Archive for the ‘Game Mechanics’ Category

Bad Game Mechanics: WHFRP 3rd Edition Tension Track

Wednesday, 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, but it has to be reworked a bit. 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. 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.

Corruption Points

Monday, 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

Monday, 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

Monday, 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.

Reflecting Group Morale in Military RPG’s

Saturday, 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.