Saturday, 24 December 2016

Musings on Monomonsters

I recently read through The Derelict, a one-shot scenario for Call of Cthulhu released for Free RPG Day (I bought my copy the normal way, though). This post will contain massive spoilers for that scenario, so be aware; proceed with caution.

Some of you may remember my post about Monster Balance in Call of Cthulhu, which is also relevant here.

The Derelict

So, the scenario features a group of Investigators who rapidly find themselves trapped on an iceberg with two wrecked ships.

After finding signs that the crew of the other ship were massacred in a way that doesn't look like either humans or polar bears, they eventually realise they're being hunted by an inhuman monster.

The villain of the piece is a "sciapod". This is basically an Ice Yuan-Ti, for those of you with a D&D background. Okay, it's a huge ice merman covered in chitinous armour, which is invisible (with one specific exception), carries a bow that conjures steel-hard ice harpoons, and likes to eat humans.

The rest of the scenario will likely consist of the Investigators cautiously making their way around the ships finding some more horrific scenes, and potentially a couple of mildly useful items. They will almost certainly be picked off one by one, though a couple might escape to dubious safety on the ice waters.

Going Solo

Prompted by my reading and my reservations about the scenario, what I actually want to talk about today is the use of single entities as antagonists. Specifically, I want to consider some of the drawbacks and difficulties presented by this situation.

In many ways, I think you can sum this up simply as having all your eggs in one basket.

The eggs take a variety of forms: psychological threat, mechanical threat, persistence of the problem, capability of the antagonist, and so on. Regardless, packing them into one bundle tends to give you a blunter and more fragile tool to work with.

Coming back to my previous article, the Monomonster is going to be a Beast, Hunter or Final Horror because as a lone operator it can't really be anything else. In theory it could have a dual role as a Gatekeeper or Messenger as part of a larger storyline.

One Man Army

The most prominent of the issues is physical confrontation, so that's where I'm going to start. For this section I'm focusing on scenarios where the monster* presents a direct physical threat to the survival of the PCs. This may not actually be its primary danger, or its preferred way of interaction, but in a direct confrontation the monster is a serious threat.

A lone monster of this kind is significantly more powerful than any one PC, in terms of whatever combat-equivalent features in the game. Usually, it is at least as powerful as all of the PCs combined. There's often a straightforward reason for this, which is that if the monster wasn't this powerful, it wouldn't present a credible threat to the party.

*I'm going to say "monster", which should not be taken to assume a D&D perspective on all this.

From a structural perspective, the danger of the situation is twofold. Firstly, the monster might win. Secondly, the monster might lose.

Yes, I am feeling glib today! How did you know?

To put it another way, every combat* encounter between the monster and the PCs takes on an existential nature. If the PCs do somehow manage to defeat the monster, then the scenario is effectively over. The psychological threat is lifted, the mechanical threat ceases to exist, and although the GM may have some narration or investigation to offer in closing, this tends to feel like a wrap-up. The PCs can achieve a sudden victory, but with only a single opponent to confront, it's difficult for them to slowly gain the upper hand or see the odds growing in their favour.

*I'm just going to say "combat"; there might be other forms of confrontation that work in equivalent ways in specific games.

For the GM, this poses a challenge, because if there's any possibility that the PCs might defeat the monster through a series of inspired decisions and lucky rolls, well, there's a possibility that the PCs might win through a series of inspired decisions and lucky rolls. And if that possibility crops up five minutes into the scenario when the PCs first encounter their opponent, that will make for a very short gaming session. In the case of The Derelict, if the PCs somehow manage to kill the sciapod shortly after reaching the wreck, there really isn't anything left except gathering some backstory.

An obvious and common solution to this problem is to ensure that the monster cannot, in fact, be defeated through a series of inspired decisions and lucky rolls. The sciapod (to continue with our example) has 45HP and deducts 5 points from any damage inflicted; the PCs have three firearms with 6 bullets apiece dealing roughly 1d10 damage. Now, hypothetically, this means the PCs could deal 90 damage to it, killing it twice, without even taking extreme successes (extra damage) into account. The chances are astronomical through. If the PCs understood what was up very quickly, were all together with weapons drawn, and managed to launch a surprise attack on the (invisible!) creature before any of them were killed, it might just about work. Or it could continually roll 100s. I'm not going to say never. But it's incredibly unlikely.

If that thousand-to-one chance comes up, though, the scenario may fall flat. It doesn't actually have to happen that early, either. It just needs to happen at a point when the narrative momentum points in another direction.

Hero Al-Jaf and Bugsy Warburton have finally discovered the horrific experiments behind their predicament, and realised they need to ransack the Science Building where Dr. Sinister's notes and equipment may provide them with a faint chance to escape alive. As they prepare to leave the office, they hear the terrifying sound of the Slatcher gnawing at their door. They turn tail as the Slatcher bursts through, firing wildly in a desperate attempt to buy time.

In a stunning display of serendipity, three bullets strike the Slatcher in the sensitive nostril region, overloading its nervous system and destroying its brain. With the hulking creature dead, our heroes have no particular reason to go to the Science Building, and begin to shuffle awkwardly home.

If you have a number of monsters stalking the PCs, this isn't a particular problem. Even if each monster is supposed to be extremely tough, the players will probably understand that they got really lucky and still shouldn't try to confront the remainder outright. But with only one, you have nothing left to play with.

We're All Dead Here

The parallel problem to this is that the monster can win too easily.

Remember, because we have only one monster in this scenario, that monster is overwhelmingly powerful. It is capable of defeating at least several of the PCs - which, given mechanical variation and raw luck, means that it's almost certainly capable of killing all of the PCs at once. Often this is deliberate; the intention is that PCs will either escape the monster, or work out a way to overcome it indirectly using the environment and information they can accumulate, or increase their capabilities (either mechanically or in terms of knowledge and resources) to the point where they can in fact defeat it.

Because the monster is so powerful, any time there's a confrontation with the whole party, there is a risk that the monster will kill them all. While that risk may ultimately be part of the scenario, once again it can feel very unsatisfying if it happens too early, or at a time when the narrative momentum isn't pointing that way.

If it does come down to combat, then, the GM has the difficult job of reining in their beast. They need to calculate fairly precisely just how much damage it should wreak. If they simply follow the mechanical potential of a rampaging monster capable of killing the entire party in a few rounds, there may come an abrupt end to the scenario. Conversely, if they restrain it too far, the psychological threat can be lost; this not only affects the narrative, but can cause further complications because players become tempted to keep fighting. After all, if the creature doesn't attack as ferociously as they expected, this may be their best chance to defeat it!

The psychology of the players, and indeed the player characters, can get convoluted, especially with metagame considerations coming into play. You can of course resort to saying "hey, this monster could easily kill you all, but I'm giving you a chance to get away," but there's a real risk that this will puncture the immersion too far - players may end up feeling that everything is under the GM's sufferance and become dissatisfied.

Basically, then, the difficulty for the GM is knowing when to stop. On top of choosing a narratively and mechanically appropriate amount of havoc for the monster to inflict on the characters, bearing in mind the psychological effect of that havoc and the tropes that will be evoked by it, the GM also needs to have in mind a pretext for stopping that feels satisfying given the nature of the monster.

Scaling

Players can be surprisingly stubborn about backing down. It's not super surprising though. After all, often the whole point of encountering a monster in a game is to fight it.

I think one of the particular difficulties of a monomonster is that it's difficult to give a useful sense of scale. By which I mean: exactly how much of a threat does this thing pose?

Of course, there are some exceptions. If a monster is genuinely meant to be overwhelmingly dangerous beyond anything the PCs could dream of, you can generally find a way to demonstrate that just in description. In that case, the scenario is about staying as far away from it as possible.

When as a GM you have many monsters, you have options. The most straightforward is that you can have some of them attack the PCs (or some NPCs) and show roughly what kind of threat they pose. A Venusian Gnarker might charge a group of guards, only brought down by a relentless barrage of gunfire after smashing several aside. Several Chibblers might spring upon a PC, and when the party can wrestle them off, it shows that four PCs can cope with about four Chibblers without getting too seriously hurt - but the hundreds encroaching on their base will be a problem. They might know that one unarmed cultist is a relatively manageable threat, but that they can't really handle the fifty who are meeting downstairs.

In particular, you can expend some of your monsters to demonstrate the scale of the threat. Was it easy to kill them? Hard? Terrifyingly difficult? Okay, now you know what you're dealing with. And that was just the hatchling...

What scaling is about is informing the players of the situation. You are trying to convey a sense of appropriate threat, bearing in mind the tropes and conventions of the genre, so that the players understand what it means for them to take various courses of action. This is all part of the general GM's role, just as in portraying an NPC you try to show the players what kind of NPC and situation they are dealing with (with reference again to genre tropes).

With a monomonster, you can't easily do this.

You can have the monomonster attack someone else, which can work well, though it depends on how the players interpret the power of that victim. There's also a risk that the PCs think this is a "rescue the NPC!" situation, because they haven't yet worked out what they're dealing with. Finally, some kinds of monster don't work well here because they should really move on to killing the PCs.

Another classic is leaving evidence of the destruction wrought by the creature. This is potentially very potent; in particular, it allows the PCs to study the scene at their leisure and learn a lot about what the creature can do. It can include witness accounts and scenes of carnage. However, it can be difficult for players to grasp what these mean in mechanical terms. Is being able to wipe out a roomful of police officers evidence of appalling power, or just that the police are a bit useless? Are we supposed to be scared about this for practical reasons, or aghast at this tragedy, or is it just the kind of thing that happens? How did those police match up to us, anyway? Of course, this depends on things like system. In D&D, you don't know whether a dead NPC is 1st or 20th level unless you're told. In Call of Cthulhu, people are mostly fairly equal, but skills can make a huge difference.

It is possible to have the monster simply attack, working on the basis that the party will mostly escape. This might work absolutely fine, but it's risky. There's that aforesaid worry about killing everyone, especially if they don't realise they're not supposed to fight back. Or the monster getting killed by a fluke.

You could also end up with more complicated situations. For example, killing off even a single PC early on might leave the game feeling flat for their player (even if you get a replacement, your investment can be diminished). Characters might be sufficiently injured or traumatised that it's actually difficult for them to do very much, especially in a game with injury mechanics. For example, a sprained ankle or fear of darkness could leave a player struggling to contribute. If the game has resource management, such as mana or even ammunition, it's possible for someone to burn through a lot of their resources in this kind of preliminary encounter and have little left for the main scenario.

In addition, while a monomonster can manifest new abilities or increased power over time, it can be very difficult to plausibly do the opposite. Monsters achieving new stages of evolution, greater manifestation onto the material plane, absorbing enough souls to breathe fire? There's precedent for that. Monsters losing the ability to breathe fire, or weakening, except due to protagonist intervention? That just feels like pulling punches. And if you try to repeatedly scale up and down, it will certainly begin to feel arbitrary.

Agency

Somewhat strangely, I think another issue with this kind of scenario can be player agency. Now, it's tricky because there's also a loss of character agency in many of these scenarios, which relates to most of them being horror. But I think the monomonster setup does tend to limit player options as a consequence of the limited range of narrative resolutions.

Let me try that again in less portentous language. As I've said, there's a significant risk of the narrative falling flat because the monster, or the party, are killed off at an unsatisfying time. The power of the monster tends not to leave a lot of leeway for error, which tends to mean limited scope for players to test ideas, explore and take risks. This can either result from player caution (including playing strongly into trope on the assumption that this is the only way to meaningfully engage with the scenario), or from GMing that steers into Quantum Ogres and railroading territory.

Let's take the sciapod as our example.

Freedom of Movement

The scenario obliges them to land on the iceberg. It then mandates that their boat is disabled, and the radio destroyed. This immediately removes two choices: the players cannot decide to have the characters call for help, including further information, nor can they decide to try and escape. This is a story about being hunted by a monster on a shipwreck, not about being chased by a monster across the Arctic and beyond. Fair enough, unless you're running a total sandbox you do need to decide what sort of thing you're trying to do in a scenario, especially in genres where GMs are expected to devote effort to building up backstory and providing realistic details, which require planning and research.

Informed Decisions

The players may wish to gather information about what is going on. This is a sensible choice and also in-genre; protagonists faced with an unusual situation do generally try to puzzle it out, and in horror genres this often overrides caution. The players aren't prevented from information-gathering, which is good. However, the majority of the information is generic atmosphere-inducing detail, demonstrating the power of the sciapod and the danger they face: the crew thought up several logical ways to protect themselves against something, all of which failed.

It's interesting to learn what happened here, but it doesn't actually help. Notably, they can't find anything that explains what the sciapod is, its weaknesses (spoiler: none) or how it behaves, any of which would increase their ability to make effective decisions. A very notable omission is any clue to the secret means of seeing through its invisibility, which is very much out of left field.

I suspect this is unusual. Stories of this kind often involve the protagonists observing the monster's behaviour (or the clues it leaves behind) and slowly learning of its quirks and vulnerabilities, eventually equipping them to escape or defeat it. This helps them make informed decisions, offering agency. On the flipside, there is a risk that the scenario becomes a series of scripted reveals, with the players needing to progress though a whole clue chain before they are allowed into the endgame. Again, this is a bigger risk with a monomonster, because a monomonster is a bigger threat allowing less margin for error. With multiple monsters, they can gradually gain the knowledge to take on increasingly powerful monsters, or test out leaps of deduction and survive being wrong.

Other possibilities are significantly curtailed by that invisibility. It deprives them of information about what's happening, including the ability for characters to observe the creature and interact with it. It's technically possible to overcome the invisibility, but the solution is bizarre and isn't spelled out anywhere, which means the players don't really have the option to work towards discovering it.* The invisibility is an unusual trait for a monomonster, though. Shapeshifting and similar abilities can produce some related issues, but typically you can at least see the monster when it's attacking you.

Technically you could try and work it out by experimentation, but it would be insanely dangerous, and I'm still not sure players would work it out. It's also very hard for the GM to help out without just telling them the answer.

Judging the Odds

The sciapod's superhuman strength and toughness, and ability to kill at long range while being totally invisible, make fighting it largely pointless. My impression of the scenario was that by info-gathering, players would mostly judge that the monster is far too powerful to confront. It's made clear that a large number of hardy sailors taking sensible precautions, including some decent improvised weaponry, were unable to stop it.

While that doesn't stop the players trying, I think that is a reduction in effective agency. Within the context of horror, signs that an enemy is overwhelmingly powerful in a fight is typically a flag that you are not expected to fight it. Players may not mind their characters dying, but if you're confident the attempt will be fatal, it turns the choice to fight from "part of your range of interactive options" to a specific narrative decision or a last resort.

The players' choices seem very limited here, because there seems very little they can meaningfully do either about the sciapod, or about their own survival.

They can't call for help. There's nowhere to run to, and they can't actually see what they're running from. They can't really hide and it wouldn't achieve anything. They can try to fight back, or just defend themselves, but the scenario makes a concerted effort to show them how ineffective it would be against this inhumanly powerful and resilient creature (which is, let's remember, able to kill them with one shot at long range while remaining totally invisible). They can't observe the creature's behaviour and exploit that, because it's mostly invisible and doesn't seem to have any behaviours other than killing, and also trying to watch it is insanely dangerous.

Why is this about monomonsters again?

Okay, so I'm using one creature from one scenario as an example. They're not all the same.

Basically, a monster story tends to have one of two satisfactory narrative structures. In the first, the characters begin by fleeing and hiding, gradually gain knowledge or resources that improve their odds, and finally defeat the monsters in a series of climactic encounters. In the second, the characters begin by hiding and fleeing, gradually gain knowledge or achieve small victories that improve their situation, and finally find a way to make their escape. In both cases, what essentially happens is that over time, the monster's relative threat decreases until it is less than the characters' growing ability to achieve their goals.

In an interactive roleplaying game, things tend go to in unexpected directions at best. There's no special reason for a confrontation with a single monster to escalate nicely to a dramatic finale. This is especially true as players do not usually have perfect knowledge of the relative capabilities of their characters and the monster, or the odds in play, and are not necessarily aiming to construct a satisfying narrative. You wind up with situations where the players are expected to encounter the monster early, to identify that it is a threat and that they cannot defeat it, but for them to also somehow survive the early encounters, despite the fact that the monster is motivated to kill them, and capable of killing them.

Achieving this balance is particularly difficult with a monomonster because the GM cannot easily use convenient variation in the number of opponents, or their maturity or armament, or their apparent intelligence, to vary threat levels. Instead, they have to control the monomonster's behaviour to ensure it does not kill the players in the early encounters. Because it is controlled in this way, the significance of the players' choices is reduced, and thus their agency. In addition, as I mentioned in scaling, if the GM tries to vary the threat posed between encounters (and in particular, specific abilities) the players will struggle to make informed choices.

With multiple monsters, the GM can open with a Chibbler Larvae encounter to demonstrate the threat. It doesn't need scripting: they can design the Larvae to be moderately threatening and leave the players to respond as they wish, with confidence that the characters will survive and emerge with some understanding of the threat. When the characters encounter apparently more intelligent Chibblers, or find signs that a huge Chibboth has passed nearby, their players can make informed guesses as to the consequences of their next actions (run, fight, hide?). The GM can also scale threat up and down: once they've avoided a Chibboth, they can find a couple of Chibblers in the next corridor.

Except, I'm missing something. Quite often when monomonsters are used, helplessness is the point.

We're All Doomed

The story structures I mentioned above are either defeating or escaping the monster. I suppose third and further structures include the monster gradually picking everyone off, typically except for one surviving female character and possibly a cute pet. You can potentially view this as a Final Horror incarnation of the monomonster, from my Call of Cthulhu typology.

Some of those are effectively lone protagonist stories with a supporting cast, which you can view as working the same way as my two above, but being less appropriate for group play. Others are all about the characters' helplessness, which is fine if you enjoy that sort of thing, but rarely leaves much room for player agency.

I would tend to view these as being more suitable for a game specifically designed to produce a particular narrative - a storygame, in other words. I don't think they're a great match for more traditional roleplaying, because when characters don't have much agency, the GM needs to work very hard to give players agency to set short term goals they can achieve. These may be in-game goals like discoveries, acts of heroism and so on, or player goals relating to bringing about particular scenes or narrative elements they feel invested in. These are necessary because more traditional goals like "defeat the monster" or even "survive" aren't really within reach.

Players need to be thoroughly on board for this sort of thing, because if you find yourself in a monster scenario and try everything you can think of to defeat or escape the monster, only to learn that neither was physically possible, it will be massively frustrating. Essentially, it leaves you playing the wrong game. You want to be playing with the grain of a game: doing the kinds of things that are meaningful within the paradigm you have adopted.

If the monster is unstoppable, you want to be setting and achieving goals like "I stay alive as long as physically possible", "I radio HQ with as much information as we can get our hands on so they can stop this spreading", and "I make one hell of a last stand".

Of course, it's also quite possible for this kind of narrative to be a natural outcome of a monster story where the characters just get themselves killed, through bad luck or bad planning.

On the plus side, this is probably the genre best suited to a monomonster - it actually works quite well. The monster seizes a single victim at a time, and then stops to consume them, torture them, meld with them and assume their identity, and so on. The others can flee while it ignores them. In some ways this is actually better than with multiple monsters. Since you aren't worried about PC deaths if you're using this structure, there are relatively few problems. The main ones are ensuring players are on board with this, and that they don't get too bored if they're eliminated ten minutes into a six hour session.

The Great Escape

So you're faced with a terrifying monster, and just want to escape.

This one comes down very much to the other parameters of the story, because those determine how difficult escape is, and indeed what "escape" means. Are you trapped in a submarine? On a base in the desert? In a forest? In a city?

Monomonsters, being incredibly powerful, are a natural fit for the escape plan. However, they do also have some obvious drawbacks, the main one being that escaping from one thing is generally an awful lot simpler than escaping from many things.

Very broadly speaking, if the characters can determine where the monomonster is, they can sensibly proceed by getting as far in the other direction as possible. Similarly, it's well worth making Herculean efforts to lure the beast away, conceal their trail, block its passage or trap it even temporarily. It may even be reasonable for one character to sacrifice themselves so that the others can escape pretty much unhindered.

For example, let's say the creature is basically mortal, just incredibly tough - it can't pass through solid matter. If there is a way for the characters to separate themselves from the creature with a nigh-impermeable barrier, it's well worth doing even if it's extremely difficult, because achieving it will solve most of their problems. If there are two parts of a space station, and they can sever them using a complex series of explosions jury-rigged from food supplies, they are safe from the monster. While a perfectly good solution, the players may end up focusing on this to the exclusion of whole swathes of a much more complex scenario.

Of course, this isn't always a bad thing. It may be very effective for the players to feel that they're making good progress in their escape at times, and other times have the psychological pressure of knowing the monster is near. The GM may well be able to come up with ways for the monster to eventually resume the chase, hopefully without leaving the players dissatisfied.

The advantage of multiple monsters here is that the players know they do not only have to content with one enemy. This means concocting (potentially) cheap shots is not worthwhile; they should pursue more general escape plans. They can't be as confident in their safety simply because they know where one monster is, or even because they trap one. In addition, the monsters can (deliberately or accidentally) herd them via their own movements, or else force them to take risks to avoid being driven in the wrong direction. The players have to consider pincer movements, or the risks of fleeing one enemy at high speed only to run headlong into another.

Plus, if the numbers of the monsters are uncertain, it may never be clear when they are actually safe.

A second advantage here is the possibility of tiered success. For example, the players could make definite progress by cutting themselves off from part of a monstrous horde, then gradually see more and more of their pursuers drop away as their plans succeed. Or they could make the difficult decision to leave a holdout where supplies are running low, pass through a densely-populated region to make quicker progress, and then try to shake off pursuit. They might accumulate pursuers as they make mistakes, and have to shake them off. They might even be able to turn some of the monsters against each other, or otherwise have the monsters' sheer numbers become a disadvantage - "surely that bridge won't bear the weight of four such gigantic beasts?"

The Nature of the Beast

The personality of a monomonster is an important facet of the puzzle. Because it's the main (or only) challenge in the scenario, its nature will shape the kinds of encounters the characters tend to face.

Murderous

A fairly basic monster is simply murderous: it has an instinctive drive to kill. This can make it both simple and difficult to deal with. When it notices the PCs, it attempts to kill them in a fairly direct way. Since our monomonster is also very powerful, this tends to mean it will kill every PC in sight unless they manage to escape it.

The difficulty here, then, is making the murderbot clever enough to present a practical challenge, but not clever or fast enough that the PCs cannot escape it. It probably shouldn't just fall into pits because the PCs stand on the other side, but it shouldn't be able to unerringly hunt them down. If the murderbot is both overwhelmingly powerful and inescapable, there probably won't be much to the scenario once they first meet - it will chase them down and kill them all efficiently.

Useful options here include weaknesses and incapabilities. If the murderbot can only come out in the darkness (a fairly common trope), the PCs have some limited opportunities to move about, gather and use resources, and make preparations in relative safety before their next encounter. Similarly, if the murderbot is too large to fit through vents, the PCs may be able to escape from a confrontation, while keeping them highly restricted: they can't afford to spend long in one room, and they're limited in terms of where they can safely go at all.

Not all Murderous monsters are instinctive or even stupid - you can use a ruthless assassin, for example, and The Predator is probably a decent example - but the impulse to kill is typically stronger than any other motivation.

Hungry

In some ways, the Hungry beast is even more simple, but it's also potentially more complicated. That's because it actually has two motivations: kill things, and eat them. These can interact in interesting ways.

When a Hungry beast detects the PCs, it will tend to try and kill them. However, if it does kill someone, its desire to eat will often trump its desire to kill. This gives the PCs an opening to escape, counterattack, or attempt a cunning ploy. Whereas the murderbot would simply move onto the next victim in an efficient flurry of death-dealing, quickly killing the whole party, the Hungry beast has no reason to do so until it's sated its hunger.

Hungry beasts can be cautious, like many real-life predators who are wary of prey's defences and the simple risk of their food getting away through their carelessness. Others are so driven by appetite that they have no such qualms, and fling themselves ravenously on any potential food. Either behaviour can give PCs opportunities to trick, distract or otherwise control them. Similarly, many Hungry beasts aren't exclusively PCvores, so the players may come up with ideas to use food stores, wildlife or even NPCs as distractions and as bait.

Sadistic

In my limited experience, monomonsters often seem to be treated as Sadistic. I think that's because this is the most convenient for GMing purposes: just as the GM is playing a game with the players, the Sadist is playing a game with the PCs. The GM is trying to create a sense of threat, and the Sadist enjoys scaring the PCs. The GM doesn't want to end the scenario too early because it's fun; the Sadist doesn't want to kill the PCs too early because it's fun.

Sadists tend to have at least a moderate level of intelligence because it's sort of hard to be sadistic otherwise. They deliberately make things more challenging for themselves, allowing victims to escape and avoiding the use of their full capabilities. While a monomonster can wipe out the whole party at once, the Sadist simply doesn't want to.

To a large extent, this works well. The Sadist has a perfect excuse for being irrational, inefficient and frankly slipshod about killing off the PCs, even though it's perfectly capable of doing so. However, you can reach a point where this begins to fray under pressure. If the PCs begin to demonstrate that they can in fact take on the Sadist, it should begin to make more of an effort and fewer allowances. Unless the Sadist's goal is quite specifically to play a complicated and genuinely dangerous death game with the PCs, its behaviour should change in response to their capabilities.

For example, a Sadist who resents the intrusion of puny mortals into its lair, and is now sadistically terrifying them before devouring them, might logically stop to think after a mortal successfully hurts it, and move on to simply devouring them. A Sadist that relishes the sense of power over helpless fleeing victims would lose that satisfaction if the victims turn out to have a very sensible plan to destroy it, and abandon the game (it's basically a bully, after all).

One of the difficulties I had with The Derelict was that it's ambiguous about the nature of the sciapod. It's described as wanting to kill everyone, but also as eating human flesh; however, it doesn't seem to behave as though driven primarily by hunger, but if it wants to kill everyone it can do so almost effortlessly. The designers perhaps intended it to be sadistic, but this kind of thing needs to be clear to the GM. I also feel slightly that making a single powerful and sadistic enemy is perhaps a bit overdone.

Humanlike

A clever monomonster, sentient enough to act like a human, can have very complex motivations and conflicting goals. For example: the Slaughter Spirit wishes to kill you all because it thirsts for death, and will actually try harder if the situation is challenging out, of pride in its power and a wish to show contempt. On the other hand, it resents having been summoned by a wizard to guard this place, and sometimes the wish to sabotage its master's goals overcomes that bloodlust. It also hates wizards in particular, so magic-using PCs will earn particular ire and frenzied efforts to kill them. But it's also afraid of wizards. It is bored after centuries of guarding, and doesn't really want this brief excitement to be over. And so on.

This is potentially very good from the GMing side - it gives you a lot to work with. However, it can also be hard to put across this amount of detail to the players. This can make it hard for them to usefully interact with all your nuances, and the ability to interact sensibly is pretty vital in the survival-type scenarios that tend to feature monomonsters.

Erratic

I suppose a final type of monomonster is simply Erratic. While it does have goals and motivations, it doesn't pursue them single-mindedly. This can explain why a monster doesn't relentlessly attack, pursue or even pay attention to the PCs.

An Erratic monster might be stupid, animalistic, mad, malfunctioning, struggling against a controlling force, or just alien. In some ways this can be useful to a GM: they can change the monster's behaviour as necessary to ensure the scenario doesn't end with an unsatisfactory splat.

The downside here is that as I said, learning how the monster behaves and how to interact with it is one of the few things players can actually do in most of these scenarios. After all, monomonsters are overwhelmingly powerful. "Winning" the scenario normally boils down to either tricking the monster to death, evading it long enough to escape, or learning enough about it to defeat it. Either option really calls for the players to work out how the monster ticks; otherwise it is liable to feel like GM fiat.

Stunlocks and the Action Economy

I've been talking with a fairly Call of Cthulhu mindset, but let's take a step back here. Some games have more of a tactical combat approach.

The classic problem with monomonters here is extremely well-known: it's basically one of actions.

The PCs are typically a group of 3-6 characters who each get to do one(ish) thing on their turn. The monster is typicallly a single entity that can do one thing on its turn. Although the monster's individual actions are typically more powerful and can often affect multiple PCs, it's still easy to end up with the PCs running circles around it due to their ability to do multiple things at once.

As a basic example, while the monster is fighting one PC (100% of its actions) the other 3-5 PCs can act freely. They may choose to contribute to the combat, but they might also be healing, preparing equipment, executing a complex plan to trap the monster, performing a powerful ritual, summoning help, running away, bombarding the monster with hindering effects, and so on. Generally there are multiple PC actions available to counter the efforts of the monster, while the monster has one set of actions available to counter the efforts of the PCs.

The archetypal problem is the Stunlock. An effect reduces a target's actions or even prevents actions. If PCs are able to create such an effect, they can use it against a monomonster to deny 100% of its actions for the turn. While they are totally unopposed, the PCs either unleash a flurry of powerful abilities, or carry out a difficult plan. In some cases, PCs can repeatedly inflict these effects to keep the monomonster Stunlocked and make the encounter flat and boring.

The issue here is that abilities in a tactical combat game tend to be weighed on the assumption of multiple opponents. Stunning powers are not inherently overpowered, but can become situationally overwhelming (I've discussed this sort of thing in my many posts on soft attacks). Against a single powerful opponent, any impairing effect is generally hugely valuable. Alternatively, designers react by making the monomonster highly resistant to such effects, to the point that many abilities are largely useless. A common result is the Save or Suck - depending on the your roll, your soft attack either bounces off harmlessly, or is devastatingly effective.

This sort of thing alters the relative effectiveness of different characters depending on the types of powers they can bring to bear. If a monomonster can be stunlocked, characters with potent soft attacks are devastating. If it can't, those characters who aren't designed for massive damage or tanking can feel very underpowered against them.

Games may try to address this by giving special rules for monomonsters. For example, recent editions of D&D allow designated powerful monsters to take additional actions during the turn - perhaps one reaction for each PC present, or a secondary attack that happens at a different point in the initiative order. I've also seen auras used as part of this strategy, with PCs potentially affected each round by some harmful or penalising effect.

Big Sack of HP

A related issue is that where games use a hit point-type system, monomonsters have a different sort of power curve from fewer weaker opponents.

Let's say we have two combat encounters: one against ten ogres with 1n HP, and one against a giant with 10n HP. Let's say these are equally challenging in some game-mechanical sense.

In the first case, the ogres can make up to ten attacks each round. If the PCs can inflict 1n HP to an ogre, the number of attacks drops by 1/survivingogres. There is an interesting tradeoff of attack types: a fireball might inflict substantial damage to five ogres but kill none of them, for example. The PCs must decide whether it's worth spending a turn injuring several ogres so that they'll be easier to kill in future, or whether it's better to cast a single-target spell that will probably kill one ogre and reduce the incoming attacks. The fireball also tends towards averages (some ogres will probably be damaged) while a single-target spell might miss completely.

With classic D&D mechanics, the giant works very differently. It makes one attack per round. Okay, it might make five, or it might make a single multi-target attack... let's just say it makes Y attacks. It continues to make Y attacks until the PCs inflict 10n damage to it, at which point it makes no attacks because it's dead. The PCs do not have tactical decisions about concentration of fire, because they cannot split fire. They can choose to use their most powerful attacks, or they can be less effective for no reason - it's a simple calculation.

Yes, they could do things other than make damage-dealing attacks, but I'm only concerned with damage here.

Not only is the combat less interesting in that sense, but the PCs also have less control of the situation.

In the ogre example, the PCs can choose to whittle down numbers as soon as possible, or use tactics (like area attacks) that kill the ogres faster overall but allow more incoming attacks in the short term. They can also do things like try to distract, bottleneck or otherwise impair the ogres' ability to bring all their numbers to bear. It's within the PCs' (and players') ability to try and shift the odds in their favour, rather than simply attacking whatever's closest.

In the giant example, the PCs can't use these tactics. They can't choose to focus on reducing the number of incoming attacks right now versus winning the combat efficiently. They can't necessarily choose to eliminate the threat to the squishy wizard first - it might be possible to distract the giant from attacking the wizard, but perhaps its attacks affect the whole party. They can't divert some proportion of the giant's HP and an associated slice of its attack effectiveness away from the combat for a time.

Even in Call of Cthulhu, which has a very basic system designed to model plausible events believably, there's an extent to which combat becomes a resource management exercise, which makes direct confrontation with a monster very tricky, because it often does come down to "can the party's 5 actions a round attached to vulnerable bags of hit points overcome the monster's 1-2 actions a round attached to a much less vulnerable bag of hit points."

Games do try to address these things. I've seen 4E D&D solo monsters built with several "forms", so the monster changes its behaviour and power based on injuries. Some game systems do allow specific injuries, which can reduce the power of the monomonster's attacks in a vaguely similar way to killing off some of a monster group. GMs can also use straight-up roleplaying to have monsters become wary, frightened or carelessly enraged by injuries.

I've Been Saving That

The last point I think I want to make about monomonsters is that they create an extremely strong incentive for the use of one-shot nova abilities, because killing or hampering 100% of your foes is generally the best outcome you could hope for.

I think this may be more of a problem in games which make less of an attempt to offer tactical combat, simply because these games are more likely to include flavourful abilities that can be devastatingly effective but are extremely limited in their use. This may be a deliberate decision (just once in a while, or even just once, the character can take someone down hard), or simply an unplanned organic result of the interaction of abilities, or careless writing.

The main contenders here are, I think, of two kinds. There are danger-balanced abilities, which are extremely powerful but balanced by a very high risk, so that it's foolish to use them often. There are also limited use abilities, which you just cannot use often.

The easiest example of a danger-balanced ability is psychic powers in Warhammer 40,000. It is (okay, in theory) extremely dangerous to use psychic powers, especially if you do so at full power, and so it's best to save them for extreme situations. However, they can be devastatingly powerful. So, if you can invoke a psychic power to pretty much guarantee defeating one target, but it's very dangerous, it is well worth doing so against a powerful monomonster.

The classic limited use ability is actually equipment. A lot of games allow you to occasionally pick up very powerful single-use items. Those such as vortex grenades, arrows of X slaying, scrolls of celestial annihilation or blade oil of banishment may give you a very strong chance of destroying one target outright or at least inflicting massive damage. Another category is single-use buffs and debuffs: you can become invulnerable for ten minutes, or reduce one target's strength to that of a quail, or turn the whole party into frost giants, or trap a target in temporal stasis while you pile up vast quantities of explosives.

There can also be abilities or effects that aren't intended to be near-flawless kills, but can be used that way because of the way they're designed. If players routinely try to pull these off GMs tend to either houserule or find ways around it, but it's often when faced with a desperate situation that the player first tries to pull it off. For example, there are several powers in various White Wolf games that are vastly more powerful than the designers seem to have intended. A GM will not necessarily have a comprehensive strategy for implementing these in a balanced way, especially if the PC first comes up with the idea during a boss fight.

Unfortunately, if you have a much-foreshadowed climactic encounter with the elder dragon Droom, what usually doesn't happen is the party valiantly battling it for several rounds, both sides escalating their attacks dramatically until a final strike with the Arrow of Dragon Slaying brings down Droom. Players are usually pretty canny, and it's obvious that the sensible thing to do is open up with your most powerful attacks in the hope of ending the combat as efficiently as possible. So what you actually get is the much-foreshadowed climactic encounter with the elder dragon Droom in which the hunter looses off the Arrow of Dragon Slaying the very second Droom swoops into view, killing him instantly. Droom ends up being all talk and no action; the band of nameless goblins they encountered in the forest played a bigger part in the story and came far closer to defeating the heroes.

There's nothing wrong with using these items like this, and it can feel narratively satisfying - the natural point for the powerful item to be pulled out just as it's most needed. Similarly, a hero calling on their most dangerous powers at the moment of greatest peril is very fitting. However, there's also a danger of such items or abilities transforming a climactic and dramatic occasion into a damp splat. It's particularly important to bear this kind of thing in mind if such one-shot abilities crop up moderately often, since you can end up with players routinely storing them up to win easy victories over powerful monomonsters, while what should be lesser battles against multiple opponents are relatively difficult. That's not bad playing - it's very sensible, tactical playing - but it can still become unsatisfying for everyone.

Ths isn't a big problem, it's just something a GM needs to be aware of. It's potentially better to throw out battles with several potent enemies, or one quite powerful enemy with some moderately powerful allies, so that these abilities can turn the battle around without ending them in the first round.


As usual, a load of rambling with not much in the way of conclusions, just some things to think about. I don't say GMs should avoid using monomonsters or anything like that, it's just that there are quite a few aspects of their interaction with mechanics, narrative and (in particular) the actions of the PCs which it's worth thinking about when planning and running a scenario.

Wednesday, 21 December 2016

Making Demon: the Descent more like a Cold War

History is written by the victors, as the mortals say.

The Aesir and the Jötunn. The Seelie and the Unseelie. The Gods and the Titans. The Fall of Lucifer. Ripples of shadows of the truth, passed down in half-guessed whispers to mortal ears and told and retold, until nothing remains but the fruits of human imagination, and the memory of Schism.

Spirits are everywhere, behind and between the world seen by mortal eyes. They enact the will of their beating heart, the God-Machine. They build metaphysical infrastructure, channel incomprehensible power, protect, people; whatever the God-Machine decrees. Sometimes humans sense them, and call them guardian angels. If only they knew.

You are no angel.

Thursday, 1 December 2016

Numenera's GM interventions

So after all that talk of failures, and a few conversations, I was thinking about the actual GM Intrusions in Numenera, and I got curious. What sort of googlies does the rulebook actually throw out?

Foci

The foci are a weird and wonderful array of special abilities, no doubt perfectly suited to display the scope and versatility of the GM Intrusion. Let's see what exciting opportunities, plot seeds and wildcards Monte has chosen to throw in here!

Monday, 21 November 2016

Crusading Blackly

As you may recall, gentle reader, I am a fan of the Warhammer 40,000 universe. I have previously enjoyed some very straight-faced (and silly) games of Deathwatch under Arthur's guidance; I hope at some point to complete the campaign we were running.

For the past few months, I have been taking part in a very different angle on the whole business: a Black Crusade campaign, run by Dan. This is, for those of you not in the know, like switching from playing the Fellowship of the Ring (in an alternative universe where all of you are Strider, or possibly Legolas) to playing three distant relations of Wormtongue hiding out in the big city and plotting its downfall.

I'm not particularly proposing to discuss the campaign and its events in detail, but to waffle a bit about some specific ideas. This is going to get long; I don't really want to break up a review of a single product into several posts, but equally there's a lot to say. Sorry.

Sunday, 20 November 2016

On failure, its outcomes and its implications: simulation vs. storygame?

As I was writing this mini-series, I've been reading a bit around the internet. Other people also have their issues with Fail Forward, including major "Powered by the Apocalypse!" content writers, apparently.

Something I picked up on in that reading was something that I did touch on myself, but think is a bit secondary in my concerns. That is, basically, is there any connection between what the character attempted, and the consequence of the failure?

The first example has a rogue make a Charisma check in order to befriend an officer on a ship. The rogue fails, and the GM interprets this to mean that rather than fail to befriend the officer, the character did in fact make a good impression, but the officer is now suddenly a cannibal.

Don't get me wrong here. This example here makes me furrow my brow and raise an eyebrow and sort of shake my head in mild confusion; it's just that I'm more worried about other, larger-scale aspects of Fail Forward.

On reflection though, it struck me that this might be down to a bit of a storygamer vs. trad gamer mindset difference. I think the spontaneous cannibalism is weird, as does David Guyll, but that doesn't necessarily mean it's objectively bad. I'm wondering whether this might actually reflect attitudes towards the simulationism or otherwise of the gameworld.

In the kind of simulationist game I run, this example seems silly, because a person is or is not a cannibal. I mean, I might not have determined that in advance (it's not exactly one of the core stats), but equally I sort of expect cannibalism to be a trait I decide on some narrative or logical basis. I would find it weird to have a mechanical roll on a skill change a part of the gameworld reality that isn't even related to it.

To be fair, I might potentially get the idea that an NPC could be a cannibal based on the interactions involved in a skill roll, probably if it made me think it would be ironic in some way. But it'd be a consequence of the narrative rather than the die result.

However, if you don't subscribe to the view that a game is approximately simulating a reality for you in the first place, maybe this makes a lot more sense. Plenty of games and gamers are happy with games where a lot of narrative control rests with the players, and where parts of the game reality are subject to change. To take a classic RPG example, when a players looks for a diamond in a safe, some gamers are happy for a successful roll to mean the diamond is in the safe, without any need for the GM to have decided it was there beforehand.

As far as I'm concerned, this is mostly unsatisfying. But that's just my preference.

Players who enjoy this kind of Conflict Resolution-based approach, and the relatively flexible game reality, may be more amenable to the idea that a game-mechanical consequence of their actions or failures doesn't necessarily match the game-narrative consequences of their actions in a mappable way. If you're tending to view things more as Conflicts than as specific Tasks in the first place, then it may make more sense to you.

To pull things back to our example: maybe for a storygamey player, it's natural to model the Charisma roll as a Conflict like "do I manage to befriend the nice officer", where a failure allows that the officer is secretly a cannibal and so not so nice after all. Maybe Grignr failing to behead an orc and suddenly being endangered by a plummeting chandelier feels like a natural sequence of events simply because it comprises part of a story of sequential events.

Monday, 31 October 2016

On failure, its outcomes and its implications: caring and minding

This is a bonus spin-off thought from the main mini-series. It doesn't quite fit into the main thread.

Caring and Minding

There's another case here which I think Fail Forward handles suboptimally, but which is relatively common. This is the situation where I care what the result is, but I don't mind.

Now, you can make a case that this is exactly the situation Fail Forward tries to create, by making both options equally interesting. But let's ignore that, and focus on situations where it's inherently true, rather than those where the GM makes it true.

This is actually a really common situation in the types of games I tend to play, which are generally relatively simulationist. The most obvious case is the very frequent one where I simply want to establish facts about the world around me. For example: Is there a secret door in this wall? Is this ruin historically associated with the Dark Lady? What kind of outfit is Hilgarth Enterprises? Can I hear anyone on the other side of this door?

I care what the result is, because otherwise I wouldn't have asked.* But I don't mind. I have no personal stake in the specific answer, but collapsing that particular waveform will open up new lines of enquiry or simply inform my future actions.

You can usefully distinguish it this way:

  • I care whether there is a secret door, a letter for me, anyone inside the room, any reason to suspect Lord Surly of treason, or a pretty girl eyeing me across the room. I don't particularly mind whether those things are true or false.
  • I mind whether my gold has been stolen, a balrog is chasing me, I can escape my manacles, I know a spell to banish this spirit, or I have any ammo left.

For example, if there is someone on the other side of the door, they might be a prisoner in need of rescue, or a dangerous enemy. Either of those might be good (I do a good deed and perhaps gain a reward or information; I test my mettle and gain XP) or bad (I have to keep the prisoner quiet, free them, wonder whether the guards will notice and raise the alarm, and complete an escort quest; the enemy kills me). I don't specifically want there to be someone there, but I do want to use my senses to establish that fact.

Similarly, if I'm playing in a setting with a Dark Lady in the backstory, and exploring a sinister tower where something has happened, it makes sense to rack my brains and check whether this tower is associated with her. If so, that suggests some things that might be happening: some of her followers might be here, or the tower might be rife with undead, or an evil influence might flow from a relic buried here. I can use that information to make guesses and prepare accordingly. If not, I want to think of other possibilities and carry out appropriate research. Either way, I want to use my historical and mythical knowledge to know the answer.

A Fail Forward system doesn't handle this particularly well, because it's not clear what reasonable consequence there could be for failing "I look for secret doors". In extreme cases it doesn't handle success well either. After all, you're not trying to create a secret door with sheer force of will; you just want to know what's going on. If I succeed at listening at the door, I don't want to have to tell the GM that there's someone inside.

In fact, Dungeon World handles this by not having any consequences for this kind of failure. Which I think is probably better than the alternative, but feels a little inconsistent. It does seem to highlight that adding consequences to an event is very much not always an improvement.

It gets even worse with "I check for traps". The very last thing you want is to try to ensure your safety by making sure there's no traps, and instead end up actively creating a hazard that then injures you. Or, coming back to our secret door, to suggest that there might be a secret door, fail the roll, and suddenly be ambushed by goblins emerging from a secret door that didn't exist until you thought of it. These are, to be clear, examples of reasonably bad GMing rather than game design per se, but I think they're a decent example of where the idea of dividing character skill rolls into two equally-interesting sets of consequences breaks down.

I also think in general it's worth considering GMing and design advice from the point of view of "what happens if the GM isn't very good?". You can't design away GMing problems, of course. On the other hand, there are always going to be situations where a GM is inexperienced, underconfident, takes things quite literally, assumes the advice will explicitly state caveats rather than assuming they will work it out, tired or drunk.

The thing is that if someone does fail a roll to look for a secret door, the chain of thought that leads to them being ambushed by goblins makes a degree of sense. You looked for a secret door and failed. Well, you can't have failed to find a door that isn't there, so maybe there was a door, in which case how does it go wrong? Ah, there were goblins hiding inside! Or there weren't, but some will come soon and sneak up on you!

Unfortunately this sort of thing affects what you might call the metagame. If, when you look for secret doors and fail, this action can cause you to be ambushed by goblins that otherwise did not exist, you are creating a penalty for yourself by doing something that wasn't necessary (but was fun and interesting) in the first place. The natural response is to avoid looking for secret doors.

This is true of any similar mechanic: if failed Social Interaction rolls can have you attacked by otherwise disinterested merchants, it really deters you from talking to anyone. If fighting Dreadbears gets you horribly injured, you'll tend to avoid fighting Dreadbears.

This kind of gameplay can discourage or sabotage certain playstyles. In particular it harms deduction-style investigation, where players want to painstakingly check leads and suspicions and eliminate possibilities. It also potentially harms cautious tactical play, where players want to use research and observation to gain as many advantages as possible.

Tuesday, 25 October 2016

On failure, its outcomes and its implications: derailing

Abstract

There are basically three topics in this miniseries. Thread one is about (mechanical, die-rolling) failure per se and how it feels to me as a player. Thread two is about failures, interestingness and the Fail Forward/Roll Dice or Say Yes sort of concept. Thread three, today's topic, is about the interaction between failure, narrative and the coherence (in the non-Forge-jargon sense) of the play experience.

Failure, Narrative and Coherence

So, what am I wittering about today?

There's two interrelated ideas here. I'd like to begin by talking about how various types of failure affect the coherence of a game, and the table atmosphere. Then I'll discuss the relation between spontaneity/improvisation and narrative coherence. Finally, I'd like to tie these back into the main topic of the miniseries, by talking specifically about the way mechanically-mandated spontaneity affects coherence.

Friday, 21 October 2016

On failure, its outcomes and its implications: consequences

Abstract

There are basically three topics in this miniseries. Thread one is about (mechanical, die-rolling) failure per se and how it feels to me as a player. Thread two, today's topic, is about failures, interestingness and the Fail Forward/Roll Dice or Say Yes sort of concept. Thread three is about the interaction between failure, narrative and the coherence (in the non-Forge-jargon sense) of the play experience.

Failing Forward

One of the arguments that came up in our conversation was more or less this:

"Fail forward" systems (like Dungeon World), which insist on providing "interesting consequences" for failure, just create an unnecessary burden on players and GMs to improvise "consequences" for things that really don't need them, or which already have consequences that arise organically from the failure.

This touches broadly on both Fail Forward and Roll Dice or Say Yes. Both of these proposals work roughly on the basis that die rolls (or whatever resolution mechanic) should be used when you're indifferent to the outcome or when both outcomes are equally desirable. This idea is built into things like Dungeon World's dice mechanic, but also links to a lesser extent to Numenera and its GM Interventions. The principle seems sound, but in application is gets trickier.

I think there are several points to consider here, including:

  • Why are we rolling dice?
  • What is the resolution mechanic resolving?
  • What is a consequence?
  • What is "interesting"?

As a quick aside, let me say that I don't think Fail Forward is an inherently flawed idea, although I will be suggesting a lot of problems with it. I think it emerges from some genuine problems (like hitting a dead end or constant whiffing) and is a sensible means to address certain situations in games (more on this far below). I try to apply it in Call of Cthulhu, for example, to avoid discouraging players and keep investigations moving. However, I think generalising it to a standard rule risks creating a new set of problems. Like all tools it is best applied with care.

The reason I will begin by focusing very heavily on the "keep things interesting" usage of Fail Forward is that this seems to be the motivation behind the systems that build it into their mechanics. I say this simply because mechanically-mandated consequences don't really seem to do anything to address potential dead ends.

Dice are fun

As Dan pointed out, one of the assumptions that these philosophies seem to make is that rolling dice is a value-neutral activity, and that's not really the case for a lot of people. Picking up the dice and rolling them is fun. It is a moment of tension, an opportunity for glory or for dramatic failure or for opening up a new possibility space within the game reality, and you don't know which or what will happen.

This is simply not comparable to making a decision about what will happen. If you decide it's cooler that Gnurk the Barbarian snatches the goblet from the altar at the last second before the ceiling crashes down before rolling under a closing door, that's nice, and it may well be the best way to handle a particular situation (especially if it keeps a campaign going) - but it simply doesn't have the rush of satisfaction that comes from the dice and your character's mechanically-assigned skills pulling together to create that result. A successful die roll feels like an achievement; the possibility of failure lends it the tension that gives it punch, and makes whatever steps you took to contribute to that success feel like work well done.

Resolutions

The second point is one I've touched on before. There are many different types of situations that a mechanic may be resolving.

  • Do I spot the clue that allows us to keep the investigation progressing smoothly?
  • Do I spot the warning sign of an imminent ambush?
  • Do I correctly draw the magic circle to protect me from the demon I'm summoning?
  • Do I unlock the door?
  • Do I shoot the ork?
  • Do I convince the guard that I'm allowed in here?
  • How fast do I complete the race?
  • How long does it take me to do the jigsaw?
  • Do I find a secret door?

Some of these situations open up new possibility spaces: the situation was A, but it is now A+B. For example, opening the lock or finding the clue creates new opportunities to do things.

Some of these situations irreversibly bifurcate the possibility space: the situation was A, but transitions to either B or C. Either you convince the guard, or you alert the guard.

Some of these situations modify your circumstances: the situation transitions from A to B anyway, but you are more or less prepared for it (you might call these B1 and B2). The imminent ambush is a good example; you will be attacked, but are you caught off guard or ready to defend yourselves?

Some of these give you information about the game world. You might discover that there is a secret door, or that there is no secret door you can find. Often, these also open up new possibility spaces.

Some of these situations establish other things about the situation. Running very fast might impress NPCs, or create rivalries, or win you a prize. Doing the jigsaw slowly might consume valuable time, or prevent you from helping allies, or you might not finish it before B happens.

Some of them have long-term consequences which it makes no sense to try and determine now. Your magic circle might bind the demon for a hundred years, or as little as a single night. You might have persuaded the NPC to join your side, or they might be planning to betray you next week. You may have memorised the crucial spell to banish Yog-Sothoth, or not. You will find out when the time comes.

And some of them are more complex. If I shoot the ork, it may die. Or it may be injured and decide to take cover. Or it may be injured and attack ferociously to get revenge. The orc being injured may leave it vulnerable to an ally's attacks. It might scare the ork's boss, who decides the fight's going badly and retreats. It might hearten a scared ally. If I miss, the orc might decide I'm easy prey. Or it might decide I can be safely ignored. Or another character may take the orc down with a spectacular headshot. This kind of situation leaves the consequences of failure very much open.

What kind of consequence anyway?

In games in general, and perhaps in whiffy* games in particular, it can seem as though the possibility is: "something cool happens, or something cool doesn't happen". It seems superficially obvious that in such a case you'd want the cool thing to happen all the time, because it's cool. Except brains don't always work like that.

* i.e. games where it's common that you just fail at things, and often that your opponent also fails at things, so several rounds may go by without anything particular happening.

If my character is shooting a gun at an NPC, then in a diceless system I would typically choose for my character to hit rather than miss*. From a purely rational perspective it doesn't make sense for me to prefer a dice-based system in which I have a chance of hitting to a diceless system in which I can select the most appropriate outcome, any more than it would make sense for me to prefer a job where every month I have a 50% chance of not getting paid.

* assuming that it was genre- and character-appropriate, since a thing being cool is often a function of those, even when it's failure. In some cases, my character emptying a revolver at point-blank range without landing a shot is appropriate and cool.

Similarly, if I'm trying to open a safe, climb a tree or hypnotise a bear, I feel like I would generally like to succeed rather than fail.

This line of reasoning ties into the Fail Forward situation, where games compel players and GMs to add "interesting" outcomes to failure, so instead of deciding between an "interesting" outcome and a "boring" one, you're deciding between two interesting outcomes.

This relies, crucially, on an assumption that not-succeeding at something is boring. I'll return to this below.

In theory this solves "the problem" (whatever exactly that is).* In practice it solves some problems for some people (for some others the problem never existed in the first place). And I think this solvedness relies heavily on interpreting reality as consisting only of a subset of the situations I listed above.

*Establishing what The Problem is, and to what extent it exists, and for whom, is frankly beyond the scope of this blog. It's something to do with making things interesting, at least.

It seems to me (both from reading and from listening to Actual Play) that the Fail Forward model tends strongly to interpret situations as forks in the road. Reality is in state A, you attempt to do X, and reality shifts either to state B or state C depending on your success. Either it thinks most situations are like this, or, possibly, it thinks they should be like this in a game narrative.

I think this is a genuine weakness in the approach, which is partly tied into its tendency to assume a conflict resolution model rather than a task resolution model. This is particularly pronounced when we bear in mind that games involve multiple players, of which more later.

And I think this is a weakness because that's demonstrably false. If I search for a secret door, and there is no door, the most natural consequence is that nothing happens. If I try to pick a lock and cannot, the most natural consequence is that nothing happens. If I try to win a race and don't do better than everyone else, the most natural consequence which is simply that somebody else wins. If I try to shoot an orc and miss, the most natural consequence is that my shot goes astray with no further effect. If I try to build a bridge and fail, it might collapse any time in the next decade.

It's not that none of these things can have more complicated consequences; of course they can. However, I think Fail Forward systems tend in these situations to push GMs to improvise immediate consequences which don't always have much to do with the actions of the character, or which at least rely on specific interpretations of how things happen which don't necessarily match what the player intended.

The "natural consequences" offer several possible advantages. The possibility of trying an alternate path from the same state, so you aren't tied completely to whatever you first tried, and can indulge in exploratory gameplay to sound out options and approaches. The opportunity for another player or character to step up with a new idea or ability, which can be especially valuable for newer or less confident players. A potentially important element of predictability that allows planning.

The following example is combat-themed, but it's worth noting that our inspiration here, Dungeon World, doesn't use full-on conflict resolution for most combats, but models them at the level of a single exchange of blows. Typically, the consequence is simply a matter of whether you cause damage and whether you take damage.

If this inconsistency on my part annoys you, feel free to mentally substitute "I sever the chains of the snarling dire boar!" for "I chop the Orc's head off!".

Do I really want an Awesome Fork?

The assumption of Fail Forward in its starkest manifestation is that when I say "I chop the Orc's head off!" I want my assertion to irrevocably set the game down one of two paths: one in which I chop the Orc's head off and it is awesome, and one in which my failure to chop the Orc's head off creates an exciting and dynamic scene.

And let's say for a moment that this is true, that I explicitly want our next forty-eight seconds of gaming time to consist of either the DM saying "Grignr's axe bites into the Orc's neck, severing its head from its body and spattering the walls in its oozing, grey-black blood!" or "Grignr's axe swings wildly, severing one of the supporting beams of the overhead scaffolding, causing piles of mouldy orc-dung to cascade onto the battlefield."

The thing is, both of these outcomes are time consuming (especially because they don't flow as easily in speech as they do in writing), and both of them centralise me specifically.

Similarly, in a non-combat situation: if I attempt to lockpick a door, the DM might say "the tumblers clatter into place, and the door swings open, exposing the Duke's secret devil-worshipping chamber!" or "distracted by the clicking of the lock, you fail to notice the watch-panther padding along the corridor, and it springs towards you with a roar!"

Player creativity is not a finite resource,* but time and things-that-need-doing are. If we are fighting an orc, and I chop its head off, I have denied you the opportunity to deal with the orc by some other method. If my failure to chop the orc's head off causes us all to be buried in orc dung, I have denied you the opportunity to enact any plans you might have concocted that relied on our not being buried in orc dung. Or simply the satisfaction of killing the orc yourself. If my failure to pick the lock doesn't simply waste a few minutes but lands the party in a fight against a panther while creating noise that attracts other guards, the fallback plans laid for this stealth mission are worthless, and if you thought your plan was better you may feel justifiably annoyed with me.

I don't entirely agree with this! I'll touch on it later.

And those are consequences which do at least tie in logically to the events underway, whereas a hurried GM can easily end up suggesting what seems like a random event. "As Grignr rushes the orc, a rusting chandelier detaches from the ceiling and plummets towards them both!" "You are unable to convince the old man to tell you anything, and you suddenly realise your pocket has been picked!" "Your attempt to forge a letter of credit is interrupted by ninjas!"

In contrast, if we were resolving this in a system without Fail Forward, both failed rolls would typically result in nothing particular happening - and this leaves things open for someone else to try.

Organic outcomes are interesting

To put it another way, in a traditional RPG system, failure actually does have interesting consequences, but a lot of the time the interesting consequence is "another player has a go at resolving the situation, often trying a very different approach."

You can make a strong case that traditional systems actually produce the Fail Forward effect in a far more natural and organic way than systems that mandate consequences, but this is only apparent in retrospect looking at the way multiple players' actions and successes interact.

For my money, Fail Forward games place rather too much emphasis on consequences of failure rather than on the consequences of player action. If the PCs are going to wind up getting thrown in gaol after an altercation with an aristocrat, I'd far rather it happened because Brenda the Barbarian started a fight after Billy the Bard failed to resolve the encounter diplomatically than because the DM decided that "you get thrown in gaol" was an interesting consequence of Billy's failed Diplomacy roll.

Generally speaking, with something as simple and inherently task-resolutiony as an attack roll, I'd probably rank my preferences as "I hit", "I miss" and "I miss and something interestingly bad happens as a consequence". It gets trickier when you think about social rolls or rolls to interpret information, but even there I would prefer "I fail and a reasonable consequence ensues" to "something interestingly bad happens with no particular connection to your actions".

Dead ends

At this point I should perhaps come back to the dead end idea I mentioned at the start, because most of this post has been about keeping things interesting. I think this is the main point where Fail Forward genuinely helps out.

It's quite possible to hit a point in a game where players simply don't know how to make the game continue. This is a common complaint of investigative games, where players either run out of leads, haven't managed to put the pieces together, or blew some rolls and locked themselves out of information. However, it can also happen with certain physical challenges or "puzzle" situations, including things like geopolitical shenanigans.

You can very easily hit a dead end. Your only way out is apparently through the locked cell door, and you can't pick it. Your only lead is this neighbour you just insulted. You've tried every configuration of this weird science device but you botched your roll to make it teleport you home. The group sits scratching their heads and looking at the GM, who is wondering why they paid no attention to half of the clues that were laid out, abandoned their door-removing equipment before entering the complex, and both shot the teleport operator and set fire to the manual. Or maybe things just didn't quite go as expected. Or the scenario is not as robust as you hoped. Or it's just been a really long day.

In these cases, Fail Forward is one perfectly good way for the GM to recover momentum. Here, it's not about adding interest to a failed roll per se, but using that circumstance as an GMing opportunity to throw in a clue or hook, or just to shake up a situation where the players were stuck and frustrated.

Just being stuck is not necessarily enough. Sometimes you may want time to sit, talk and mull things over and aren't really worried about whether you're "progressing the scenario". But often you are.

So you fail to pick the lock, which the GM rules means you're still fumbling when the door opens and slams you in the face; the guards sigh, threaten the rest of the party, and one of them drags lockpicker off to the infirmary, where they'll have a new chance to escape, overhear some news, or palm vital equipment.

You get an earful from the neighbour, and after he slams the door, a couple of local kids pop round the corner to sympathise, ask for a fag and hint that they know something - because that guy's always loud and they've overheard some of his other complaining. If he doesn't like you, you must be alright.

Your bumbling attempts at operating the device instead trigger a completely different function, and now a coolant maintenance bot is being despatched to the teleporter. Maybe it's intelligent enough to talk to, or has a telecomms function so you can call for help, or a company datalink that'll give you access to that manual you destroyed.

Content is not the same as interest

So, that "not-succeeding is boring" business. I think when Fail Forward starts to fall apart is where it assumes that "explicit consequences" are always more interesting than "no consequences" and should be mechanically mandated, and I think that's often not the case. Quite frequently, "that thing you were trying to do just doesn't happen" actually ends up being a more interesting outcome than "your attempt to do that thing has dire consequences", and for many people it is certainly more satisfying and even interesting than "that thing you were trying to do just doesn't happen and, for reasons that are game-mechanically connected but have no in-character logic, this other bad thing happens." The "consequences for all!" mindset basically seems to tie into an assumption that more stuff is better.

This is simply not true. Too much stuff clutters up a game. To take a simple example, I have played board games where every single turn involved doing several things: you always rolled a die for movement, you always moved, you always drew a card based on the square you landed on and a consequence ensued.

And generally these games were so boring they should have been wood-eating beetles.

In the case of an RPG, the problem is that you are generally trying to Do Something, and that it is surprisingly easy for complications and consequences to clog up the works. One of the advantages of failure-means-whiffing systems is that they tend to also be simply and relatively fast. If a bad roll means nothing happens, you can simply move on to the next character.

If you need to wait for the GM to think up and then narrate a consequence, and make sure you understand its implications, and then the next player to act has to reconsider their intentions in the light of a potential major change to the situation, this can really slow down play. It can also lead to layers of Things To Deal With piling up on the game, and making it increasingly difficult to follow, or to decide what to do. Constant consequences can act like a Cat's Crade, making each move seem to only tangle the characters, story and even players more deeply in a web and paralysing the game, or making it seem like a stream of consciousness.

And that's what I'll be discussing next.

Tuesday, 18 October 2016

On failure, its outcomes and its implications: psychology

I feel like it's been ages since I was able to put together anything substantial for this blog. To be fair, nothing I write now is ever likely to compare to the insane (in relative terms) popularity of my post about animal companions...

And also to be fair, it's been a very busy few months and I'm ill. But still. I do enjoy writing for this blog and feeling like someone appreciated it.

This is going to be a miniseries about failure in RPGs, or at least in some RPGs. I fear it may be a bit dry and very rambly. Still, I present it for your delectation, or at least to keep you mildly diverted on the bus.

So a while ago I wrote some responses to a Walking Eye episode about Numenera. Very little of that is relevant right now, so let me pull out the bit which, randomly, sparked this week's post-game conversation. It is is in fact talking about Dungeon World, for some reason.

Thursday, 13 October 2016

Some tips for handling zombies

I wrote this ages ago for some reason and hey, why leave it in drafts forever?

Supplies

A lot of hardware shops and builders' yards will have reasonable supplies of very hard-wearing gloves, steel-toed boots, face masks and possible even welding masks. This is to say nothing of the huge amounts of building materials. Garden centres will be another good source of protective equipment, as will certain types of factory. Usefully, both the latter tend to be built in relatively isolated places.

Trolleys!

These and similar businesses also have trolleys of various kinds, which will be invaluable for transporting stuff. Forget cars.

This will probably sound silly, but supermarket trolleys are well worth acquiring in huge numbers; they are amazingly useful and flexible. You can store things in them. You can transport them easily. You can strip them for wheels and spare parts. As storage, they can protect valuable items from quite a few types of wild animals - dogs, foxes, sheep, basically anything than can't wriggle through, climb over or tip the trolley. Their slick metal frames are hard for many animals to climb, so even rats and cats will struggle to get through.

But that's not all! Grab every trolley in sight and and circle them into an instant zombie-proof fence! They should be able to slot together into a very large closed circle. They're far too tough to break with normal force. They don't tip easily (especially in a line, where the weight is multiplied and anchored at many points), and too high for zombies to simply blunder over. Only zombies intelligent enough to actively climb objects will get past these. If you're worried, pop padlocks, cable ties or just lots of string to link them on the inner side, so the zombies can't try to slide them apart and undo the circle.

You can transport kids in them safely, at least with a bit of adaptation, and they're also great if you get the chance to loot some poultry, or even the odd sheep or dog - it's potentially much faster than trying to lead animals along.

Dogs aren't a great bet for zombie-surviving, though. They need meat to eat. For watch purposes, you're probably far better off trying to keep poultry. Chickens can make plenty of noise, while geese are famously good sentries (ask Rome).

Other supplies

While you're at the builder's yard, grab pallets. In fact, grab everything. But pallets and their pallet-lifts are very useful in general. Get pipes, too. You can do an awful lot with pipes, valves and taps, in terms of making and fixing stuff. Rubber and other sealants? Yep. Glass? You betcha. With glass, pipes, rubber sheeting (or equivalent) and some containers, you have most of what you need to get water and grow crops. They might not be nice crops, but hey.

Did you know you can run basically self-contained aquaponics by combining crops with fish? Pop round to the pet store too.

There are some other, weirder options you might consider. If you have access to a very large supply of transparent plastic boxes - like those storage boxes for keeping things in the attic or under the bed - then fill 'em with sand or pebbles and you've got a pretty much impregnable wall (stacked two or three deep and six or seven high). Fill 'em with water mixed with strong bleach or something (to stop algae building up), and you've got a near-impregnable see-through wall. If you've got an opportunity to scavenge significant amounts of a town, you can probably find a decent number. Even rectangular ice cream tubs would do at a pinch.

Okay, near-impregnable with pummelling and general shoving. Obviously zombies intelligent enough to use implements can break the plastic.

Old tyre heap nearby? You can build something approaching a fortress out of tyres with earth rammed down inside them.

Allies

Despite the nonsense zombie stories like to suggest, there will be plenty of people surviving a conventional zombie-as-carrier outbreak, or even a waterborne one. Oil rigs and ships are full of people completely isolated from zombies, and many of those people have enormous expertise in the technical fields needed to rebuild society; there are also medics, geologists, and people with all kinds of interesting hobbies. Ocean survey ships, as well as any number of research stations, hold people with biological, ecological and agricultural training.

Zombies aren't like most other diseases, they require a bite to transmit the disease, which means lots of people in relatively isolated places are likely to be safe for a few days. And they don't have to be safe for longer than that, because of biology.

Zombiology

See, most zombies wouldn't last long at all. If they're rotting, they'll be devoured by insects. If they have any metabolic processes at all, they need water. Once water supplies shut down, zombies will mostly dessicate within a few days. Also, if they act as typically portrayed, they will accumulate untreated injuries and bleed out or succumb to secondary infections. If they don't have blood flow, they have no means of transporting oxygen to their cells, which means they cannot generate ATP to power cellular processes, such as the contraction of muscles, which means they cannot move at all. If they don't have any metabolic processes, they cannot physically move because that's how biology works and no, shut up, SCIENCE.

In other words, whether your zombies are living-but-mindless, or rotting-but-mobile, they won't last more than a week tops. And honestly, probably less, because they'll neglect important not-dying precautions like shelter.

You need only keep yourself alive for a week or so, and then venture out to reclaim the world, alongside large numbers of oil workers, ex-prisoners, the inhabitants of all those secret Antarctic research facilities, people attending spiritual retreats, quite a lot of islanders, and most of the population of North Korea.

If the zombie plague is insect-carriable, things are a little trickier. In this case, you will need to hide out long enough for all plague-bearing insects to have died. Most have quite short lifespans, so once all the zombies have rotted away and the insects' lifecycle is over, you should be fine. On the plus side, viruses and other pathogens are quite host-specific so only a few other species will carry the disease. That being said, in this scenario people living in high mountains and the poles, where insects won't reach, are really in with the best chance.

Supernatural zombies

Supernatural zombies are a different matter. These may be capable of remaining active and largely undecayed for indefinite periods because they contravene physical laws.

Supernatural zombies are amazingly useful .

If you have a creature capable of indefinite mobility without the need of metabolic inputs (such as water or a source of glucose), you can construct something approaching a perpetual motion machine. You should (once you have constructed a suitable facility) strive to acquire as many of these zombies as possible. The exact construction required will depend on the behaviour and capabilities of the zombies, but a simple welded steel treadmill, impregnable to most zombies and possible to make with relatively available materials, should do the trick. There are undoubtedly more sophisticated machines available to a trained physicist or engineer.

The infinite supply of free energy provided by your zombie generators will allow civilisation to rise again from the ashes, indeed with a new and brighter future offered by the end of entropy and the abolition of fossil fuels. Zombies save the world, and humanity!

Wednesday, 12 October 2016

In Brief: Random Wizard Generator for Mages

So I thought I'd knock up a quick Random Wizard Generator for use with Mages: the Awakening because why not? Also I needed to briefly rest my brain from paid work.

How it works:

  1. First, roll 1d6 to determine the Puissance of the Wizard. This has no particular mechanical effect but may guide the GM in portraying the Wizard.
  2. Roll 1d6 and read horizontally across the columns to determine the Tradition from which the Wizard comes. Each Tradition has its own thematic titles and names.
  3. All future rolls are read vertically down the same column.
  4. Roll 1d6 to determine the Title of the Wizard. Not all Traditions bestow Titles.
  5. Roll 1d12 to determine the Name of the Wizard. These are of course only a sample of suitable names.
  6. Roll 1d6 to determine the Epithet of the Wizard. Where a Tradition has two columns of Epithets, roll twice and combine the results into a single Epithet.

Names alternate as traditionally masculine and traditionally feminine in each table, but wizards do just as they please.

Tradition
Imperial Order of Wizardry Conclave of the High Guild of Truth Seekers Adepts of the Sign Thaumaturgical Cabal New Wave Sorcerers
Title
the auspicious...




Ascendant Crazy
the eminent...




Questor Slim
the marvellous...




Inquisitor Dead
the venerable...




Magister Bad
the perspicacious...




Annunciator Smoking
the ineffable...




Rubricator Weird
Name
Peregrine Actulf
Geraint Guillaume
Amadeus Jimmy
Andromeda Ermengaud Angharad Annabelle
Cecilia Alice
Tobermory Frodwin
Hywel Pascal
Tiberius Fred
Desdemona Osthryth
Branwen Noemie
Paloma Sue
Marmaduke Hrodegang Osian Raoul
Valerian Phil
Esmerelda Gudrun
Myfanwy Gabrielle
Cornelia Zoe
Hildegard Coenwulf Caradog Hilaire
Octavius Ralph
Leonara Osburh
Nerys Yvonne
Aurea Tina
Caspian Walpurgis Islwyn Blanchard
Gnaeus Ted
Jezebel Linveig
Tegan Lucienne
Marcella May
Quasimodo Aelfric
Tristan Sylvestre
Agrippa Neil
Serafina Wynflaed Eluned Marceline
Eliana Terri
Epithet

Eagle  Rider of the Ninth Eye Midnight Lightning
Haze

Dragon  Whisperer of the Four Gates Scarlet Flame
Susurrus

Tiger Caller of the Thousand Stars Emerald Tempest
Fractal

Serpent Hunter of the Fifth Wind Silver Blade
Vortex

Phoenix Master of the Seven Syllables Diamond Anthem
Quasar

Griffon Slayer of the Eight Secrets Dusk Wrath
Flux

For example, you might roll up the mighty archmage (Puissance 6) of the Imperial Tradition (1), The Perspicacious (5) Caspian (9), or the middling sorcerer (Puissance 3) of the Thaumaturgical Cabal (5), Questor (5) Eliana (12), or the feeble apprentice (Puissance 1) of the Conclave of the High, Osburh (8) Dragon (2) Slayer (6). Bit of an overreach there, Osburh...

If I get time I will write up a code snippet to handle this, but right now I can't spare the time.

Sunday, 9 October 2016

The Merchants of Menace

A while ago I was riffing on some "write a game in [small number] words" things, and had an idea which I didn't quite get around to doing anything with.

In the interim I've spent several months unexpectedly house-hunting, moving house and coping with a huge uptick in day job that coincided with remarkably low not-being-off rates amongst my colleagues - no fault of theirs, just unfortunate - so haven't touched the blog much. Where possible I was focusing my limited energy and free time on higher priorities, like actually playing games, trying to finish a fairly major bit of scenario writing, and doing very undemanding things to try and restore some SAN.

Here's that game, such as it is. I'm not likely to do any more to it, so I might as well throw it out here.

Fritz Wagner Holländische Handelsherren

The Merchants of Menace

Everyone knows merchants are fat and jolly, with comically-small ponies to ride, and inclined to throw up their hands in alarm when trouble brews. Well, except for the gaunt, gimlet-eyed merchants who smile thin-lipped humourless smiles as they close trapjaw deals with unfortunates, who lovingly tell their coins over again each night.

You are not those merchants.

You lope effortlessly through the city, eyes drinking in the opportunities. There is steel in your gaze and iron in your sinews, and when you shake hands you hear the heavenly clinking of gold spilling into your pockets. There are platinum rings on your fingers, set with gems, and when you drive them into the faces of unwary extortionists they leave marks like the claws of lions. You dine with princes at tables groaning with peacocks and wine, and before your silver tongue they pledge armies and sign laws. The world is your oyster, and at its heart is a pearl ripe for the harvest; a shame if it must die.

Broadly speaking this is a game of adventurers. Or rather, venturers. Merchant venturers, to be precise. You are cunning, tough and semi-piratical mercantile rogues who play the great game of profit and loss on the stage of the whole world. Thrones? An affectation best left to the weak-minded.

You are expected to indulge in fairly typical adventurer behaviour, with rather more striking of trade routes and rather less heroically hunting down monsters. Establishing a monster-hunting subsidiary company, now... that's business. Invading and plundering catacombs, on the other hand, looks like clear profit, and if a little hostile takeover is needed, you're not going to quibble at it.

Mechanics

It's a gimmicky system, because I was thinking about that sort of thing when I started writing it, and more importantly because it's thematic. The principle is that a lot of your activities revolve around money. Either you're directly using money to buy goods (or services, or people, or advantage), or you're throwing money at problems - or quite often, you're engaging in psychological conflict or outright games of chicken with other people, staking unspecified amounts of money on unspoken rules and trying to blink second.

That being so, the mechanics are all about money. Coins are your resource pool, your hit points and your resolution mechanic. Also, there are no shades of grey; you win, or you lose. The market is unforgiving.

Conflicts are resolved using coin flips. You establish the nature of the conflict, the approximate stakes in play, and hopefully roleplay to some extent how it's going down. Determine also whether it's an Open Conflict or a Secret Conflict, and whether they are Risking their resources. Then each of the two parties selects and flips a coin.

Each player character begins with the following Purse:

  • 5 x 1p
  • 3 x 2p
  • 2 x 5p
  • 1 x 10p

In an Open Conflict, both parties know how much their opponent is prepared to risk, and so they see what coin is being chosen. You can change your mind until you both eventually settle on a coin to use.

In a Closed Conflict (probably more common), you do not know what coin the other party will use until they are flipped.

If the conflict is likely to tax the character's resources, harm them physically, damage their social standing or face, or otherwise limit their ability to influence the world, it is considered Risking. For example, striking a deal, staring down a competitor or engaging in a fight are Risking. Convincing a bystander to give you information or looking for clues are not Risking.

The outcome is as follows:

  • Heads beats tails
  • Highest value coin wins ties
  • Matching ties are treated as ties if possible; if that makes no sense, try again
  • If Risking, the loser discards the losing coin to their Vault
  • If a PC wins a Risking conflict, they regain their lowest-value coin from their Vault

Typically an entire conflict is resolved this way, but in some circumstances it may feel more appropriate to have some back-and-forth calling for multiple flips.

When there is no obvious opponent, but the outcome of an effort is uncertain, this is an Environmental Conflict. The GM chooses an appropriate difficulty, signified by the size of the coin. The GM never runs out of coins. For a particularly easy challenge, the GM can declare that the difficulty is 1p with ties going to the player.

  • If the GM picks a 1p, with ties to the player, player wins 2/3 of the time
  • If the GM picks a 1p, the player wins 1/2 with a 1p or 3/4 of the time with any other coin
  • If the GM picks a 10p, the player wins 1/2 with 10p or 1/4 of the time with any other coin

Empty Purses

If a player runs out of coins, their resources are exhausted for now. They must rest and regroup before they can attempt anything else. If they are in danger or otherwise in a difficult situation, they may be captured, forced to retreat and so on. The player can still flip 1p against Environmental Conflicts; they can also flip 1p against standard Conflicts, but the best result they can attain is a tie (where this makes sense).

Characterisation

Each character can have one of the following advantages:

  • Bottomless Pockets: the character has two additional 1p coins.
  • High Stakes Gambler: whenever the character Risks a 10p, they can flip a bonus 2p.
  • Dead Cat Bounce: when the character loses a Risked coin, they can choose to lose a higher-value coin instead. If they do, they still lose the Conflict but something works in their favour.
  • Big Spender: the character can choose to Risk a coin in a challenge that doesn't require it. If they do, they can flip the coin twice and choose the better result, but must do so before seeing the opponent's result.

Each character selects three of the following traits at which they are particularly adept: Athletic, Dextrous, Hardy, Iron-Willed, Manipulative, Perceptive, Quick-Witted, Well-Informed. When they are relevant to an interaction, the character treats their primary coin (not any bonus coins) as having a value 1p higher.

Each character has one Persona that describes their outward character, and one Quirk that describes their behaviour, talents or physical nature. The player can devise these. When these factors are relevant in an interaction, the character can flip a bonus 1p.

Example character

Rogan Cordwainer is a Well-Informed, Hardy, Iron-Willed merchant with a Paternal Air and a Sophisticated Palate. He guards his resources carefully, giving him the Bottomless Pockets advantage. This makes him a solid, reliable character who weathers trouble well and generally feels in control of what's going on.

Ichabod Llewelyn is a Manipulative, Perceptive, Quick-Witted merchant with Light Fingers and an Eye for Detail. He always has another plan, giving him the Dead Cat Bounce advantage. Ichabod is erratic and takes a lot of risks (deception and outright theft tend to get you in trouble), but is good at minimising or avoiding the consequences.

Penelope Thornwick is an Athletic, Iron-Willed, Dextrous merchant with a Confidential Grin and a Love of Excitement. She is an adrenaline junkie who enjoys the rush of confrontation and challenge, giving her the High Stakes Gambler advantage. Overall, she's a gung-ho character who confidently throws herself at obstacles, and often succeeds on determination alone.