Bad Game Mechanics: WHFRP 3rd Edition Tension Track

January 27th, 2010

I was really excited about Warhammer Fantasy 3rd Edition and interested to see what Fantasy Flight Games would do differently by integrating some board game elements into RPG’s. Overall, I think they did some very interesting things. I am looking forward to playing the game for the first time.

The designers created this very interesting mechanic called the Party Card. The party card represents the demeanor of the party. The players can elect to be “Intrepid Explorers” or “Swords for Hire”. Each of these party cards provides the players with some special abilities and advantages. Not a bad idea really. It sort of clues the GM into what the players want to do. On the other hand, every party card also has a tension track. The tension track is supposed to signify the tension that is created when divergent cultures (i.e. humans, elves, dwarves, etc.) come together. Any time players bicker in character like an elf and dwarf would in Warhammer Fantasy, the tension goes up. The GM is supposed to pay attention for when characters bicker and waste time, and in turn move the marker along the tension track. The tension track varies in length but all have two benchmarks where negative effects happen. When the tension track reaches the end, it loops back around to the beginning.

Do you see the problem here? Notice how I haven’t mentioned the positive effects of role-playing and moving the tension track forward. Well, there aren’t any. This is where the designers failed very badly. Effectively, this game mechanic punishes the players for playing the tensions that exist between the races of the world. It literally causes players to stop playing those fundamental conflicts, and specifically those conflicts which create drama. It punishes players for role-playing their characters. Effectively, the designers have put a mechanic in place which stifles role-playing rather than encouraging it.

Of course, its easy to look at a game mechanic and just say it doesn’t work. The tension track is an interesting idea, and it has potential, but it has to be reworked about. What is my solution? My solution is to encourage the players to increase the tension track. It is still a rough idea, but the concept is to provide an additional experience point for each benchmark on the track that they meet. So, as players push the party tension higher and higher, they do suffer some ill effects, but they also gain something out of it. Additionally, if a player does something to lower the party tension, then he gains a fortune point for the party’s fortune point pool. This encourages players to push their party to the breaking point, and then bring the tension back down. It obviously isn’t a tested solution, but I think it has potential.

Character Attributes in RPG’s

December 15th, 2009

Having begun a number of projects that never saw the light of day, and getting ready to begin two new projects, I often think about representing human attributes through role-playing games. One of the core things that I have come to realize, in multiple failed design endeavors, is the classic attributes chosen don’t always apply.

It is design reflex to start with what your attributes will be for characters. As a designer you try to quantify what makes a person. You try to come up with interesting names that set up apart from other mainstream games. I mean do you really want to have your attributes be Strength, Constitution, Dexterity, Wisdom, Intelligence, and Charisma? You want to be original. I look at what a lot of role-playing games have done, and try to learn from that.

For example, Heavy Gear has ten character attributes (not including the five secondary attributes): Agility, Perception, Creativity, Knowledge, Build, Fitness, Psyche, Influence, Willpower and Appearance. Each represents a very small aspect of the character and don’t always come into play. For example, Psyche has no skills associated with it and represents luck and love of life. It literally has no bearing on the game at all. It is effectively a role-playing attribute. The same goes for Appearance. Unlike games such as D&D or World of Darkness, attributes in Heavy Gear do not have equal weight. There are attributes that give you more bang for your “character point buck.”

It could be argued that Heavy Gear’s attributes are poorly designed. From a system design standpoint, they are on some level. The nature of the system encourages players to have consistent “dump stats” such as Appearance or Psyche. One of the key aspects of Heavy Gear’s design is to simulate reality and military combat. So, there is going to be weight put into those favored areas. The system succeeds, but not because of the attributes, instead the die system makes Heavy Gear shine.

Dungeons and Dragons 4th Edition, on the other hand, has made a concerted design effort to give each attribute equal weight. While only one skill is associated with Strength, that attribute plays an important role in combat hit success. Attributes such as Charisma govern more skills. This in turn makes each attribute useful and players have to make a choice where to put points. There isn’t a consistent “dump stat.” The “dump stat” is based on the build of the character. The attribute system is successful because of how it is designed, and that in turn makes the system successful.

What point am I trying to make? Well attributes need to be designed with the system in mind. Attributes will communicate theme and style to the player. If you are doing a game about teenage girls and their infighting, having Strength and Dexterity really has no bearing. It is pointless to have in that game, but having attributes such as Influence and Confidence would certainly be important.

The purpose of rules is to influence behavior. That is the core goal. As a designer I always make an effort to zero-in on that. How do I want people to play the game? Even something as simple as the attributes drives how players will use the tool set you have put in front of them. Design your attributes to fit the game. Also, don’t try to make universal systems. In my experience, both as a player and designer, universal systems tend to do nothing well. They can do everything okay, but rarely do they bring every game into their own.

Now let’s actually talk about attribute design with a practical example from one of my recent projects. One of my current projects is a super hero game. I have always been frustrated with super hero games because they try to define too much about the superhero. For example, Spiderman doesn’t have one of his listed powers as “Blinding Webs.” His powers are “Web Slinging” and he uses that power to create that effect. Most super hero games would require the former rather than the latter. It discourages players from thinking heroically and brings them down to playing a tactical game. Not a bad thing, but not the game I want to create.

So, I started to address the attributes like any game designer might, because that is what makes up the raw, untrained, normal person. I started with the standards of Strength, Agility, Endurance, etc., and started to realize that it felt wrong to me. One of my core concepts was players could create powers on the fly, and that was the primary way the player manipulated the system. This was all done through a die pool that provided resources for actions. The last thing I want to do is define the strength of player’s Incredible Hulk knock-off. He’s the Hulk because that is his power theme, and he does Hulk things like smash things and throw heavy things at people. That is what we need to know; he’s the Hulk, except blue and an alien. We want to be original here.

So with this realization, I stripped out traditional attributes completely. They just don’t exist in this game. Instead I focused on skills. The skills are the core for every action in the game, from fighting to invention. The player can then use their powers to define, and improve the way they are doing it. So the player doesn’t need put points into his super-intelligent mutant’s Intelligence attribute because we know he is a super-intelligent mutant from his power description, but we do need to know how good he is at doing something scientific. We know he is even better at it because he is a super intelligent mutant.

So, while designers will often focus on the raw attributes of characters, the thought process above shows that we don’t really have to go the traditional route. It is easy to fall back to that, because it is familiar. The problem arises when the familiar method doesn’t encourage the kind of game play you want drive players towards. Be willing to take risks with your design, and step away from the standard and comfortable design methods. There is nothing wrong with failing at your design, just makes sure you realize what it doesn’t work.

Role-Playing Points (aka Skinner Points)

November 23rd, 2009

Dungeon and Dragons 4th Edition is all about cool, cinematic action. For me as a GM, I can’t always come up with the cool description, partially because it is hard to do it over and over again, and I am managing a ton of stuff. That is where the players come in.

A technique I have developed is to have a stack of red poker chips on the table. If a player provides a cool description, adds something interesting to the setting, or generally enhances the game, I toss the player a chip. It is a reward for enhancing the game.

The reason for this is two fold. The first, it takes some of the description off of me and makes my job easier. Secondly, it allows the player some control over the results of their acti0n, and I even allow players to even narrate their failures. The primary thought process on narrating failures is nothing has every frustrated me more than to have a GM narrate a failure that makes my character seem foolish, stupid, or ineffective. My character may fail, but the character has a certain style to it. When my master swordsman hits himself in the groin with the hilt of his blade, it ruins the style of my character. That should only happen if I want it too. Players get to narrate how their character performs based on the roll, which allows them to communicate their character’s personality and style to the other players.  In turn, the game is more exciting and action packed for the players.

These chips are a technique to reinforce behavior; hence the nickname “Skinner Points” proudly bestowed by one of the players. The players should be aware they are awarded for things you want them to do. These points are rewards to players for maintaining the theme and style of the game. For my current game, the color of the chip was even specifically chosen to maintain theme. I am currently running a very gruesome, sword and sorcery style D&D game. There is nothing nice about what happens when swords are pulled. The world is brutal, and the players are thugs and thieves. I provide chips for players who provide very “Conan-esque” descriptions. When blood flows, the red chips flow even more freely. I encourage this theme through player rewards.

So, now that players have all these wonderful red chips; what can they do with them? The players are able to turn those chips into experience points. Each chip is worth 10 XP at the end of the session. The more participatory players are at adding description and making the game better. They earn more chips, and their character advances faster.

This is still being playtested, and 10 XP is a good value at Heroic tier in D&D 4th Ed. If a player earns five or ten of these in a session, it adds up quickly. The experience point value may need to be adjusted proportionally as characters advance in level to take into account the increased advancement cost. The characters in my game are still 1st level, and 10 XP is a nice bonus. I expect when they get to around 5th – 10th level, I will increase the XP bonus to 25. Around 10th level, I could see the bonus increasing to 50 XP. We will see when the players advance to higher levels if this is necessary.

Corruption Points

October 19th, 2009

Characters in D&D are the pinnacle of power. They are stronger, faster, and wiser than almost any other individual within a D&D world, but absolute power corrupts. Corruption points represent the fundamental idea that those who use power will be corrupted by it.

Corruption takes on many forms, from avarice to sloth to pride to greed, but its primary goal is to destroy those who try to wield it for their own purposes. Those who tap into the power of corruption often bring pain and suffering on to those who surround him, because that in turn destroys the user and causes even greater harm.

Players Tapping into Corruption
Any time a player needs a little extra help, a player may elect to take a point of corruption. The player may immediately spend the Corruption Point on the action they are attempting. Once the action is resolved, the player gives the corruption point to the Dungeon Master. A player may take as many corruption points on a single action as they see fit, there is no limit per encounter, but the limit on action points still applies.

Lisa has spent an action point on a skill check in order to avoid the final failure on a Skill Challenge. Unfortunately, after re-rolling, she still has not exceeded the Difficulty Number. She elects to take a Corruption Point re-roll her current roll and succeeds on the roll. Once the check is resolved, she hands a token to the DM, who now has a corruption point to spend against the players.

Dungeon Masters Tapping into Corruption
Once a player has completed their action using a Corruption Point, they hand the point to the DM. Corruption Points act as Action Points for the DM and his monsters. Any time the DM wishes, they may spend a point to gain the benefits of an action point for the monsters opposing the players.

The other option for the DM is to compel the player to perform a specific action. This cannot be something that will harm the player directly. It can be used to encourage the player to do something that indirectly harms himself or another character, or benefits the monsters (i.e. fall asleep on watch, forget to check the locks on the doors, etc.). This is the nature of corruption. A compelled action does not always have to be harmful in some way. It is also a tool for the DM to push players in a specific direction. The GM may want to the players to take a specific path, and this can be accomplished with a corruption point.

If the DM elects to compel a player, the character must take the action the DM compels. A player may resist the urge of corruption nagging at his mind and soul if they spend an action point to resist it. When the player does this, the action point is spent, as is the corruption point. The DM may choose to up the ante and spend a second corruption point to compel the player. The player may then elect to counter with a second action point. If the player does so, then corruption has been resisted, and the action and corruption points are spent. If the player is unable to resist the influences of corruption, because of a lack of action points or accepting the DM’s compel, then the character must take the action the DM described.

The DM does not have to spend the corruption point against the player who used corruption. In fact, it is more dramatic and thematically accurate if the corruption point is used against another player. Corruption’s influence often effects those who surround themselves with corrupted individuals, and there is only so long that a character can resist its siren call.

When a DM compels a player towards a specific action, players may vehemently disagree. Some discussion is appropriate, and the action must fit with the personality of the character. Actions decidedly out of character can be argued against. If the DM insists, then every player at the table, including the DM, may vote. If the majority say it is an unacceptable compel, the DM must change the nature of the compel until the majority rules with the DM.

DM’s must be careful with the use of corruption points. It is easy to abuse the power granted by compel. They should be careful to use them in ways which enhance the story and create better drama. The corruption points should never be used vindictively or simply to abuse the players. Corruption points are powerful tools, and while players know the risk of taking on corruption, they also expect the DM to be fair.

Modified Action Points

October 19th, 2009

Action points represent a player’s ability to control the story and their effect on it. The standard rules for action points apply to modified action points, but action points may be used to gain additional benefits.

When a player spends an action point they may choose one of the follow. The player may re-roll a failed. The new roll stands, regardless if it is a lower roll. The player may also choose to add a +5 to a single skill check. This bonus may be added before or after the roll has been made. Finally, the player may claim a +2 AC bonus until the end of their next turn.

Action Point Uses
•    Take an Extra Action
•    Re-roll a failed Roll
•    +5 to a single Skill Roll
•    +2 to all defenses until the end of your next turn

Narrative Skill Checks

October 19th, 2009

Let’s face it, as a Dungeon Master it is easy to have gaps in your setting or environments a session is taking place. It is simply impossible to anticipate all the things the players will be interested in.

A way to deal with this is to simply let the player come up with these facts through a Narrative Skill Check. Players may use skills to create facts about the world and the environment. Narrative skill checks work like any other skill check, except they allow players to add setting fiction and specifics.

Any time a player wishes to make a statement about the setting, the player states what they want to make fact. The DM then determines the difficulty. The standard difficulty is DC 20, but the DM may increase the DC depending on the situation and the skill being applied. The player then rolls the die and the player succeeds, then what they stated is added to the setting fiction.

Albert is trying to find the local thieves guild. The DM does not know if there is a thieves guild, or where they might be located as he has not really defined many areas of the city. Albert declares, “The thieves guild is in an area called ‘The Gallows’, which is known for being a rough place.”

The DM considers the statement reasonable and says it will require a Streetwise check with a DC 20. Albert makes his check and succeeds. The thieves guild exists and there is now a crime ridden area of the city called the Gallows.

Players may also create facts about situations and encounters where which provide an advantage or change the scene. This allows players to creatively influence the game and provide the feel they are looking for.

Michelle in a situation where her character is captured by Orcs. Caught between in a rock and a hard place, she decides to make a narrative skill check. She states, “The orc culture demands that all challenges to authority must met by a personal duel. The winner of the duel is considered have authority over the tribe.”

The DM rules that this is a Nature skill check, and is a DC 25 check. If Michelle succeeds at the skill check, then this is a fact about orc culture.

This technique allows players to contribute to the setting and create little bits of fiction which can move the story ahead when the players become stuck, or something unanticipated occurs.

Circle the Cat

October 2nd, 2009

My mother in law, who is the epitome of the on-line game demographics, send me this neat little game today.
Circle the Cat

It is a neat little game. I found it rather easy to win after a few tries. My mother-in-law on the other hand wasn’t able to win after five or six tries.

She hates me for that sort of thing. My wife and mother-in-law also hate playing board games with me, because I make decisions based on the probably die roll rather than the goal I am trying to achieve.

What is eluding me, frustratingly enough, is the behavior of the cat. I can tell there is a pattern, but I am not able to determine why the cat initially responds the way it does. Anyone have any ideas?

Adventure: A Light in the Heart; Part 1

September 29th, 2009

“Beauty is not in the face; beauty is a light in the heart”
- Kahlil Gibran

In a rural area on the bank of the Auric River, lies the small, fishing village of Wildenbank. The Auric River is a calm body of water that twists and turns, then pours over a waterfall and fills the Greemire with its yellow, brown water. The Auric River is shallow and limits what boats can travel it, and Wildenbank gets few, if any, merchants. The fishermen of the village regularly travel upstream to Alddowns Keep, where they trade their fish and whatever wares the people of Wildenbank create. Little of importance happens here. It is a small, calm village where the people live their daily lives, untroubled by the woes of the outside world.

While Wildenbank sounds rather dull, it is in a very vibrant village. Each week, the surrounding farmers bring what they couldn’t transport upriver to sell and share in the town square. The market day is a popular event characterized by music, drinking, boys trying to impress the village girls in games of skill, and general celebration. Even in the winter months, the townspeople make an effort to gather for warm company and good food. The village’s annual festivals are an amplified version of the market day, filled with bright banners and vivacious celebration. The people of Wildenbank live a happy and simple life.

Down the river, in a cave under the waterfall lives a troll named Hor’ug. Hor’ug is a brutal and ugly beast who gathers fish, muck and animal carcasses to feed upon. He lives a solitary life and avoids contact with all living beings, especially other trolls. He often wanders to the edge of the village where he watches the “sweat meat’s” celebrations with jealousy and ire. There are times when his rage boils up in him, and the townspeople hear roars in the night.

The only thing which soothes this savage is the sight of Anna, the prettiest girl in the village. She is sought as the prize wife by all the young men, even the mayor’s son. When Hor’ug sees her, his rage changes to a smooth forest pond that even a raging wind could not disturb. At times when his rage is quelled, he sings strange and beautiful songs, which trolls never do. On some nights, Anna sits up enraptured by the serenade and unaware of the monster who sings those songs, thinking it is one of the village boys. In the morning, she wakes to meadow flowers on her window sill.

Some nights, the farmers see a forms moving in the forest and find an animal slaughtered and gutted the next day. The hunters find tracks in the woods, and feel burning eyes watching. The fisherman talk of large, dark shapes moving under the water, and curse the bad luck of their cut nets and how long it will take to mend them. The mayor and the town council worry about the roams the forest, and station watches when they hear the howls in the night. Wilhelm, an old man who wandered the world for a while with blade and shield, speaks of monsters, but the town writes him off as a little unbalanced even though they all know it to be the truth.

Deep in the Greenmire, lies something ancient and dark. Something made of shadow and fury. It whispers to the lizardmen who live there and stokes their savagery. It calls on them to worship, and they respond with blood and sacrifice. It is trapped there against its will, and rages against its bonds. Through its influence, the lizardmen have pushed further and further out of the Greenmire onto the banks of the Auric River, and it has set its eye on Wildenbank.

Reflecting Group Morale in Military RPG’s

September 26th, 2009

Talking with active military personnel and veterans, something that I constantly hear is how much unit morale can effect the battlefield performance of combat troops. Many games regularly wander into the realm of military operations, whether it is a collection of adventurers or cybernetic special forces. Very few games actually attempt to model the effects of morale though. I suspect many people avoid it because “loosing your shit” in battle isn’t really fun, and there is that feeling of screwing your team’s morale. In a good military game, the drama comes not from the action of the combat, but how the characters respond to, and deal with the trauma of combat.

Little things make a difference to soldiers: fresh food, a phone call home, etc. Big things make a difference too, and all of those things should be reflected to create a mechanical reward for trying to effect unit morale, and to remind players the cost of actions that hinder the group. What I propose is a system that does just this.

The original idea comes from running Heavy Gear, which is a die pool system, but I think it could easily be adapted to all sorts of systems. In Heavy Gear, Psyche represents a character’s outlook on life and their general attitude. A low Psyche represents someone that is generally negative, while a positive Psyche represents someone with a positive outlook on life. At the start of the game, players put a number of dice into the Morale Pool equal to their Psyche. So, players with a positive Psyche add dice to the Morale Pool, players with a zero Psyche at none, and a player with a negative Psyche removes dice from the Morale Pool.

During play, things that improves morale, such as trading your favorite MRE with your buddy, carrying your buddy’s pack, drawing sniper fire for your teammates, playing with local kids during downtime, R&R, and similar activities add a die to the Morale Pool. If a player does something selfish that counters unit morale, the GM removes dice from the pool. Things which negatively effect morale include refusing a direct order, hording a sought after item (i.e. food, cigarettes, etc.), stealing, cowardice, and similar actions subtract a die from the Morale Pool.

Throughout the game, players may draw from the Morale Pool to improve rolls. With Heavy Gear as an example, a player might need to make sure he hits that enemy, so the player can take any number of dice from the Morale Pool to improve their roll. This mechanic could easily be adjusted for other systems. In D&D, for example, the players would put a number of colored beads into the Morale Pool equal to their Charisma modifier. Each point spent from the Morale pool could provide a +2 bonus to the next roll. Obviously, this system could be subtlety modified to reflect the mechanics of the system.