a playtest scenario for Monitors.

What makes a good playtest scenario, anyway? I don’t think it’s the same things that make for a good scenario (at least, not exactly the same).

In a scenario, it’s assumed that the ruleset is already thoroughly tested and robust. Thus, things I might look for in a scenario are:

If it’s a beginner scenario, it introduces the setting of the RPG.

It establishes the genre and tone of this particular campaign, which should be close to the RPG default, because starting new players off with trope-breaking is not a sensible way to introduce them to a game.

It gives players a chance to try out the mechanics, in broadly ascending order of complexity. Early stages might not involve mechanics at all. While players’ actions are the key, challenges should be set up so that players are likely to use the core mechanics first, and don’t initially need to worry about the more complex rules. Once they are familiar with the core mechanics, it will be easier to understand and remember later mechanics.

For a playtest scenario, things are a bit different. Let’s assume here that we’re concerned primarily with mechanics: deciding whether a game is ‘fun’ in terms of setting, genre and mood is a rather different proposition.

There are some similarities, because playtesters are almost necessarily also beginners. Nobody has much idea of how the game works because nobody’s played it.

Because the focus of playtesting is mechanical, there is less need to worry about fluff elements. However, it’s still sensible to try and establish the genre and tone of the default game. These can heavily influence the kinds of actions players take, and their expectations. An adventure fantasy game may expect PCs to face overwhelming odds, leap chasms, seek lost cities on a rumour, show random heroism, and so on. A gritty fantasy game may expect PCs to avoid fights unless they have a clear advantage of numbers, look for ways around obstacles, shun fools’ errands, keep an eye on the main chance and so on. Knowing what the game is built to support is therefore important.

If you’re aiming for a useful playtest, then you want to try and test the majority of the mechanics. As science tells us, ideally you want to test each one multiple times to increase the usefulness of the test. After all, maybe that one time you tried the healing mechanics was the one in a hundred that it doesn’t break the game.

I think I might also draw a distinction between two playtesting approaches, which I might as well call Amicable and Mischievous. In the first case, you’re trying to see whether the mechanics work smoothly when played normally, fully in the spirit of the game, as a kind of sanity check. The second is a relatively important aspect of RPGs, which is essentially looking for exploits. In the first case, you want the players to try and play with the grain of the game, just using the mechanics to do stuff, while you check whether they basically do what you want or have unexpected results. In the second, you really want to step back and let the players run wild as they attempt to break the game.

Now, I think it’s sensible to distinguish here between mechanics-breaking and playing in bad faith. If there is a mechanic that lets you burn health to gain 10 Mana, and a spell that heals you for 1 Mana, this is probably going to go badly wrong and exponential wizard-gods will reign triumphant over your game universe. Using this exploit is not in bad faith; it’s cheap, sure, but it’s baked into the game. Why wouldn’t wizards use this? It doesn’t go against the genre or tropes, it doesn’t rely on metagaming or logic that falls apart under closer examination. This is a mechanical problem with the game, and needs addressing.

So, what do I need to test?

Mechanicswise, there are several core mechanics at work.

I have a core task resolution mechanic based on dicepools. This calls for challenges of various kinds, at various difficulty levels. Because success is capped by dicepool size, I need to consider carefully whether this will block progress unreasonably, or whether tasks that should be difficult become trivial because of modifiers that can be accessed. It’s important to try to test this mechanic across several spheres. Combat is usually the subsystem that gets most scrutiny, but I don’t want it to be the focus of this game, just one element. I also want to check social interactions, as well as more general tasks like research, physical challenges and stealth.

I included mechanics for collaboration, and need to test whether these work as intended.

The second major feature of Monitors is the body temperate mechanic. Obviously, this means I need a playtest scenario to feature a variety of temperature zones, as well as sources of heat and potentially heat-draining challenges. For Monitors, there are advantages to both cool and warm bodies.

The third big mechanic is the magic system. Now, this isn’t something I can really build a playtest to include, because magic is essentially about what weird abilities each PC takes, and using them creatively. I’ll basically just have to ask players to use magic during the scenario.

At a slightly more subtle level, I need to check whether the mechanical implementation of concepts actually feels right. Do physically-powerful characters feel meaningfully stronger? Do intellectual characters feel brainier? And so on.

Next, let's think about the NPCs. I've divided these into different categories, like mooks, hordes and standalone antagonists. It would be useful to test these out (hordes in particular) to make sure they interact with the PCs in roughly the way I anticipated.

If I had an experience system, this would also be something that needs checking - do things scale correctly? Thankfully, I don't.

Thursday, 22 January 2015

Monitors: those pesky mammals

I have made what I modestly call world-shaking strides in the development of my silly reptile game, and am now assembling a very preliminary draft! It's all very exciting. Then, I ran into a problem: to whit, mammals.

See, Monitors has a carefully-designed system for monitoring body temperature and its effects on your ability. This is perfect for portraying reptiles. However, mammals work completely differently. Instead of allowing fluctuating core body temperature, they have to stay very very close to a specific temperature or die. Instead of relying on heat absorption and dissipation, they generate their own heat and have their own heat-dispersal mechanisms.

Put a reptile somewhere cold, and it gets cold. Put a reptile somewhere warm, and it gets warm. Put a cold reptile in a jumper and put it in a warm room, and it remains cold. Put a hot reptile in a jumper in a cold room, and it stays hot.

Put a mammal somewhere cold, and it stays around 37C until it keels over. Put a mammal somewhere warm, and it stays around 37C until it keels over. Put a mammal in a jumper in a warm room, and it stays at 37C, gets increasingly uncomfortable and then keels over. Put a mammal in a jumper in a cold room, and it remains at 37C.

Do you see the problem?

Mammals and other homeothermic endotherms have several separate things going on:

  • They maintain a stable body temperature. The game mechanics must allow this, or they'll all die.
  • They are impaired over time in either cold or hot conditions.
  • They generate their own heat. They can generate extra if they're particularly cold, but they're always pumping out heat. If there's no way to disperse that heat, it can build up disastrously.
  • They have cooling mechanisms. They can sweat or pant to dissipate unwanted heat.

Mammals can stave off getting cold or hot more easily than reptiles, but if they do get very cold or hot, they don't cope with it as well.

I think that, mirroring nature, I'm going to need more than one system to make mammals work right. In fact, I probably need to have rules for homeothermy (a separate heat chart) and endothermy (mechanics), and possibly also cooling (more mechanics). But first, I need to work out what actually happens to mammals over a long period under various rulesets, and to do that, the best option is probably a model. Which means coding.

Wednesday, 7 January 2015

Monitors: 2015 reality check

I'm repeating the May 2014 check on current progress. Finishing this list will not mean Monitors is done; I'll need to go back over it and create a coherent redraft from the hodgepodges, inconsistencies (heat points, weapons and penalty dice need serious revisiting) and stuff suggested in the comments. But it will mean it's approaching playtestability. And of course, at that point I'll need to also create a playtest scenario (I have bits of idea) and find victims volunteers.

If you spot anything worth noting here, please do point it out.

Tuesday, 6 January 2015

Kitting Monitors, decision time

Okay, I've done more than enough procrastinating on the subject of equipment. Time for some decisions. How do I want to model equipment in this game?

Basic guiding points here:

  • premise: sorcerous spacefaring bionic secret agent lizards
  • tone: Saturday morning cartoons meet Dan Dare
  • tech level: high-tech, not ultratech
  • crunch: moderate

What have I got in my pockets?

I think for a game like Monitors, I probably should be aiming for a fairly abstract non-mechanical system. It's supposed to be a sort of campy, fun, enthusiastic game. You don't want to have to go through a list at the start and worry about whether you take a Transdimensional Aggrandizer Node, you want to attempt to disrupt a dimensional vortex and invent the Transdimensional Aggrandizer Node on the spot as something in your utility belt that will let you do that, just as flavour text.

Essentially, a Monitors character should be assumed to have access to the equipment they routinely need to use their skillset. Since they are sorcerous spacefaring bionic secret agents, this means that any Monitor should be assumed to have a fairly substantial arsenal of stuff for dealing with magic, space travel, mundane technology and Secret Agent Stuff, plus whatever an ordinary citizen in a professional job would generally have, plus equipment and supplies needed for the routine requirements of their specific role. No mechanical attention is needed on this point.

Wednesday, 31 December 2014

Kitting Monitors, part 6: martial stuff

This is obviously a sequel to this post, this other post about how non-weapon equipment and its mechanics can influence a game, and this third, fourth and fifth post about distribution of tech amongst the general population.

Martial equipment

I can't entirely avoid talking about this stuff again, but it's a different angle.

Weapons!

What kind of weapons are commonly available to civilians is a huge deal. There's a complex mixture of legality, opportunity and culture here, but I don't claim to understand that.

One factor is the typical discrepancy between a civilian and a ne'erdowell. If armed civilians tend to carry the same level of weaponry as a criminal, it's more likely civilians will tackle criminals. This also makes it harder to pick out a likely threat from a crowd, be they would-be assassins or the police you're trying to avoid; you can't simply scan to see who's armed and focus on them.

Tuesday, 30 December 2014

Kitting Monitors, part 5 (stuff people have, part 3)

This is obviously a sequel to this post, this other post about how non-weapon equipment and its mechanics can influence a game, and more immediately, this third and this fourth post about distribution of tech amongst the general population.

As a reminder, we're looking more or less at this list:
  • Does game-mechanical equipment exist at all?
  • What equipment exists?
  • What is treated as Equipment rather than just stuff you have?
  • How do you get Equipment in the first place? How easy is it to get more, both in the long term and the short term?
  • Maintenance? Breakages? Upkeep costs? Do these things exist, and if so, how do they work?
  • How reliable is equipment?
  • Is equipment assumed and subtractive from, or optional and additive to die rolls?
  • How crucial is the possession or otherwise of specific equipment to success? Are activities, or even missions, allowed to fail because PCs don't have particular items?
  • What technology is assumed to exist, to be available to PCs, and to be available to common NPCs?
  • What is assumed normal equipment for a PC? How useful is it compared to what NPCs have? How much and how often does it affect the basic resolution mechanics? (are you adding bonuses to every roll? etc.)
  • What non-mechanical capabilities can equipment provide?
  • How vulnerable is a PC without their equipment?
  • How, if at all, is equipment limited?

We're still looking at types of technology that the population and the PCs have available. This should be the penultimate installment, thank goodness.

Making stuff

A fairly common sci-fi trope, which is just starting to creep into real life, is manufacturing on demand. It's very common for settings to feature food, clothes, furniture or other basics being assembled from raw matter or nutrient sludge, produced on demand by some machine in the corner. This rarely creeps into more complex items like machinery, although I'm sure I've seen at least one instance where blasters could be synthesised. The real-world 3D printers aren't yet up to this kind of thing, but we can slowly make replacement bones, artificial limbs, and crude foodstuffs.

Makers are essentially just another way to Get Stuff, not that different from shopping. However, they do allow a couple of get-arounds. They can be used to obtain stuff you wouldn't be able to buy, even if makers record all transactions, require security clearance for dangerous items, or have only a limited set of templates. PCs can hack into makers, steal or spoof the ID of someone with the right clearance, upload their own templates, and so on. Another point is that a maker allows you access to far more than you can reasonably carry, picking it up on the spot rather than toting it around. You're not limited to times when shops are open, and rare items can be obtained without waiting days for delivery.

Saturday, 27 December 2014

Kitting Monitors, part 4 (stuff people have, part 2)

This is obviously a sequel to this post, this other post about how non-weapon equipment and its mechanics can influence a game, and more immediately, this third post about distribution of tech amongst the general population.

As a reminder, we're looking more or less at this list:
  • Does game-mechanical equipment exist at all?
  • What equipment exists?
  • What is treated as Equipment rather than just stuff you have?
  • How do you get Equipment in the first place? How easy is it to get more, both in the long term and the short term?
  • Maintenance? Breakages? Upkeep costs? Do these things exist, and if so, how do they work?
  • How reliable is equipment?
  • Is equipment assumed and subtractive from, or optional and additive to die rolls?
  • How crucial is the possession or otherwise of specific equipment to success? Are activities, or even missions, allowed to fail because PCs don't have particular items?
  • What technology is assumed to exist, to be available to PCs, and to be available to common NPCs?
  • What is assumed normal equipment for a PC? How useful is it compared to what NPCs have? How much and how often does it affect the basic resolution mechanics? (are you adding bonuses to every roll? etc.)
  • What non-mechanical capabilities can equipment provide?
  • How vulnerable is a PC without their equipment?
  • How, if at all, is equipment limited?

We're still looking at types of technology that the population and the PCs have available.

Communications

In my view, one of the biggest technologies humanity has is communication tools. We can do things with these that would be staggering to ancestors only a few measly thousand years ago. We can preserve information accurately for long periods (writing). We can convey information to other people without actually contacting them (also writing). We can give information to other people in secret (encryption), and even do so while appearing not to (hidden encryption). We can talk to members of other groups who have their own languages (translation). We can communicate with people increasingly great distances away, increasingly fast, with increasingly complex information (writing, telegraph, telephone, the internet). These have offered enormous advantages. Knowledge is disseminated quickly, trade is facilitated, safety increased, cultural understanding improved, personal life enhanced, and perhaps it even makes the world more peaceful.

Thursday, 18 December 2014

Kitting Monitors, part 3 (stuff people have, part 1)

This is obviously a sequel to this post and this other post about how non-weapon equipment and its mechanics can influence a game.

As a reminder, we're looking more or less at this list:
  • Does game-mechanical equipment exist at all?
  • What equipment exists?
  • What is treated as Equipment rather than just stuff you have?
  • How do you get Equipment in the first place? How easy is it to get more, both in the long term and the short term?
  • Maintenance? Breakages? Upkeep costs? Do these things exist, and if so, how do they work?
  • How reliable is equipment?
  • Is equipment assumed and subtractive from, or optional and additive to die rolls?
  • How crucial is the possession or otherwise of specific equipment to success? Are activities, or even missions, allowed to fail because PCs don't have particular items?
  • What technology is assumed to exist, to be available to PCs, and to be available to common NPCs?
  • What is assumed normal equipment for a PC? How useful is it compared to what NPCs have? How much and how often does it affect the basic resolution mechanics? (are you adding bonuses to every roll? etc.)
  • What non-mechanical capabilities can equipment provide?
  • How vulnerable is a PC without their equipment?
  • How, if at all, is equipment limited?

What stuff do people have?

I've posited Monitors as a shiny future setting, but there's a pretty wide variety of these available. They've been offered for about a century, and each incarnation typically features basically the same technology and society as the writer, except better. Also, flying cars. That's a little unfair, but you get the gist: I can set a wide range of technologies as the baseline for civilians, simply by assuming the better stuff is too expensive/inconvenient/unfashionable/illegal.

I think you can probably break down important technology into some very broad groups. There are others that will shape societies in powerful ways (horse collar, anyone?) but I'm nowhere near clever enough to discuss those, even though this is the kind of history that is absolutely fascinating. I'm going to think mostly about things likely to affect games.

At this point I wrote out a swathe of text discussing some specific technologies, then realised that most of it would be more appropriate to a discussion on setting, rather than one on the role of equipment in establishing the feel of a game. So I'm moving it, and starting again.

Tuesday, 11 November 2014

Kitting Monitors, part 2

This is obviously a sequel to this other post about how non-weapon equipment and its mechanics can influence a game. Dan's comment is also essential reading.

As a reminder, we're looking more or less at this list:

  • Does game-mechanical equipment exist at all?
  • What equipment exists?
  • What is treated as Equipment rather than just stuff you have?
  • What technology is assumed to exist, to be available to PCs, and to be available to common NPCs?
  • How do you get Equipment in the first place? How easy is it to get more, both in the long term and the short term?
  • Maintenance? Breakages? Upkeep costs? Do these things exist, and if so, how do they work?
  • How reliable is equipment?
  • How, if at all, is equipment limited?
  • What is assumed normal equipment for a PC? How useful is it compared to what NPCs have? How much and how often does it affect the basic resolution mechanics? (are you adding bonuses to every roll? etc.)
  • Is equipment assumed and subtractive from, or optional and additive to die rolls?
  • What non-mechanical capabilities can equipment provide?
  • How crucial is the possession or otherwise of specific equipment to success? Are activities, or even missions, allowed to fail because PCs don't have particular items?
  • How vulnerable is a PC without their equipment?

Maintenance and reliability

This is largely an aspect of the setting rather than the equipment per se, but maintenance issues are important too. The big ones are the overall reliability of equipment (in the short and long term), and any work or resource costs to keeping them in play.

Saturday, 18 October 2014

Kitting Monitors, part 1

So next on my list of Monitors tasks is Generic Equipment, which is to say, stuff that isn't weapons or armour which probably means stuff that isn't weapons or armour, but let's wait and see where the rest of this post takes me. This is an, um... interesting one. I say this about quite a lot of aspects of games, but equipment is one of the things that defines what a game is like. Actually, I'm going to break that down a bit more, because I think there are quite a lot of ways in which equipment affects a game.

This analysis is in no way procrastination.

Some questions that I think are worth asking at this point:

  • Does game-mechanical equipment exist at all?
  • What equipment exists?
  • What is treated as Equipment rather than just stuff you have?
  • What technology is assumed to exist, to be available to PCs, and to be available to common NPCs?
  • How do you get Equipment in the first place? How easy is it to get more, both in the long term and the short term?
  • Maintenance? Breakages? Upkeep costs? Do these things exist, and if so, how do they work?
  • How reliable is equipment?
  • How, if at all, is equipment limited?
  • What is assumed normal equipment for a PC? How useful is it compared to what NPCs have? How much and how often does it affect the basic resolution mechanics? (are you adding bonuses to every roll? etc.)
  • Is equipment assumed and subtractive from, or optional and additive to die rolls?
  • What non-mechanical capabilities can equipment provide?
  • How crucial is the possession or otherwise of specific equipment to success? Are activities, or even missions, allowed to fail because PCs don't have particular items?
  • How vulnerable is a PC without their equipment?

Let's have a closer look at some of these.

Equipment's existence

Designing the equipment section of a game seems like a very natural step, but I feel like it's important to stop and note that it is absolutely not an obligatory one.

In trad roleplaying games like D&D, which aim for a kind of simulation, equipment is important. Dungeon-delving is dangerous, and equipment allows characters to mitagate that by preparing and by making clever use of what they have. Resources are limited, and so important. On the one hand, there's an angle of making do with what you have and only that; on the other, there's the triumph of having come prepared for this specific eventuality. This ties into the source material, where Chekhov's Guns are fairly common, unassuming items being acquired along the way to avoid a deus ex machina. It's also, frankly, just fun (for some of us) to pore over shopping lists of weird items, and to find uses for the random junk we loot.

Call of Cthulhu and similar also model equipment, although it's much less significant in play. One of the interesting factors here is the distinction between the research and investigation phases. In research time, Investigators often have the money and the opportunity to obtain just about anything that currently exists, even illegal items. In many cases buying aeroplanes, heavy weaponry or enormous piles of meteoric iron is nothing to the party budget. Once they're on location, though, they are suddenly tied down to exactly what they have to hand. This drives up the horror aspect by creating a restriction, but also helps to (once again) reward planning. It tends to bolster realism in the sense of giving people only what they thought to bring, though this can also lead to characters doing excessive preparation and carrying implausible loads everywhere just in case.

That being said, games do not have to mechanically support equipment as a distinct entity with mechanical implications. Storygames are obvious contenders for this, but systems like Dungeon World seem to minimise it with their focus on actions rather than tools. You can assume that characters have "appropriate equipment" and can get on with their tasks without worrying. You can handle it with generic "do I have the right stuff?" rolls, rather than modelling specific equipment.

In a game that's All About decisions, emotions, slapstick mishaps, Deep Meaningful Themes or generally isn't that interested in being a simulation, this may be a better option.

Big-E and little-e equipment

Once you've looked at whether you want equipment rules at all, and assuming you answered "Yes", there's a decision to be made about what will constitute game-mechanical equipment.

In many cases, you don't really want every single item to be treated equally seriously by mechanics. Differentiation here is one way to help shape the game experience, emphasising things that add to the tone you wish to create, and backgrounding other things. You can do this through aspects like whether equipment has to be specifically taken by characters; by where you offer variety in types of equipment; and by where you decide to implement actual rules for equipment use.

In a game about pre-modern humans, it may absolutely make sense for Writing and Reading to be separate skills, and for writing implements, inks and paper types to be modelled in detail. Some will last far longer than others, but others are reusable. Vellum offers enormous, expensive prestige. Leaves are plentiful but fragile. Stone-carving is very slow. The ability to communicate without speaking, or keep records, is important; so is the risk that someone else can secretly read. But in a modern police procedural that is an annoying distraction from the focus of the game.

In that same police game, your radio probably should be an abstraction you just use to communicate. But in a military game, particularly one where you play something more senior than "guy with gun", radios could offer important mechanical effects: coordinating fire for maximum effort, getting information that other games would give through perception rolls, minimising exposure to shellfire or other ordinance, requesting information you can't personally recall, and so on. And in a resistance game, radio use could be an entire subsystem involving multiple rolls and skills connected to decisions about where, how and when to make the call.

Most games don't consider your clothing to be relevant, except occasionally for disguise or getting into parties. It doesn't generally matter what kind of shoes you have. Maintenance supplies are rarely modelled in game, even though keeping gear in good shape is vital. In some games, all kinds of equipment may be listed as available, but most of it has no mechanical effect and is therefore not Equipment. A calculator is not normally considered Equipment, but in a post-apocalyptic setting it could be incredibly useful in later-stage survival - providing someone has access to the right textbooks, it offers a massive advantage in building up your settlement or rebuilding technology.

Addition and Subtraction

Counterintuitively, I suspect that the rather dry decision of how to implement equipment modifiers is going to be important in establishing game feel. There are basically two approaches to this, assuming that some kind of modifiers will exist at all (not a given).

In the first approach, Equipment is an asset to what you're attempting. It makes it more likely that you will succeed at some task, granting a bonus over and above your current ability. This is the basic approach taken by Deathwatch and its kin.

Alternatively, a game may assume you have adequate Equipment when attempting a task. Lacking the usual equipment will impose a penalty, possibly including a flat denial - some things just can't be done without some kind of vaguely appropriate tools. D&D tends to favour this approach, with penalties to lockpicking without Thieves' Tools, and so on.

There are mechanical reasons to choose one or the other, depending on how much equipment is likely to be in play and how often you expect it to be used. Generally, in design matters it's a good idea to choose the option that means doing the smallest amount of maths, to save frustration. This would mean that if equipment use is common, penalties are simpler; and if equipment is rarely used, bonuses are similar. However, other factors also come into play.

Psychology is important, and it does tend to feel different getting a bonus rather than a penalty. Bonuses give the sense that you are being rewarded (for forethought, planning, resource management, generally being awesome). Penalties give the sense that you are being penalised (for not being prepared, inefficient use of resources, mistakes, or simple bad luck). I suspect that bonus-heavy games will tend to make characters feel more empowered and create a more positive impression. Penalty-heavy games will tend to make characters feel got at, and create a sense of pressure or concern. Psychologically, it feels important to try and avoid penalties, whereas it feels less important to obtain bonuses.* This makes sense when you think about it, because penalties chip away at what you already had, while bonuses are extra rewards that would be nice to have.

This is musing, not science; I don't have actual data on this.

Deathwatch is an interesting case here, because as I've mentioned elsewhere, it comes across as surprisingly penalty-heavy for a game about superhuman heroes. However, equipment is very much a case of bonuses. In fact, the absolute basic space marine gear provides a load of constant (and rather complicated) bonuses, while other equipment available adds yet more. This contributes to a sense that your enhancements and constant-companion armour make you inherently superior, and that being well-prepared for a mission will vindicate itself mechanically - even though that isn't necessarily true in practice...

This bonus/penalty thing comes about basically because the game line was designed rather oddly. It was built for the needs of Dark Heresy, a game mostly about relatively normal humans with relatively normal (sci-fi) equipment; it also insisted on mirroring the statlines of the D6-based tabletop game while building a percentile system. This was more or less okay for one game featuring people with pretty similar statlines. When people or creatures with different stats appeared, though, some serious hacking was needed to keep something approximating the tabletop stats while also sticking broadly to the fluff. You can't simply translate 3 and 4 on a D6-based table-comparison system to 30 and 40 on a straight percentile system and expect coherent results. The result is that space marines have attributes of 30-40, but special rules are introduced to change how effective these stats are. These include many bonuses to specific rolls based on their augments, implents and armour, which they will have virtually all the time. For example, their armour provides a straight +20 to Strength which applies every single time they use physical force.

The 40K line in general is a bit poor at describing skill use and when situational modifiers apply. For the most part, it seems to encourage the use of penalties; as I've described, this tends to create a sort of pessimistic mood, which actually fits the dark setting quite well, even when applied to space marines. However, it's always assumed that you have appropriate equipment when attempting a roll, so equipment modifiers are virtually always bonuses. For example, an auspex (scanning device) grants a massive +30 to Perception, and surgical equipment offers +10 to medical rolls. This helps create the sense that equipment is a special and is a positive asset, which is both cheering, and fits the setting's treatment of technology as strange and wondrous.


Okay, that seems like enough for now. More later. Feel free to comment.

Monday, 25 August 2014

Monitors: Armour

Next (convenient) list item: armour.

I want armour to be non-negligible in the game for a couple of reasons. One is that the kind of sci-fi I vaguely have in mind as inspiration incorporates a whole range of clothing situations, from sitting in your study in pyjamas to repairing the ion thrusters in a massive protective exoskeleton, via defending your ship from alien invasion. As such, I'd like the precaution of wearing suitable clothing to be respected.

The second is that a game about space lizards where playing a terrapin doesn't let you game-mechanically deflect stuff with your shell seems like a pretty pants game to me.

After some thought, there are (as usual) a few broad ideas I think are relevant.

It's still a fairly simple game, and while combat is relevant I don't want it to be a game full of Combat Stuff, so I want armour to be simple. Minimal modification, and a limited number of armour types.

I feel like worn armour and (I can't avoid the D&D-ism) natural armour should be different in some ways, because brief musing suggests to me that trying to treat them the same way will just cause trouble.

As I have done to some extent with weapons, I think some form of very limited encumbrance-type effect would be appropriate for bulky armour. I will also want to encourage GMs to consider NPC reactions to armour, especially on covert missions.

Broad armour types

The very basic degrees of armour I'd like to implement are something like:

  • Reinforced clothing, such as heavy industrial garb or stab vests. This would offer some protection against environmental hazards, accidents, brawls and low-powered weaponry. Equivalents for other damage types might be sunglasses or dust masks.
  • Genuine armour, such as armoured jackets and helmets, rebreathers or welding masks. These offer substantial protection against most minor threats, as well as more hazardous environments and light military weapons, but assuming the user makes an effort to minimise risk.
  • Heavy armour, such as full hazmat suits, the classic space marine sealed armour, or photoreactive optic filters. These are designed to protect against significant threats, with the assumption that avoiding the danger is not an option.

Something else I might want to include is thresholds for environmental hazards. For example, a fume-filled factory or debris-ridden wreck might pose a mild risk to PCs, which would be negated by any level of armour.

The types above are by no means the only or best armour I'd expect from a setting like this. Massive armoured sealed-environment exoskeletons or pulsing power fields are also reasonable ideas. However, this is not a military game, and so although some military-grade weapons might make it into adventures, I would not expect agents to have the best armour money can buy. It's simply not appropriate for the kind of missions I want them to take on, most of the time. In real life, even organised criminals don't tend to go around in full military armour, even on a bank raid - it's inconvenient, often cumbersome and hard to remove or conceal in a hurry. Weapons offer an immediate advantage in both actual power and perceived threat, they're relatively small compared to full-body armour, and much easier to hide or dispose of quickly.

The Monitors universe absolutely has room for super-armour designed for elite military units to fight antimatter battles in open space or on the surface of Venus, where they cannot possibly avoid hazards and need to weather them; I just don't think they need to be in the main rules. I don't want PCs to wear armour that will deflect 99% of dangers they might plausibly face, because that makes most physical threats irrelevant or forces the GM to rank up the danger, which presents problems for less well-equipped PCs. It also seems like it would cause story issues in explaining the constant unrelenting danger. But most importantly, it seems out of genre.

Armour mechanics options

There are various ways you can implement armour in games. These include:

  1. Increase the roll needed to 'hit' the wearer.
  2. Subtract a fixed amount from damage inflicted.
  3. Grant a roll to reduce damage.
  4. Grant a roll to negate damage.

Option 2 is off the table because I don't use a hit point model. Options 2-4 can result in a hit causing zero damage. Option 1 can feel unsatisfactory because it doesn't seem like your flimsy hide armour would work at all against my matter annihilator, even if I was only one off on the die roll. Options 3 and 4 require an additional roll and thus slow down resolution of damage-inflicting situations. Option 4 can have a similar problem as option 1, although armour piercing systems can deal with this.

Option 1 is probably the fastest and simplest, as it doesn't require an additional roll. Option 3 is the most forgiving to multi-damage weapons, although these are relatively rare and it isn't necessarily a problem.

Although it's another roll in the sequence, I think my inclination is to go with a damage-negating roll. This also offers the chance to play around with variable die sizes, which I've been enjoying as a penalty system.

Armour saves

The way I see it, there are basically three ways (that I immediately think of with minimal reflection) to do armour saving throws with variable armour.

The probably-oldest one is to roll one die and have different target numbers based on armour. It's a classic and works well with modifier-heavy systems like Monitors isn't now.

The next is the soak-dicepool where you aim for N successes on a dicepool dictated by your armour. I am currently using dicepools, so this would make sense and fall coherently in line with the model I'm using. I could use armour with 2-5 dice and have this rolled against the same 3+ as everything else. I already know the odds.

A third option is to roll one die against a fixed target number, but vary the size of the die. I'm sure it's been used, but I don't know where.

One of the problems of the dicepool is that I already know the odds, and the odds that I think work well for attainment in a high-competence genre game are not the odds that I want for armour in a game that isn't supposed to be about combat. You can see this easily by looking at the diagram I'll repeat from the post linked I provided above

Rolling 2 dice against target number 2 gives a 44% change, while rolling 3 dice gives 75% and rolling 4 dice gives 88%. There is a huge, huge leap between the worst armour and the next, and this seems like it would massively encourage players to wear medium armour. There's no way to adjust the numbers, or to introduce a new class of worse armour, without changing one of the parameters (target number or successes needed). Once I do that, the advantage of keeping the same system is significantly decreased; in fact, it is arguably better to use a significantly different system in order to minimise confusion.

I'm quite strongly inclined to use the die-size system, because it seems both simple and flexible.

Armour Dice

Let's assume we keep a target number of 3+, and assign different kinds of dice.

The basic, worst armour that is worth paying mechanical attention to is going to be a d3. We can easily get values of 33%, 50%, 67%, 75%, 80% and 83% with d3 to d12 respectively.

...unfortunately, I don't think these start low enough either. I don't want to be messing about with 2% armour because it just becomes a pointless little roll to clog up the system, but I'd like some kind of low-effect armour in the 15-25% bracket.

I can change the target number as well. Starting with a d4, this would give us 25%, 50%, 63%, 70% and 75%. Again, it's tricky because the jump between the first to values is so huge.

Sadly, I suspect this one isn't going to work out.

Saving Throw

So how's about that old one-die variable-target system? It's really easy to get a wide range of values with small jumps because single large dice are good at exactly that. By simply using a d10, I can get anything from 0-100% in 10% increments. A reasonable option might be to use 5, 7 and 9 as the armour types available to PCs outside very specialist missions, giving 60%, 40% and 20% chances respectively.

Composite Armour

Another possibility that presents itself is to combine more than one of the rule models. For example, I could have some kinds of armour not only provide a saving throw, but also increase the difficulty of hitting the target, relying on the aforemention idea that combat is a bit handwavey. However, I don't really seem to be going for modifiers, so I'm a bit wary of that, and the plasma annihilator issue remains unsolved. It also seems like a bit of a fudge, to be honest, and it blurs the boundary of what armour saves and hitting actually represent. So while this is a theoretical possibility, I think it's best avoided.

Armour Dice Again

I suddenly had a new idea, which is possibly the idea I originally had for variable die size and forgot. What's wrong with stealing the Penalty Die model?

If we assume that the idea is to roll a 1 on the die, then various die sizes can take us from a 1/6 chance to a 1/2 chance quite easily. This does not account for the possibility of rolling two or more dice, which is also an option, particularly for very good armour types, or where multiple armours come into play.

In particular, I notice that this armour model is exactly the reverse of the previous ones: it allows quite fine-grained control of low-success armours but gets increasingly coarse as your chances increase. This isn't supposed to be a war game, so I think I prefer a variety of low-mid armours and few good ones to the reverse. Moreover, Monitors has a fairly abstract approach to combat: ammo isn't counted, any successful hit is assumed to be good and powerful enough to injure someone who isn't protected, and so I think you can reasonably view it as being a simplification where some hits are indeed bouncing harmlessly off the armour. Basically, we assume that only reasonably good armour is relevant.

In situations where I really did want to model high-quality military armour for a short period, I think I'd go for allowing multiple dice. 3d2 looking for any 1s is highly effective armour.

Here, we could rule that (for example) tough clothing or very scaly hide is a d6, armour is a d3, and heavy armour is a d2. I don't want heavy armour to become routine, because it belies the sort of game I'm looking for; on the other hand, I do want it to be useful. Halving the chance of suffering damage sounds like a good bet to me. Weapon penetration would negate dice of a particular size or larger.

A weird alternative would actually be to do the whole thing with one die size. Probably a d6. This would mean rolling a lot of dice for good armour, but it has certain advantages because it offers a novel way to model weapon penetration. You simply have the weapon subtract a number of dice from the target's armour pool, meaning that a) it will auto-penetrate weapon armour, and b) a very penetrative weapon is still a superior option against even better armour. This avoids getting into numerical modifiers, which I like.

Either way, I could model things like additional armour types or shooting directly through a wall by adding additional dice. A terrapin wearing a flak jacket might get a d3 for the flak jacket and another for its carapace. I could allow, say, three categories of protection: Gear, Natural and Environment. You can only roll once within each category, so wearing two sets of armour is useless, but a terrapin can still get credit for its carapace and taking shelter from heavy fire is still helpful, while good air conditioning or a windy day will help you survive knockout gas. I'd want to semi-carefully consider how cover is used in the system, though, to try and keep things streamlined between hitting stuff and hurting stuff.

A potential disadvantage of the variable-size model is that this looks a bit like Penalty Dice but actually works quite differently. Hmm. What would happen if I did actually treat armour like a Penalty Dice..?

Saturday, 2 August 2014

Monitors: the continuing story of side-effects

Based on the spell categories I've outlined, I'm going to try whipping up some more specific tables, so that significant side-effects can be themed to the spell being cast.

Main Table

When a spell is cast, roll 2d6 and consult the following table. The first line gives a brief indication of the kind of effect produced, while subsequent entries are examples. The GM or players could invent alternatives if they wish. On a 2 or 12, roll on the appropriate sub-table.

Note that while some side-effects have specific mechanical implications, these are not the only or primary results. As always in Monitors, common sense takes precedence. For example, if a wizard gains uncontrolled telepathy and senses the thoughts of those around them, and if this results in them sensing that the shrew police officer is in the pay of EvilCorp, they can use this fact in conversation. If a wizard becomes emotionless, they still understand that tending the injured or rescuing the endangered is their duty, nor do they become sociopathic killers. Many of the manifestations are enough to alert antagonists or civilians alike that something is going on.

2 Major Influence
Roll on the major table for the spell type
3 Strong Influence
The spell causes barely-controlled telepathy, precognition or emotion.
The wizard is granted a moment's glimpse of the future.  Once during the next Tick, they may reroll any dice from their hand to represent this prescience, keeping the best result, but are immediately pinned from the shock.
An antagonist within 30 feet receives a glimpse of the wizard's mind.  They may learn intentions, emotions or the wizard's current preoccupations, gaining a temporary or one-off bonus if appropriate.
The thoughts of all nearby creatures flood the wizard's mind. For 3 rounds they gain a die whenever this insight might help, but also incur a 1d4 Distracted die. Both effects end together.
The wizard's mind becomes utterly calm, a stone fortress of order. They ignore Pinning and feel no emotion for one Tick. Effects on conversation should be determined by the GM.
Uncontrolled telepathy turns the wizard's inner monologue into a psychic narration heard by all nearby. Recipients do not necessarily know the wizard is responsible, nor their location, and will find it unnerving.
4 Influence
The wizard is subject to flows of energy, empathic overspill or lingering transmutation.
A surge of magic briefly lifts the wizard 1d6 feet into the air. This may attract attention or require a Physical roll to land upright when the surge fades.
In their mind, the wizard can feel the heartbeat of every nearby creature.  This ability is both useful and distracting; apply 1 die modifiers as appropriate.  The ability fades after one Tick.
Fierce hatred or resentment courses through the wizard's mind for 1d3 rounds. The player may determine the object of the emotion and should act accordingly, but is not forced to violence.
The wizard feels watched, as though ancient and inscrutable eyes were drawn to them in the casting.  (the GM might make a side-plot out of this)
5 Minor Influence
The wizard is struck with visions, temporary weakness or superficial transformation.
Coruscating clouds form across the wizard's eyes, casting everything they see in strange and opulent colours.
Strange lines etch themselves into the wizard's skin, fading slowly over the coming days.  They may carry some meaning or be simply disturbing.
The wizard's hands harden into mineral for several seconds, slowly reverting to normal.
As energy leeches from their body, the wizard appears haggard, even skeletal.
6 Trivial Influence
The wizard experiences a mild sensation or emotion, or a minor aesthetic change.
The wizard feels a great sense of loss, as though some poignant dream has slipped from their grasp forever.
Visions of a strange landscape flash before the wizard's eyes.
The acrid taste of bile fills the wizard's throat as the strange syllables of the spell are spoken.
The wizard senses a hostile presence nearby, but cannot locate its source.
A faint glow briefly emanates from the wizard's breath or eyes.
7 Negligible
There is no effect other than a momentary dizziness.
8 Trivial Manifestation
The immediate environment is mildly disrupted.
Unearthly calm spills through the minds of all nearby, stilling thoughts of hostility or strong emotions.
Metal objects resonate eerily to some unheard harmonic of the spell.  Determine the volume of the resonance randomly.
A flash of witchfire traces wild patterns across the floor, leaving behind scorched trails.
A swarm of insects gathers around the focus of the spell, whirling and humming.
9 Minor Manifestation
Mental or sensory impressions spill around the wizard.
Intangible glittering motes float through the air, casting a faint and unearthly light.  These might give away the wizard's presence, provide light in a dark room, distract or alarm NPCs.
All creatures within 30 feet receive a haunting vision.  They gain a 1d3 Distracted die and will sleep badly for several nights, whispering as they stir and shift.
Ghostly figures and structures fade into view, intangible but haunting.  These might provide a distraction or cover.
Something seems to squirm and boil into life in the shadows, darting out of sight before you can focus on it. The GM might use this minor entity or ignore it.
10 Manifestation
Physical, emotional or magical effects hinder nearby creatures.
Giddiness spreads from the wizard like a wave, leaving all creatures within 50 feet Pinned.
Skirling spirits whirl and dance through the air around the wizard. (the GM might have these interact with nearby objects, distract creatures, attract attention or even pose a mild threat)
A pulse of gravity threatens to knock everyone to their knees (Might 2 to resist).  Small objects go flying.
Nearby electrical devices flicker and groan as their energies are disrupted, increasing the difficulty of associated actions by 1.  Very sensitive devices may malfunction or their programs reboot.
11 Strong Manifestation
The spell is not fully controlled, or there are major localised changes to physical laws.
Time seems to slow down, as though the world were moving through treacle.  Everyone can roll an extra die until the wizard's next turn, as they have extra time to think and prepare.
The spell lingers on regardless of the wizard's wishes.  Its effects continue for an additional 1d3 rounds, but remain in the wizard's control.  (The GM determines whether this makes sense in context).
Distances and proportions in the immediate vicinity fluctuate wildly for 1d3 rounds. Movement, attacks and similar complex physical actions will fail 50% of the time.
12 Major Manifestation
Roll on the major table for the spell type

Major Influence

Roll 1d6:

  1. The wizard is obsessed with one other person or object, and must focus on them for 1d3 rounds. Alternatives: compulsive behaviour.
  2. A sense of insatiable hunger leaves the wizard Distracted (1d4). Alternatives: tranquility, euphoria, crawling dread, nausea.
  3. The wizard is overcome by vivid recollections of some past event. They suffer a -1 die penalty until the end of their next turn, but may recall valuable information or shake off one Penalty Die at this time.
  4. A surge of arcane energy leaves the wizard invigorated and confident - roll one additional die next time they roll.
  5. The wizard shatters into jigsaw fragments, then reforms; it is painless, but disconcerting. Alternatives: freeze and thaw, shrink and regrow, become 2-dimensional.
  6. Choose an effect by spell type.

Major Manifestation

Roll 1d6:

  1. The gathering of magical energy has drawn a creature to the wizard. Summon one Minor entity, which is neutral to the wizard.
  2. Excess energy disperses itself as arcs of lightning. 1d6 random creatures are knocked prone and lights flicker for a few seconds. Alternatives: localised earthquake, gust of wind, mini-tornado, thunderclap, gravity decreases, gravity increases.
  3. Matter randomly forms as the spell is cast, creating a wall of twisted glass near the wizard. Alternatives: stalactites, tree, writhing tendrils, bone tower.
  4. Utter silence washes across the room, so that even implants cannot make a sound. Alternatives: sound is amplified massively, light is muted, colours shift.
  5. One nearby creature is wreathed in green fire, which they can control. It does not burn the wearer. Alternatives: sprout wings, cloak of frost, radiance.
  6. Choose an effect by spell type.

Sigils

  • Influence: The sigil is malformed and traps part of the wizard's life-force. The wizard gains a 1d3 Distracted die that cannot be lost until the sigil is destroyed.
  • Manifestation: The sigil is incomplete, and its power uncontained. Roll a d6 each subsequent round; on a 5+ the sigil explodes, Pinning all creatures within short range with a burst of arcane energy.
  • Manifestation: The sigil is crooked, warping its effects. The GM should determine an alternative effect of similar potency.

Conjurations

  • Influence: The summoning was flawed, and the creature's bond to its maker remains unsevered. On each subsequent round, the wizard must roll Mind 3. On a failure, the creature will drain one additional heat point from the wizard and convert it to an additional Wound, point of Might or point of Speed. On a success, the bond is severed and the spell functions normally.
  • Influence: Rather than summoning an entity, something surfaces within the wizard's mind. The wizard gains some arbitrary abilities, enhancements or knowledge determined by the GM. The spell ends after 2d3 Ticks.
  • Manifestation: A falter during the summoning distorted the intention and called forth the wrong creature. The wrong entity is summoned, although the substitute must be of a similar or lesser potency and remains loyal to the wizard.
  • Manifestation: Stumbling over the invocation, the wizard leaves her summons unbound. An unbound summons behaves as it wishes, though it is not initially hostile to the wizard.

Transformations

  • Influence: The wizard flickers out of existence, only to rematerialise the following round a short distance away, unaware of their disappearance. They might travel a short distance or be facing the opposite direction, but should not generally teleport out of cells or into furnaces, chasms or hungry mouths.

Yeah, unless I come up with some actual transformation spells, I'm not going to get any more ideas in that line. As far as the others go, I'm reasonably happy with this. It will call for multiple rolls one time in 18, but I'm sort of okay with that. My only concern really at the moment is the balance between general and specific effects, in terms of whether I should be having Sigil effects and so on come in earlier or be a higher proportion of the Major results. I may also need to revise these to try and minimise any complexity in mechanical effects.

Any comments or thoughts? Twould be much appreciated.

Sunday, 20 July 2014

Monitors: spell categories

Since I seem to be using de facto categories of spell, I should probably try to thrash out what those are. This would allow me to look out for potential issues, and also to consolidate some rules by applying them to categories rather than individual spells. I will attempt not to just reel out the names of spell schools in D&D, but damme if they didn't do a pretty good job nailing that stuff.

A secondary but important goal is ensuring that category names are nice and distinct, rather than, for example, all beginning with the same letter. Right, FATE?

Conjuration spells seem to be fairly prominent, and because there's historically some issues with those across games I should pay some attention.

I'm also fond of spells that involve runes and other big glowing things you can carve into the very air! that do stuff, so let's consider those a category of Sigils.

While it's very fluffy, a lot of spells are going to fall into a generic category of pretty generic spells that mostly have immediate effects and neither summon things nor create runes. Let's call these Invocations.

I haven't yet offered any examples, but I imagine some kind of Transformation spells are likely to come up. To avoid the Polymorph Problem I will want to pay these careful attention.

Conjuration

Conjuration spells allow you to summon an entity that acts semi-independently, typically having its own dicepools and instinctive behaviour.

Conjuration spells vary in power, requiring different amounts of energy (heat points) to cast them. These points are not merely spent, but invested. The investment is determined by the power of the entity summoned, which ranges from Trivial to Minor to Major. A single casting may summon several Trivial entities, while summoning a Major entity will drain multiple heat points over multiple rounds.

I had a lot of concerns here about limiting the power of summoning, since a wizard in a warm room could in theory summon an unending army. I spent ages working out possible ways to limit this with heat so that Conjuration spells don't create a massive advantage in either hot or cold conditions. Some failed models are listed at the bottom of the post.

Sigil

Sigil spells inscribe a symbol or create a field that provides an enduring effect. In essence, once the sigil is written, it continues to cast itself without the wizard's intervention.

Sigils take varying amounts of time to inscribe and may have varying power requirements. A wizard can always disable their own sigil without requiring a roll, though they must be within a specified range to do so. Some sigils are indescriminate, others can affect only specific targets. Because a sigil is dependent on shape, they can be rendered ineffective by altering the sigil or manipulating the surface it is inscribed on. Some sigils can be muffled by covering them with cloth or paint, but this is not a universal solution.

All sigils require the investment of the heat points expended to cast them.

Invocations

Invocations are the most generic type of spell and the basis of the magic rules. They have no additional special rules.

Transformations

Some spells can alter the physical form of a target entity or object.

Only the most recent transformation remains active, so a creature cannot benefit (or suffer) from multiple simultaneous transformations.

A wizard attempting to replace an existing transformation must make an opposed Wits roll against the original caster.

Some Transformations require investment of heat, but not all.

Investment

Any heat points currently invested in spells are recorded alongside the body temperature chart. If the wizard's body temperature plus their invested heat reaches 11+, they immediately fall into heat shock. Thus, it is dangerous to try and maintain large numbers of spells by remaining near a heat source.

Broken models

For reference, here are some abandoned models of how to handle investment in Conjurations (which I later extended to Sigils for similar reasons). The original point of this mechanic is partly to be atmospheric, but mostly because otherwise a wizard with a heat source can conjure an unlimited number of entities, losing heat each time and then regaining it. I felt it would be preferable to a hard cap. Eventually I went for the option described above.

Distance model

For each point currently invested in a Conjuration, the character's body temperature is treated as being one step further from the ambient temperature when determining temperature change.

Problem: in a warm environment this exacerbates the problem, allowing the wizard to regain body heat faster than normal. In a cold environment it makes conjurations far more dangerous than other spells for no obvious reason, since the character will lose heat rapidly and potentially become torpid even in a non-freezing room.

Hotter Model

For each point currently invested in a Conjuration, the character's body temperature is treated as being one step higher when determining temperature change.

Example of Investment

Starting from a body temperature of 6, Xerxes uses Fragments of Dreams Abandoned to conjure a Splintered One. He invests two points in the entity over two rounds. His temperature is now 4 with two points invested. His actions are subject to the rules for being Chilly in accordance with his temperature of 4.

If he is in an office at temperature 6, then there will be no temperature change. He is treated as temperature (4+2 = 6) which is the same as the office. He will be unable to warm up while he remains here.

If he is on a windswept marsh at temperature 2, then he will roll 4 dice to test for heat loss. He will continue to roll for heat loss until he reaches body temperature 0, at which point he will go torpid.

If he is in a boiler room at temperature 9, he will be sheltered from the heat to some extent as he rolls only 3 dice for heat gain rather than 5. When he reaches body temperature 7, he will stop rolling and can continue to act at optimum ability.

Problem: This model doesn't quite allow for unlimited summoning. When Xerxes has invested 9 points, he'll stop gaining new heat points but also fall torpid because his effective body temperature is 0. However, it allows conjuration spells (but no others) to provide a safe buffer against heat, rather than an immediate cooldown with the risk of side-effects. As long as you have at least one summoned entity, it'll be impossible to go into heatshock. Meanwhile, cold environments become extra-dangerous even though they weren't part of the initial problem.

Instability Model

For each point currently invested in a Conjuration, the character rolls an additional die when testing for temperature change. If body temperature currently equals the ambient, determine whether heat is gained or lost at random.

The more points are invested in conjurations, the more body temperature will swing and the greater the risk.

Example of Investment

Starting from a body temperature of 6, Xerxes uses Fragments of Dreams Abandoned to conjure a Splintered One. He invests two points in the entity over two rounds. His temperature is now 4 with two points invested. His actions are subject to the rules for being Chilly in accordance with his temperature of 4.

If he is in an office at temperature 6, he rolls two dice plus an additional 2 for the points currently invested. When he reaches temperature 6, he continues to roll the 2 dice for his invested heat, and may swing from temperature 4 to temperature 8 depending on the rolls.

If he is on a windswept marsh at temperature 2, then he will roll 4 dice to test for heat loss. When he reaches temperature 2, he continues to roll 2 dice and may swing from temperature 0 to temperature 4, passing in and out of consciousness.

If he is in a boiler room at temperature 9, he will roll 7 dice in total, which means a bad roll could land him in heat shock immediately, though it's unlikely. He will gravitate towards temperature 9 and then swing from 7-11, again passing in and out of consciousness.

Problem: This isn't a terrible model, and generally does what I'm aiming for, but it feels unsatisfactory at the point where body temperature should stabilize. Because of the role of chance (and insulation) it's also relatively unlikely that wizards will actually pass out.

Blocking Model

When a point is invested in a conjuration, that step of the heat scale becomes unavailable and is blocked off, chipping away at their ability to cope with temperature change. The more steps are blocked off, the more vulnerable the monitor becomes to torpor or heat shock.

Example of Investment

Starting from a body temperature of 6, Xerxes uses Fragments of Dreams Abandoned to conjure a Splintered One. He invests two points in the entity over two rounds. His temperature is now 4, and steps 5 and 6 on the scale are blocked off. His actions are subject to the rules for being Chilly in accordance with his temperature of 4.

If he is in an office at temperature 6, he rolls two dice as normal for heat change. If he gains one heat point, he will skip over the missing steps and reach temperature 7. As this is warmer than the office, next round he must roll again for temperature loss. While the points remain invested, his body temperature cannot stabilise in this temperature 6 room.

If he is on a windswept marsh at temperature 2, he will roll 2 dice to test for heat loss as normal.

If he is in a boiler room at temperature 9, he will roll 5 dice as normal. However, any heat gain will skip right over the missing steps, which means a bad roll could land him in heat shock immediately.

This model seemed very promising when I was mulling it over. It has essentially no effect on cold environments, since the monitor's body temperature will drop as with any other spell, and as the tendency will be for them to get colder, the fact that some steps are missing higher up is little problem.

Of course, someone could plan for a cold environment by using up steps 2-4 on the chart through investment, then hoping to find heat sources that will let them leap from 1 to 5 with very little effort, minimising the time they spend on heating up. Bear in mind, though, that they'll be rolling a lot of dice to see if they cool down and even one die can send them back to temperature 1 - so it's not exactly flawless.

In warm environments, blocking some steps will make you warm up faster. You could use this to make it easy to stay at temperature 7, but if you keep summoning more things then you'll lose that slot as well.

Essentially, the problem I was concerned about was wizards in a warm room summoning unlimited numbers of things over a long period. In this model, a wizard in a temperature 7 room will lose the 7 slot. They'll then tend to gravitate to temperature 8; investing that, they'll gravitate to 9, and so on. In a temperature 7 room, a wizard can invest only 4 points of heat before they are at serious risk of passing out from heat shock. Strictly speaking, you could argue that they could wait to wake up and then summon more stuff until the whole 2-10 range is blocked off, but it's very unlikely anyone will try it, not least because they'd be constantly passing in and out of consciousness.

Problem: This model is fundamentally kind of faffy. You have to use an actual chart to block things off, not just a pile of tokens or a die as you might otherwise. It also gets complicated because it convolutes the (fairly simple) heat rules, and raises questions about what happens when a conjuration ends - do you just pick one slot to unblock, or do you need to remember them? While I like it, I feel like it would unnecessarily complicate the game to achieve a fairly simple end.

Tuesday, 10 June 2014

Monitors: side-effects of magic

So, next on the list is magical side-effects! As I've already discussed this, let's review my earlier thoughts.

Sticking with the whole d20 thing, I think I'm going to go for rolling on a d20 chart for effects. The rough breakdown will be 1-10 No Effect, 11-17 Trivial Effect, and 18-20 Substantial Effect. These aren't formal categories or anything, I just think that's about the right sort of balance. Depending what kinds of trivial effects I come up with, I might increase the range of those later. Depending how I implement things, I might have specific types of spell modify die rolls to try and get flavoursome effects. For example, if I have a sub-table of "Manifestations" then Call the Ashen Beast might well add to the result roll on that if a side-effect does occur.

What sorts of effects do I want? Let's try some examples, in some rough order of severity.

  • A chorus of voices whisper to the wizard.
  • Visions of a strange landscape flash before the wizard's eyes.
  • The acrid taste of bile fills the wizard's throat as the strange syllables of the spell are spoken.
  • Frost forms on nearby surfaces and a skin of ice over liquids.
  • Strange lines etch themselves into the wizard's skin, fading slowly over the coming days. They may carry some meaning or be simply disturbing.
  • The wizard feels watched, as though ancient and inscrutable eyes were drawn to them in the casting. (the GM might make a side-plot out of this)
  • A sinister and unearthly laugh echoes around the room.
  • A heady and somehow dangerous scent fills the air, sending senses reeling and leaving a lingering clue to the wizard's presence.
  • Metal objects resonate eerily to some unheard harmonic of the spell. Determine the volume of the resonance randomly.
  • Something seems to squirm and boil into life in the shadows, darting out of sight before you can focus on it. (the GM might use this minor entity or ignore it)
  • In their mind, the wizard can feel the heartbeat of every nearby creature. This ability is both useful and distracting; apply a +2/-2 modifier as appropriate. The ability fades after a short while.
  • Winds from some alien gulf wash over the wizard, sending dust dancing uncannily into strange and near-intelligible patterns.
  • Leaves wither and crackle, or burst into new and unexpected life.
  • A flash of witchfire traces wild patterns across the floor, leaving behind scorched trails.
  • A swarm of insects gathers around the focus of the spell, whirling and humming.
  • Intangible glittering motes twinkle into existence and float through the air, casting a faint and unearthly light. (these might give away the wizard's presence, provide light in a dark room, distract or alarm NPCs)
  • Ghostly figures and structures fade into view, intangible but haunting. (these might provide a distraction or cover)
  • Skirling spirits whirl and dance through the air around the wizard. (the GM might have these interact with nearby objects, distract creatures, attract attention or even pose a mild threat)
  • The spell does not fade away, but lingers on regardless of the wizard's wishes. Its effects continue for an additional 1d3 rounds, but otherwise remains in the wizard's control. (The GM determines whether this effect makes any sense in context).
  • The spell breaks free of the wizard's control. It fulfils the wizard's initial purpose, but has additional effects as determined by the GM. A summoned creature may be more self-willed than usual, but retains an amiable attitude to the wizard unless provoked; it cannot be dismissed. A concentration spell may linger for 1d3 additional rounds. The effects may be beneficial, problematic or neutral but should not be actively harmful, and should make sense in terms of the original spell.

Broadly speaking I've got effects that creep out the wizard; effects that are noticeable to other characters; effects that might have minor consequences for the wizard; effects that leave evidence and may distract characters; effects that might have notable consequences; and effects that twist the original purpose of the spell.

It's fairly easy to come up with the lower-tier ones (nosebleeds, smells, cosmetic changes, thoughts, emotions) but the more significant the effect, the more thought is required. I may need to brainstorm this one. Suggestions are welcome!

I am tempted to have one where the wizard is locked into the spell and unable to do anything until they break free, but not quite sure if that's still on the fun side of the line. What are your thoughts on this?

Most of the time, the effect should be fluff, albeit portentous fluff. I want a small proportion of mechanically-interesting effects, and a very small proportion of significant effects.

I also want to generally avoid effects that tend to make the spell effectively fail. Magic is intended to be unreliable, but I'm thinking more of a sense that it has peculiar side-effects or distorts your intentions, rather than that it might be a dud. If you're trying to summon a needle-soul to pin down the minds of potential observers, and instead you don't summon a needle-soul, this strikes me as not very interesting.

Also, having moved over to a dicepool system, and thought about this more, I think sticking with a dicepool for the magic roll makes sense too. This will be a very basic 2d6 unless I change my mind. It just allows for weighting in the effects, which I'm keen on here.

The idea that's creeping into my mind is to have side-effects work on an axis from what I'll call Influence to Manifestation. Let's see if it makes any sense.

Magical Axis

So you roll your 2d6. The idea I have is that if you roll very low, this (arbitrarily) corresponds to a strong Influence. If you roll very high, that corresponds to a strong Manifestation. If you roll a 7 nothing noteworthy happens. More moderate (more common) rolls produce lesser effects.

Influence

Influence would correspond to side-effects focused on the wizard. Some might be noticeable to others, many would be sensory or emotional effects. It would include such things as hallucinations, memory effects, and minor temporary transformations.

Manifestation

Manifestation would indicate side-effects that bleed into the external world, as the spell's energies leak through or the spell itself goes awry. They would include classic "haunted house" effects like writing or cold, as well as accidental minor summonings, or a spell that lingers longer than intended.

Does that work better than just a sliding scale of severity? Worse? About the same? Not sure. The second thing I'd like to do is to have thematic effects, so that certain types of spell are more likely to produce certain types of effect. It makes sense for a summoning problem to result in the summoned creature acting outside your intentions, or summoning the wrong creature. It makes sense for a telepathic spell to produce unwanted kinds of mental after-effect.

Suggested effects

Many of these side-effects have no specific mechanical consequence. Hopefully, players and GMs will take them as roleplaying cues and act on them, rather than shrugging them off as "nothing happens".

I say this partly because it's exactly what we often do with Deathwatch, which is probably a mistake - reacting to the horrors of the Warp is pretty good for establishing the setting, so when things start floating or dripping blood we should be invoking the Emperor and shuddering in brave, manly xenophobia. Especially now that Erec has an upgrade that turns most minor psychic phenomena into "weeping blood", we basically tend to go "just weeping blood, then" rather than reacting to the fact that hell-spawned blood is oozing from the walls.

  1. A chorus of voices whisper to the wizard.
  2. The wizard feels a great sense of loss, as though some poignant dream has slipped from their grasp forever.
  3. Visions of a strange landscape flash before the wizard's eyes.
  4. Fierce hatred or resentment courses through the wizard's mind.
  5. The acrid taste of bile fills the wizard's throat as the strange syllables of the spell are spoken.
  6. The wizard senses a hostile presence behind them or lurking in some nearby cover.
  7. The wizard feels watched, as though ancient and inscrutable eyes were drawn to them in the casting. (the GM might make a side-plot out of this)
  8. Coruscating clouds form across the wizard's eyes, casting everything they see in strange and opulent colours.
  9. Strange lines etch themselves into the wizard's skin, fading slowly over the coming days. They may carry some meaning or be simply disturbing.
  10. The wizard's hands harden into mineral for several seconds, slowly reverting to normal.
  11. As energy leeches from their body, the wizard appears haggard, even skeletal.
  12. A surge of magic lifts the wizard several inches into the air.
  13. A sinister and unearthly laugh echoes around the room.
  14. Frost forms on nearby surfaces and a skin of ice over liquids.
  15. A heady and somehow dangerous scent fills the air, sending senses reeling and leaving a lingering clue to the wizard's presence.
  16. Metal objects resonate eerily to some unheard harmonic of the spell. Determine the volume of the resonance randomly.
  17. In their mind, the wizard can feel the heartbeat of every nearby creature. This ability is both useful and distracting; apply a +2/-2 modifier as appropriate. The ability fades after one Tick.
  18. Something seems to squirm and boil into life in the shadows, darting out of sight before you can focus on it. The GM might use this minor entity or ignore it.
  19. Nearby electrical devices flicker and groan as their energies are disrupted. Very sensitive devices may malfunction or their programs reboot.
  20. Winds from some alien gulf wash over the wizard, sending dust dancing uncannily into strange and near-intelligible patterns.
  21. Leaves wither and crackle, or burst into new and unexpected life.
  22. The wizard is granted a moment's glimpse of the future. They may reroll once during the next game hour to represent this prescience.
  23. A flash of witchfire traces wild patterns across the floor, leaving behind scorched trails.
  24. All creatures within 30 feet receive a haunting vision. They gain a 1d3 Distracted die and will sleep badly for several nights, whispering as they stir and shift.
  25. A swarm of insects gathers around the focus of the spell, whirling and humming.
  26. Intangible glittering motes twinkle into existence and float through the air, casting a faint and unearthly light. These might give away the wizard's presence, provide light in a dark room, distract or alarm NPCs.
  27. Someone else within 30 feet receives a glimpse of the wizard's mind. They may learn intentions, emotions or the wizard's current preoccupations.
  28. Ghostly figures and structures fade into view, intangible but haunting. These might provide a distraction or cover.
  29. Unearthly calm spills through the minds of all nearby, stilling thoughts of hostility or strong emotions.
  30. Giddiness spreads from the wizard like a wave, leaving all creatures within 50 feet Pinned.
  31. A pulse of gravity threatens to knock everyone to their knees (Might 2 to resist). Small objects go flying.
  32. Skirling spirits whirl and dance through the air around the wizard. (the GM might have these interact with nearby objects, distract creatures, attract attention or even pose a mild threat)
  33. Time seems to slow down, as though the world were moving through treacle. Everyone can roll an extra die until the wizard's next turn, as they have extra time to think and prepare.
  34. The wizard flickers out of existence, only to rematerialise the following round unaware of their disappearance. They might travel a short distance or be facing the opposite direction, but should not generally teleport out of cells or into furnaces, chasms or hungry mouths.
  35. The spell does not fade away, but lingers on regardless of the wizard's wishes. Its effects continue for an additional 1d3 rounds, but otherwise remains in the wizard's control. (The GM determines whether this effect makes any sense in context).
  36. The spell breaks free of the wizard's control. It fulfils the wizard's initial purpose, but has additional effects as determined by the GM. A summoned creature may be more self-willed than usual, but retains an amiable attitude to the wizard unless provoked; it cannot be dismissed. A concentration spell may linger for 1d3 additional rounds. The effects may be beneficial, problematic or neutral but should not be actively harmful, and should make sense in terms of the original spell.

Possible severe effects when tracing runes:

  • The rune is weak and ineffectual, reducing its Difficulty by one step.
  • The rune is crooked, warping its effects. The GM should determine some alternative (and roughly equivalent) effect.
  • The rune is incomplete, and its power uncontained. The wizard gains a 1d3 Pain die.

Possible severe effects when tracing summoning:

  • The summoning was flawed, and the creature's bond to its maker remains unsevered. On each subsequent round, the wizard must roll Mind 3. On a failure, it will drain one additional heat point from the wizard and convert it to an additional Wound, point of Might or point of Speed.
  • A falter during the summoning distorted the intention and called forth the wrong creature. The wrong entity is summoned, although the substitute must be of a similar or lesser potency and remains loyal to the wizard.
  • Stumbling over the invocation, the wizard leaves her summons unbound. An unbound summons behaves as it wishes, though it is not initially hostile to the wizard.

As you know, I quite like self-generating systems. I'm wondering about a Side-Effect system that might preclude the need for charts like this, or at least help in generating a wide range of effects where these could be turned into examples. One the plus side, a procedural table could be less restrictive and not get samey; on the minus side, it puts the onus on the GM to generate the details, and might therefore end up being samey after all.

Wednesday, 28 May 2014

Monitors: helping hands

So, first second on my list of undone Monitors tasks is a mechanic for working together. This is a pretty important one, because there are many things you can logically cooperate on and expect to improve your chances: breaking down doors, intimidating people, keeping watch... it's a decent list. There are also tasks where cooperation as such isn't quite the thing, but where a more skilled person may be able to alleviate the inexperience of companions: climbing mountains, cooking, sailing, and so on.

My first inclination is to split these up into two types: Collaboration and Synchrony. Assistance is a further sub-type of Synchrony. These terms are for convenient discussion, and not jargon I particularly plan to include in the final game.

Tuesday, 13 May 2014

Monitors: where do we stand?

A quick progress check on where Monitors is up to at the moment, after various redesigns.

  • Setting
    • Basic premise
    • PC's place in the world
    • Default tone and approach
    • Languages
    • Veneer of justification for herpetocentrism
    • Any kind of detail whatsoever
  • Doing stuff
    • Set of attributes to measure mechanical effectiveness
    • Unilateral action mechanic
    • Opposed action mechanic
    • Collaboration mechanic
  • Specific special stuff
    • Cyborghood
    • Casting spells
    • Sample spells
    • Magical side-effects
    • Weaponry
    • Armour
    • General equipment
  • Consequences
    • Soft impairment
    • Injury
    • Lingering effects
  • Interaction
    • NPC mechanics
    • NPC types
    • Balance and assumed competence
  • Player characters
    • Character generation
    • Selection of species
    • Background
    • Advancement
    • Traits

If you spot any more, please do point them out.

On weapon generation

This is rather old post that I forgot about. Nevertheless, it was mildly interesting so I thought I'd post it anyway.

Having mulled over the weapons for a couple of days, I decide to try a couple of tweaks. One is adding a couple of extra class types, allowing for a bigger range of sci-fi weaponry (and general weaponry) like fire, as well as arranging things so that being a game-mechanical Gas is emergent (Mask + Blast) and adding a Stealthy property as I mentioned originally. I'm also considering Dan's suggestion that Strength could be applied with a single save, rather than one save per point; this would mean Strength is less often strictly better than Pen, particularly when dealing with low-Wound creatures. However, I'm still not sure about that, since it ought to also be possible to restrict that imbalance by speccing up weapons so that it isn't really an issue - if only unwieldy Heavy weapons have higher Strength, while more convenient classes offer Penetration instead, that might be enough of a distinction.

I produce a beautiful spreadsheet so large that Excel cannot filter it without crashing, despite stripping out all my lovely intuition-guiding conditional formatting. With much effort, I delete an unnecessary weapon class (31104 rows!) and leave it at 28832 theoretically possible combinations. I strip out weapons targeting Ward defence, on the grounds that I don't even know whether I'm using that, let alone can I think of a weapon that would do so (the idea is basically anti-magic warding, but I'm not sure I want that kind of magic system). 186625 values. We're still on sorting only to remove values...

Remove explosive close-combat weapons (but not grappling ones, as this could cover auras or personal protective devices). 171072. Remove weapons that target Mask other than Chemical and Toxin. Remove Shock, Fire, Cold and Force weapons that target Visor. 106921 weapons left! Should I remove Photon weapons that target Armour..? But isn't that just, y'know, lasers?

At this point I decide there's no point including the most extreme costs. While it's certainly possible to imagine weapons that are just superlatively good (and I might want those for special circumstances, such as hardpoint-mounted defences or terrifying war robots) they're not relevant to the current exercise. I'll cut out everything with a cost modifier of more than +/-3.

Outliers

The most useless weapons in existence include:

  1. A toxic two-handed grappling weapon that slightly impairs the opponent's senses. (cost -9) Found largely on Vultros Major, this is a ritual duelling weapon: an entire sacred sknar, generally known as the giant dream fungus, a metre-wide toadstool that secretes hallucinogenic slime. It must be handled carefully to avoid poisoning the wielder.
  2. A heavy cold grappling slowing weapon (cost -8).
  3. A heavy thrown toxic blinding weapon (-8).

The most terrifying weapon in existence is (one of a dozen or so very similar weapons):

  1. A compact silent weapon that fires phials of compressed chemical that erupt into lethal clouds on impact, seeping into the vulnerable eye membrane to render victims helpless in moments. Unsurprisingly it is utterly illegal. This Strength 3 one-handed Medium-ranged Chemical Blast Stealth weapon targets Visor with Pen 16, leaving it at cost 11.

This leaves only, um, 60777 weapons, of which 8883 are zero cost. Ouch.