February 28, 2013

Bite-sized thoughts 4

-Asshole NPCs

Too many of my characters are nice people. They're all the same intellectual, optimistic, friendly person I try to be in real life. Bullcrap! Without war there can be no peace, without evil there is no good, and without assholes there are no good people!

The group I usually GM for doesn't consist of a lot of people who take kindly to... negative social interaction. So, my plan is, any "asshole" characters are that way to everyone in general, not just the players. After a while, they might even treat the players a little more kindly. Who knows?

In general, my NPCs just need more contrast. Notice how most quest-givers in RPGs are exactly identical? I'm trying to avoid that. So, in the interests of realism, I'm going to be an absolute jerk.

Why do I get the feeling I've missed something?

-Character Creation

Usually, I spring my story ideas on players last-second. Sometimes because that's when I think of them, but usually because that's how our group rolls. I've decided to change this up a little bit.

For Sunburn, I'm going to give the players a little questionaire. It'll have basic questions to help them visualize their character and decide on a personality, as well as a little bit of flair to get used to the atmosphere of the world. I'll hold off on character creation, that's not quite as important.

-Writing like an entire page for a single part of a Bite-sized thoughts segment

It's a bad habit I'm trying to avoid. But dammit, that movie left an impression!

February 26, 2013

Tripping Balls

My productivity is more in the garbage than usual. I've started playing Fallout: New Vegas again. No spoilers, and I'm only going to describe as much of the game as necessary.

I'm Mark, and I have a problem with... well, all the drugs. Fallout is notorious for having at least a dozen different drugs the character can take to alter their stats, get addicted to, and get a lot of money from selling (like any other item- Fallout doesn't put the player in the position of being a dedicated drug dealer). I downloaded a mod which would give each drug its own visual effect. Alcohol makes things grainy, blurry, and double. Jet makes a shaky circle, which grows in size the more you take. The best healing item (The Super Stimpack) makes your vision go purple, skew sideways, and shake rapidly until it wears off.

Good times! I can't wait to get my character hooked on everything under the sun!

Fallout is a "realistic" game, with lots of grays and browns in its palette. See the pic:


It gets a little boring after a while. The pic above was chosen from a series of many, and while not the most accurate, gives a general idea of what most people mean by the "gritty and realistic" art style of most games.

Anyhow. After about five minutes of tripping balls in the post-apocalyptic future (if you haven't, I highly suggest it) I found one drug in particular. Mentats are basically the Fallout version of ecstasy, so they don't get "Drug Use" on the ESRB rating. They'll little chalky pills that boost your intelligence and charisma by an absurd amount, much to the delight of very stupid characters.

I'd used them many times before, but not without the mod. This time I was in for a surprise. The colors suddenly became richer, and more vibrant. There was color! The reds were bold, the greens were earthy without being depressing, and the yellows nearly gave me epilepsy. It was wonderful!

I only realized just how wonderful after the effect faded. It was like any scene from Avatar was filmed in sepia. It felt lonely, dark, and eerily empty. Then it hit me: this is what the withdraws of actual drugs is probably like.

Disclaimer: I have zero drug use. This is mostly speculation, as well as bits from a few conversations I've had with stoners. Don't do drugs.

A gameplay element, meant as a humorous visual addition, simulated an actual aftermath from a trip. This gave me more insight into the appeal of actually using.

Note: This character was optimized to be a drug-guzzling machine. Lots of endurance in his stats to avoid getting the in-game "addiction" (penalties while you're not on something). I never actually got addicted from the game's perspective, despite ingesting no less than 5 pounds on a daily basis.

I've played New Vegas a lot of times. I know the sights. But, seeing them again in technicolor had appeal. It was like something totally new, and all I had to do was crunch a few pills in-game. I had happiness, or something similar, equipped in my inventory.

Of course it sucked to run out. Same brown wasteland, same gray dirt. I spent lots of money- even traded food (not totally important in the game, but still)- for more drugs. I was desperate to get a fix for a digital character I had heavy ties with. To an outside observer, this character was an addict. So, by extension, I was an addict. I needed my color fix, or else life (AKA the game) wasn't as fun as I wanted it to be. Just like how some people describe real life.

Even if it's just digital, video games still contain many parallels to real life. I'm not a druggie, stoner, or what have you. But in that place, with a little packet I got off the internet, I got to see the world through their eyes.

Now, if only I could download a support group.

February 21, 2013

Bite-sized thoughts 3

-Good and Evil

I still feel like I'm missing part of this dilemma.

"Evil" is anything I don't like. If lots of people agree with me, it's definitely evil. The enemy is evil. Their god is evil. Starvation is evil. But, I'm good. I'm very good. I only kill people if they're evil. They say the same thing, but of course that's just because they don't have my god. He's a good god. He tells me who's evil. And anyone who follows him is good.

I, personally, believe "good" and "evil" are hyper-extensions of selflessness versus selfishness. Humans are very social creatures, despite what we'd like to believe. We need numbers to thrive, just like ants. Anyone who takes from the common collective is evil, because they are putting themselves over other people. Alternatively, "good" people give things. Equality, money, their lives, etc.

Robbery is evil because someone takes money.

Lust is evil because someone takes love.

Murder is evil because someone takes life.

Notice a pattern yet?

-The players can help, too

I was reading an article about Luke Crane (the guy behind Burning Wheel). At one point he split the party for a few rooms, and had the players who weren't present play as some goblins. This strikes me as a really fun approach

-Actions are methods, not motivations

I saw the movie "Goon" (2011) the other day. It was, to me, an antithesis to Man on Wire. Also a completion.
















SPOILERS


















Doug Glatt is in it for the violence. He's a hockey player, formerly bouncer, whose job is to beat the crap out of anyone who has a remote strategic advantage on the ice. But, he's only violent on the field (and when people piss him off in bars).

Violence was not his motivation- actually, a sense of belonging was. He wanted to be part of the team, and punching people's teeth in is just how he does that. Off the field, he's just a big guy. One of my favorite parts of the whole movie is when he walks into a restaurant, and has a conversation with his biggest rival, who he's itching to fight for the first time. They sit down, Doug learns a few things from a veteran, and shows his enthusiasm for the game. His rival leaves, and that's it. It was such a powerful scene, where two titans turn off their testosterone and act like two normal people. Friends, even.

There's another arc involving his love interest. He walks her home, it looks like they're in love, then she calls him to let him know she has a boyfriend, and she's really sorry about leading him on. Doug isn't sure how to respond to this. Of course we all think he's going to beat the crap out of her girly, yuppie boyfriend, because that's what happens in high school. Instead, we're surprised with a very sane answer. Doug focuses his efforts on being with the team, and drinking beer with his best buddy- just like before. I did a double-take when I saw this, because it was not at all what I was expecting out of someone who has been nicknamed "The Thug" by his fans.

All this shocked me a little bit, but I had an important realization: The means are not the end. Doug's greatness isn't beating people senseless, his greatness is in his team, and how he contributes to them- by beating people senseless. In the same way, Philippe from Man on Wire wasn't great because of his tightrope-walking, it was because of his ambition. The walk was just how he expressed it, and built up to it.

So, now that I've written a full-sized post in a Bite-sized thoughts segment, let me get to the point. The character's (and hopefully player's) motivation isn't the same way as how they get there. If you want to be a good athlete, you're building a legacy and community around yourself- not just running in circles to feel better. Just the same, people who want real change and a voice to be heard take up protesting. Not that I think that is the best course of action, it's just what they thought was best.

As a GM, I realize there has to be a motivation other than skill itself. I couldn't just tell the players to go tight-rope walk between the WTC towers, I'd have to convince them (through their characters) it's about image, and spectacle. The walk itself is just the means to the end.

February 19, 2013

My design strategy

Something simple this time. I thought about putting it in Bite-sized thoughts 3, but I want this to be a little more visible.

If you take a story (fiction, of course) and break it down to its most basic form, it's ridiculous.

  • A midget and his friends must destroy the most evil piece of jewelry in the world
  • Four kids enter a wardrobe, trip balls, and see a lion
Some liberties may have been taken in these summaries.

This effect can be reversed. Start with something completely ridiculous, then play it straight-faced. I'm not going to toot my own horn on this one, instead I'm going to let you look at what I've posted and theorized, and let you make up your own opinions.

Things will start to get really weird once I get into the Spectrum RPG. Until then, Sunburn shows this design philosophy slightly.

February 17, 2013

Sunburn Trilogy

I've put some more thought into it, and Sunburn is definitely going to be a trilogy. Partially because I want the players to know a campaign, as opposed to a mission, but also because I have too many ideas to just throw them all into Sunburn 1.

Part of the original inspiration for the trilogy was Maslow's Hierarchy of Needs. Every couple of tiers will be a part of a "section" of Sunburn.


Those in "the know" will be able to call me out on this one almost instantly. Because these are RPG characters, and not real people, they are constantly in Physiological danger. Usually from people with guns. So, I digress, it isn't perfect. But it's close.

Sunburn 1 is the Physiological tier, bordering on the Safety tier. The players will be struggling for water, and fighting against a desert war machine. Sleep and food won't be such a big issue, mainly because as a GM, I don't want to spend a lot of time focusing on them. Maybe later. For now, the survival mechanic is water and bullets. I say "bordering" on the Safety tier because they won't really have removal from danger- the campaign is spent throwing themselves into EMPIRE bunkers, so even I'm calling this one exempt.

Sunburn 2 is the Safety, and Belonging tiers. There will be several factions the players can choose to be buddy-buddy with, and each one comes with their own perks- including a warm bed at night. Of course there's going to be conflict between the groups and their environment, but there's going to be actual people. Also, more hints as to the world of OHS-817. This sets up nicely for the last installment.

Sunburn 3 is about Esteem, with Self-actualisation as a finale. Armed with skills, tools, and knowledge from the previous 2 installments, the players can kick a LOT of ass at this point. But, ass-kicking isn't the focus anymore. It's a huge element, but not the main draw. After what I hope to be one of the most horrible moral decisions I'll force someone to make, the characters will self-actualize. It's going to be the last half hour or so, and it'll set up nicely for whatever campaign I do afterwards. Probably the Spectrum RPG, but I'm not sure yet. Ultimately, it's just supposed to be fulfilling. It's a long, hot, dusty road- and I think the players will enjoy the conclusion.

Because, after all, everyone has their day in the Sun.

February 12, 2013

Talking Heads

Something a little different this time.

One of the hardest parts I have with GMing is keeping characters distinctive. To remedy this, I had the idea to use something like flash cards.


With just a glance, you could look down and get a rough idea of how to act out each character. The pictures are mainly just for quick identification.

The words are there to bring up the most likely tone of response. GUIDE is encouraging by default, but occasionally lapses into history, being very well educated. If the players elicit a further response, GUIDE's vulnerable side bleeds through.

The cards can't tell a complete story. I knew from the get-go that GUIDE is afraid of dying, even though it's artificial. That's mainly just there as a reminder. If possible, the response will be historical/factual, or encouraging in any way. GUIDE's a good guy.

Mister Fixer is a different story. He's a tough guy, who drives muscle cars and lifts weights. His day job is assassination, something he doesn't hide. If he can't think of a "tough" thing to add to a conversation, he'll tell a little story about his line of work. And, at the very core, his dirty secret- he's a proud father. This adds a little bit of character depth, and as the players get to know him more, he'll probably open up about it. Probably. Maybe. Possibly.

The quotes at the bottom are just a little phrase to help identify the speaker. I plan to have it show up at least once in every conversation, to reinforce the character. Obviously, the phrase is kept as open as possible to let it be spliced into any part of speech.

  • MF (see what I did there? =D) Blows up a car: Too easy.
  • During a set-up: Anyone else think this is a little too easy?
  • Talking about cars: ... Makes it too easy. A child could do it.
It's just a GM aid, ultimately. I have no guarantee this will improve anyone's ability, or concentration. In fact, it might be too distracting. I'll have to find out myself. 

But, if it helps, go for it!

Example EE Plugin: Elvis

Part of the mission statement of the Escapade Engine is adaptability. Like any good evolutionary survivor, it can change and survive that way. So, for a friend who reads the blog, I'm going to make a genre plug-in, as an example.

Not vampires, not nanobots, not magic- this is a plug-in for Elvis impersonators.

So, the best place to put this in is as a skill. It'll be central enough, and this allows for considerable amounts of growth.

The main skill, I'll just call "Elvis." This serves a couple of purposes:
  • It's big, visible, and notifies the player their character has Elvis powers
  • As a stat, "Elvis" is just the ability for someone to slip into the role, and stay that way for any duration. It's the ability to suspend disbelief that you are not Elvis.
The two sub-skills I'm going to put up are "Guitars" and "Sideburns." If I wanted to be more realistic, these would be "Music" and "Costumes," but this is hardly a realistic skill. It's Elvis, guys! Calm down.

"Guitars" is just what it sounds- the ability to play those rock-and-roll hits just like the King himself. The higher this skill gets, the more your pelvis gyrates during concerts, and I'd also say how accurate you are to the King's tastes in musical instruments.

"Sideburns" is physical resemblance. With enough in this skill, you don't need to do makeup: Just comb your hair back and you're in. Of course you'll need a shiny, brightly-colored suit to get in on any concerts, but you'll manage that.

~

Let's do a test-run with the skill. I've got, say, 12 experience points left that I want to sink into the Elvis skillset.
  • 1 XP to buy Rank 1
  • 2 XP to buy Rank 2
  • 3 XP to buy Rank 3
  • 4 XP to buy Rank 4
  • 10 XP spent, not enough to make Rank 5. The last 2 XP will get shuffled off into some other skill.
So, I'm a rank 4 Elvis impersonator. I have 4 ranks in the main skill, so I can get 8 ranks in the sub-skills. The obvious choice is to split it 50/50, and have 4 in everything, but I'm not such a fan. Suppose I want a more personable, chatty Elvis? Well, from my 8 point pool, I put 6 into "sideburns," and the last 2 into "guitars," at least enough to hold one properly, or play back-up for someone.

"God Bless, Y'all."

February 6, 2013

Man on Wire

I don't plan on making a habit of reviewing movies, books, or games on here- there's plenty of other websites you can go to for that. This one is just too important to merit a casual mention, though.

"Man on Wire," 2008. Currently on Netflix. Go watch it. Like right now. Go to your TV, or computer, and watch it. I'll be here.










If you don't watch it, this post will be harder to understand than usual.















Dude, seriously! Just watch it already! It's a good movie to boot, even if you don't like tabletop games.















Okay, here goes.

~

Man on Wire is one of the most exceptional movies I've ever seen. Not only is it a powerful documentary, it is one of the best examples I've ever seen of a real-life adventuring party. I even made a new label for this sort of thing- IRL.

The "quest" was extremely simple, and so very moving- get to the top, build the wire, and have Philippe walk across it in the morning. This has no tactical or strategic purpose, but is rather a demonstration, and a message about the power of man. It was an epic (you won't find me using that word very much) show of precision and ability, and stunned the eyes of millions. Even now, nearly forty years later, it still makes me shake inside to watch it.

You could argue that it was just Philippe having an obsession to fulfill. In fact, it probably was. But, that's not the message most people left with. To anyone on the ground, he was like an angel, or butterfly- whimsical, but captivating. Separated by a quarter mile from the ground, he acted with complete grace and agility. I believe that act is one of the grandest pieces of performance art in the history of society.

I think the cop in the interview said it best- he saw something so unusual, yet so moving, it was probably one of the greatest moments of his life. As a GM, I'm going to be taking pointers from that whole experience.

GM Tip: Let the players bask in some glory. Even for a little while.

From the ground up, the whole experience sounds like an adventure module. Much better written than anything I could come up with.
  • Steal the picture from the dentist's office (Coordination/Reflex)
  • Plan the escapade with friends (Science)
  • Scout out the building (Observation)
  • Make connections, bluff your way to the top (Speech)
  • Map the rooftop (Observation)
  • Recover from a wire-walking accident (Medicine)
The night of:
  • Bluff your way inside the building (Speech)
  • Optional: Climb the stairs (Terrain)
  • Hide from the guard (Stealth)
  • Wait out the guard (Concentration)
  • Shoot the arrow across (Ranged)
  • Find the cable, using your naked body as a wire detector (Observation)
  • Set up the intercom (Education)
  • Thread the cable across (Strength)
  • Optional: Catch the falling cable (Reflex)
  • Set up the lines (Players know Philippe)
  • Take pictures (Depends how much film they packed)
This is one of the best non-violent missions I've ever read. It's exciting, dangerous, and requires only one weapon- a bow, to get the fishing line across. A riveting story, with all kinds of problems thrown in to make the player's lives difficult. Mainly guards, but also the issue of contacts, and surveillance.

But, more intriguing than the gameplay, would be the story. Not of the GM, but of the players- I've never seen a group of players motivated to do something like this, unless prompted. It would be easy to just tell the players their characters are all highwire enthusiasts, but that's majorly railroadey.

Also, the story of the inter-group politics would be very interesting. I'm not even sure Philippe would be a player character, he's so over-powered. But, say, the circle of friends he has, supporting him through the whole ordeal? That would be a really fun game, if the GM could put the focus on the characters, not Philippe. And, especially if they feel included at the big event.

~

Ultimately, it's a movie I think everyone should see. Even if you just want to take it at face-value, it's a dazzling success from start to finish. A little campy, a little low-budget, but it has even more emotional draw than any other movie I can recall.

And, yes, I thought about it- I'd put Philippe's Coordination score at about 13 or 14.

February 5, 2013

Non-narrative game mechanics

I knew this would happen eventually. I finally get to shut up about story structure! =D

Well, kinda. I'm going to be laying out the stats for: Anti-acid, defib shockers, bandages, and ammunition. The narrative purpose behind these is that the players "absorb the power," so to speak, of their enemies. In short, use the enemy's stuff so you can survive longer. That's it. Done.

-Ammunition

There are 3 different kinds of ammunition: Pistol, rifle/machine gun, big rifle. So, 4 different magazines. A friend once brought up the idea of magazines having weight, instead of doing it video-game style. I like this idea, as it puts more of a focus on strategy and logistics. So, here's what I'm thinking:

  • Pistol and BR magazine: 1 pound
  • AR magazine: 2 pounds
  • MG magazine: 4 pounds
  • Grenade: 3 pounds
  • 10 rounds pistol ammo (1 mag): 1 pound
  • 6 rounds BR ammo (1 mag): 2 pounds
  • 30 rounds AR ammo (1 mag AR, 1/4 mag MG): 3 pounds
The players can carry as much ammo as they want outside of their magazines. But, if their mags run out during combat, they have to choose between using a different weapon, and spending a lot of time loading.

Speaking of ammo: The stuff for the AR and MG, the medium-sized ones, are acidic. Every hit gives the target a "burn marker." I'll probably just put the number on a die, and raise it each time they're hit. On their turn, the target takes that number of acidic damage.

-Anti acid

Because dying by acid sucks. Each anti-acid is 1 pound. Players will roll on this table:

Anti-Acid, Medicine Check:
-1: No acid removed
2-6: 1 acid removed
7: 2 acid removed
8: 3 acid removed

Anti-acid is a lot less common than bullets, so I figured I'd give it a boosty. We'll see how this ratio works during the alpha test.

-Bandage

The old, trusty health potion. The Medicine check on this, and the Anti-acid, is going to help players who put themselves into a "medic" role, not a bad option.

Bandage:
Medicine Check + 2 HP to target, maximum 10 HP restored. Weighs 1 pound.

~

The logistics are meant to be another conflict scenario. Players choose between water, bullets, and meds. Not to mention weapons and armor, the two heaviest things. But, they only need one of those.

February 3, 2013

Blog stuff

I've started to fiddle around with the appearance of the EE blog. Expect some changes in the future.

I've debated putting pictures in each post, to make them more visually-accessible. One of the options for an archive is a bunch of tiles, with each post's picture on it. Not sure how I feel about that one.

As always, I'm not putting Adsense on this blog.
  • The EE is a not-for-profit endeavor
  • Ads are not the content you came here for
  • I seriously doubt Adsense could find anything relevant to this blog.
If anyone has any feedback, feel free to leave a comment. I can't promise I'll respond, or act on it, but I thrive on a diet of creative criticism and French sci-fi movies.

February 2, 2013

Characters revisited

Just like the Hellhammer idea (scrapped, going to use it somewhere else later), the Burning Wheel needs to be re-designed, and renamed. Just a little too metal.

"sup guys i'm a big powerful alien thing go get my arm back"

Not very compelling. Plus, it brings so many questions to mind with how absurd it is. I like the idea of a pedestal with a ring above it, missing a chunk- that's pretty powerful symbolism, and gets the wheel across as a character very simply.

It needs a name. Chronos seems an obvious choice, but that suggests way too much time-travel. "Wheel" is appropriate. After all, that will be its name once the Drahn learn to speak to other organisms.

Wheel needs its piece back for... wheely things. I'm thinking of a bit involving, "a circle is a representation of infinity- no beginning, no end. It lets me think infinitely far, and see so much. Without that piece, I have limitations, and constraints- both on intellect, and my ability to assist you."

In terms of tone, Wheel is going to be very mythic in proportion. The characters might as well be cavemen for how primitive they are compared to it, and I want to capture the moment of being in the presence of something immensely powerful. 2001 a Space Odyssey comes to mind.

GM tip: Don't force the players to believe something- just suggest it to them. If I pull this off right, I'm never going to say "it's probably powerful enough to..." Instead, I'll use small clues and hints that this thing defies a LOT of physics and entropy.

The basic plot still stands- go through the desert, disable the bunker's pest control, get the piece back, then make a heart-breaking moral decision. Fun fun fun!

~

I'm also having serious second-thoughts about the marine and the little girl. It's a nice bit of scenery, but I'm still not sure what the point comes to. For now I'm keeping them (or, rather, traces of them) in, but the ultimate end is up in the air. I'll probably figure them out more in Sunburn 2.

The desert has no love, and no hate.