Showing posts with label Advice/Tools. Show all posts
Showing posts with label Advice/Tools. Show all posts

Sunday, June 27, 2010

What's the best way a game can tell a story?


Someone raised the question in a discussion I had a while back. This was my response:

I think it's important to consider what stories are, underneath all the different ways we tell them (all the mediums, plot structures, et cetera). I could bring up Robert McKee here, but instead I'll lift a quote from this piece:

OUR FRIENDS. THE PENGUINS, THINK THAT WE, THEREFORE, ARE EMPLOYED TO COMMUNICATE *INFORMATION* — AND, SO, AT TIMES, IT SEEMS TO US.

BUT NOTE:THE AUDIENCE WILL NOT TUNE IN TO WATCH INFORMATION. YOU WOULDN’T, I WOULDN’T. NO ONE WOULD OR WILL. THE AUDIENCE WILL ONLY TUNE IN AND STAY TUNED TO WATCH DRAMA.

QUESTION:WHAT IS DRAMA? DRAMA, AGAIN, IS THE QUEST OF THE HERO TO OVERCOME THOSE THINGS WHICH PREVENT HIM FROM ACHIEVING A SPECIFIC, *ACUTE* GOAL.

SO: WE, THE WRITERS, MUST ASK OURSELVES *OF EVERY SCENE* THESE THREE QUESTIONS.

1) WHO WANTS WHAT?
2) WHAT HAPPENS IF HER DON’T GET IT?
3) WHY NOW?

During a good story, the protagonist is trying to overcome challenges in order to pursue their goal.
During a good game, the player is trying to overcome interesting challenges.
I suspect there may be some potential synergies here. :P

Let me shift from theory to the pragmatic end of the spectrum. The most powerful storytelling trick I've noticed in games so far has cropped up in these isolated moments in a number of different games. Some examples from video games:
-In Metal Gear Solid 3, standing there as you wait to pull the trigger of a gun- one that's pointed at a person you love more than anyone else in the world.
-In Modern Warfare 2's conclusion, staggering up to a crashed helicopter and its injured pilot, a knife in your hand.
-In The Darkness, watching a movie with your girlfriend on the couch, knowing you can press a button at any time to get up and leave.
-In Assassin's Creed, using your one available action during conversations (walking around within a 20' by 20' area) to pace in circles, turn your back on someone and walk away, etc.

Moments like these stand head and shoulders above the rest of the game experience in terms of having the story be engaging and meaningful to the player. It took some reflection, but I think I've figured out why. The thing all these moments share is that the narrative that's playing out contains a variable which has been given dramatic significance by the game, but is now determined by the player. If Solid Snake stands paralyzed while the minutes drag on until he finally pulls that trigger, that's a different story (in a dramatic/significant way) from the narrative where he hesitates for all of a second. While that moment lasted, the player had a degree of genuine control over the narrative while it was unfolding. Psychologically, they went from an audience member (albeit one who gets to walk around the set and sometimes give an order in the director's place) to one of the actors on the stage.

And as a bonus, the narrative has gone from being a mass-produced experience to one that only this player has had, something that can be very important to people.

Any of that make sense?

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Saturday, March 27, 2010

Converting Fiction to Games: A Defense

I wrote this in a response to a post on the excellent Tankards & Broadswords blog. Badelaire began with a wholly valid point:

I think the Number One Problem is that, just as you cannot easily translate a book into a movie with any degree of success, or a movie into a book, it is much harder than it might seem to successfully turn a book into an RPG campaign setting

By the end, he'd reached this conclusion:
The more I think about it, the WORST thing you can do to your favorite fictional setting is to turn it into an RPG campaign setting. In the harsh light of day (i.e., after "statting it up"), the love of your life...well...she probably ain't so pretty no more.

Which, I would (and did) say, is completely missing a more important point. If I give Cthulhu hit points, X attacks per round, Armor Class, etc. then the problem isn't that I chose to stat Cthulhu out; it's that I used the wrong *kind* of stats. You don't pound in nails using a screwdriver, and you don't quantify a Great Old One using mechanics that were designed to represent entities players could kill with axes and fireballs.

Meanwhile, if I give Cthulhu stats such as "Health: Cannot be harmed except by GM fiat, in which case he reforms in 1 round if 'injured' or 5 rounds if 'destroyed'" and "Attacks: Can devour the nearest 1d4 PCs as a standard action", then I've managed to come up with a set of mechanics whose results will be true to the source material.

Translating fiction into game mechanics is how roleplaying games are made in the first place. It produces terrible results because you did a crappy job on the translation. Trying to turn your favorite piece of fiction into an rpg setting is the BEST thing you can do- specifically, the best thing you can do for your abilities as a GM and RPG designer. Because you'll be better equipped to see all those horrible ways in which your initial attempts fall short, and have some extra motivation to try, try again.

P.S: Naturally, telling the players about something's statistics can still be bad idea. Deciding what kind of metagame information to pass on is a separate matter- and a very interesting one. Ever play in a game where only the GM knew everyone's current hp?

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Monday, February 8, 2010

Realism vs. Fun

...is a false dichotomy. An inaccurate oversimplification that ignores a number of underlying factors at work.

This'll be shorter than most blog posts I make, but it needs to be said (and I need to quit stressing about post length anyway). Realism in games actually creates fun, in a number of ways:
-It creates additional challenges. The pleasure we derive from overcoming challenges isn't just what makes a game fun; it's the core of what "fun" is.
-It provides depth. The moment-to-moment gameplay of first-person shooters like the Call of Duty series would be far less engaging if you didn't have to constantly factor in things like recoil or having to reload.
-It provides authenticity, helping the game's events seem more genuine. You sympathize more with your character's injuries if they actually have to go through the process of bandaging themselves up, rather than just instantly healing when they run over a medkit.

All of the above elements help the game; personal taste comes into play when you start considering how much challenge/depth/etc. is the right amount. And yes, obviously the same realistic gameplay element that improves one game's experience could detract from another game if you applied them there instead. That's not a question of taste; it's a matter of poor implementation on the part of the game designer.

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Wednesday, December 30, 2009

To all aspiring rpg designers:


What I'm about to say, I say not as someone who's some kind of industry veteran (I could technically call myself a professional game designer, but even that's stretching it). But there's a pitfall I stumbled into a few years back, and since then I've seen a hundred other amateur game designers do the same thing. At this point I have to start shouting it from the rooftops:

STOP OBSESSING OVER RESOLUTION MECHANICS. You're missing the forest for the trees.

Over and over, there'll be a fellow excited designer who's got this project he's eager to discuss with others. Great! I love hearing about/brainstorming on these things! They'll start with a few sentences laying out some original premise, usually one that sounds pretty darn promising.

And then they'll follow this up with a page of text detailing exactly how you roll the dice.

Yes, you do at least need a rough idea of the process the players use (i.e. participate in) to determine what happens when they try to do something. It'll be a prominent part of the gameplay, and in early discussions they'll at least warrant an explanation of the basics. But don't say "It's a game where you're wannabe dragonslayers in a realm where they're venerated as gods", follow that up with four paragraphs about how you roll a dice whose size is determined by the relevant stat and then roll that many d6es (plus an additional number equal to the relevant skill, etc. etc.), then after that say "What do you think?" The only way I can provide substantive input is to gloss over everything you said about game mechanics, focusing solely on the premise. Otherwise I'm stuck making vague generalizations like "This sort of mechanic can potentially be [negative/positive quality], assuming [condition A] and [condition B]. You know, if that's going to be the case."

The point I'm trying to get across here is that core mechanics are kinda like the main ingredients in a recipe. Choosing them means you've gone a long way towards determining what your creation will be like, and any unconventional decisions at this stage will set you far apart from the pack. But that doesn't mean you can evaluate the *quality* of your creation, or even have a substantive discussion on the matter. You've got to know the other ingredients, and how they'll come together. And the more original your ideas are, the less useful discussion becomes; some things can only be discovered once you actually try the recipe out.

Also, no one cares if your scores can be arranged in aesthetically pleasing fashion. If you have X sets of Y stats and each has Z relevant skills, making it so that all 3 variables are the same number will not improve the game experience in any significant way. It doesn't matter.

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Sunday, November 8, 2009

8 steps to running a game based on Berserk


As anyone who's sunk their teeth into this dark fantasy manga knows, it's got quite a well-crafted setting. A war-torn setting where white-knuckle action is mixed with grim hardships borne simply out of human nature. The supernatural presence is subdued, but also hideously powerful- a monstrous evil that's simultaneously all too human. It's a great setting-but how do you adapt the awesome elements to a roleplaying game?

Step 1: Use Fantasy Craft. It's built so that magic is optional and not integral to the game's content, and has the crunch to really get into a detailed representation of the subject matter. I know no better system for the job.
Step 2: Don't tell them it's Berserk. To steal some advice from one of the people I brainstormed with on /tg/: Tell them it's 'Badass Mercenary Quest' or something. A little bit of foreshadowing with dark lore, one or two demons, more mercenary adventures, then OH GOD WHAT THE HELL WHY?! Which happens to be an excellent summary of step 3. . .
Step 3: Gradual, ceaseless evolution of the story. Escalation is already a natural part of most rpgs; what Berserk can teach us is technique. Characters get more powerful, yes; but it's not just their skills that develop. Their personalities change, new personality traits appearing and old ones fading away as they become a little more mature, a little wiser and more cunning. Their long-term priorities change, sometimes due to introspections, sometimes because the change is thrust upon them.
Step 4: Player-driven overarching plots. It's the changes in the protagonists that lead Berserk's story to evolve, rather than just having static characters who are coincidentally caught up in increasingly grand events. The adventures occur as characters pursue their own goals- to form a mercenary band, to hunt down monsters, to rescue someone they love.
Step 5: Unfair odds. Characters in Berserk are constantly faced with encounters that are in no sense of the word "balanced". A wolf pack. A hundred men (many with crossbows). A demon that smashes through foot-thick stone walls and tree trunks. In metagame terms. . .I once played in a game (the "Elysium Nebula" one I've mentioned a few times in the past) where the GM was increasingly open about the fact that he was putting us in bad situations without bothering to come up with a way we could survive them. That was our department. And because he was willing to sit down and go over the particulars of the situation with us, and rewarded innovative ideas (Say, hacking into an enemy's comm channel and impersonating their commander), the result was one of the best games I've ever been in. It also helps to let the PCs have a variety of interesting tools on hand- ropes and throwing knives and small explosives. . .
Step 6: Inventive action. Berserk is full of innovative and interesting fight scenes, where characters do far more than cross blades. Spycraft's myriad combat feats help with this, but what I like to do is have my NPCs start the snowball rolling; come up with interesting tactics based around the situation and any unique abilities they have, then give the players chances to mount unorthodox responses of their own. . .
Step 7: Life sucks. The world of Berserk is a terrible, terrible place to live- full of desperate people who, as in real life, are motivated by their desperation to do all sorts of horrible things to others. Make it clear to the players from the get-go what kind of setting this game will have; if don't understand that the game is *supposed* to feel harsh and merciless, they'll find the experience much more frustrating from metagame standpoint. Rude awakenings are fine, just spring them sooner rather than later.
Step 8: Any means necessary. The PCs are by no means an exception to the above statement about desperate people. In Berserk, Guts would have died ages ago were he not capable of taking extreme measures without missing a beat- measures that have, on more than one occasion, lead to a mutated monstrosity the sized of a house referring to him as a monster. I talk in steps 5 and 6 about encouraging/rewarding innovation, but in Berserk it's not always enough to just be clever. You have to be ruthless as well, doing whatever it takes to come out ahead.

These are the pieces of advice I've got to offer. Any further suggestions are welcome.

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Monday, June 23, 2008

D&D 3.5: Statistics for Guts from Berserk


An old classic I did a year ago for the /tg/ board on 4chan: A conversion of Guts and his equipment to the D&D rules. (If you don't know who this man is, he's the protagonist of an incredible manga series called Berserk that I highly recommend. Graphic sex and violence are involved, but they have roles in the story rather than being pointless titillation.) These stats are meant to represent him immediately prior to the battle to escape Vritanis. Against a normal D&D party, I'd say his dearth of magic items makes him about CR 17.

Guts
Male Human
Alignment Chaotic Good
Fighter 12/Barbarian 7/Frenzied Berzerker 5

Str 24 (+2 prodigy, +1 4th, 8th, 16th, 20th)
Dex 16
Con 18 (+1 12th)
Int 14
Wis 13 (-1 armor)
Cha 12

Hit Points 233, Current 233
AC 23 (10+3 dex+9 armor+1 shield), Touch 13, Flat 20
Init +3
BAB +22/17/12/7, Grap +??
Speed 30 (base 40, load 0/33, medium armor)
Fort +22, Ref +10, Will +9

+34 Melee, Dragonslayer, 3d6+14, 17-20/x2
+30 Melee, Dagger, 1d6+7, 19-20/x2
+30 Melee, Prosthetic Hand, 1d6+7, 20/x2
+26 Ranged, Repeating Crossbow, 1d10, 19-20/x2, 60’ r
+26 Ranged, Darts, 1d4+7, 20/x2, 20’ r
+26 Ranged, Dagger, 1d6+7, 20/x2, 10’ r
+21 Ranged, Arm Cannon, 6d6, 20/x2, 10’r
+25 Ranged Tough, Fire Bombs, 3d6/1d6 splash, 20/x2, 10’ r

Rage:
+48 hp, AC 21, Will +11
+36 Melee, Dragonslayer, 3d6+17, 17-20/x2

Frenzy:
2 lethal damage per round, AC 22, Ref +12
+40/40/35/30/25 Melee, Dragonslayer, 3d6+23, 17-20/x2

Rage and Frenzy:
+48 hp, 2 lethal damage per round, AC 20, Ref +12, Will +11
+42/42/37/32/27 Melee, Dragonslayer, 3d6+26, 17-20/x2

Skills:
+1 Balance (0+2 synergy-4 acp)
+21 Climb (10+4 prodigy)
+6 Diplomacy (10cc)
+28 Intimidate (27)
+35 Jump (26+4 prodigy+2 synergy-4 acp)
+9 Ride (10-4 acp)
+9 Spot (16cc)
+11 Survival (10)
+13 Swim (10+4 prodigy-8 acp)
+14 Tumble (26cc+2 synergy-4 acp)

Feats:
-Weapon Focus (Greatsword) (H)
-Power Attack (F1)
-Cleave (F2)
-Destructive Rage (3) (CW)
-Weapon Specialization (F4)
-Intimidating Rage (6) (CW)
-Great Cleave (F6)
-Monkey Grip (9) (CW)
-Exotic Weapon Proficiency (Repeating Crossbow) (F8)
-Endurance (12)
-Diehard (FB 1)
-Iron Will (18)
-Indomitable Soul (21) (PHBII)
-Improved Critical (Greatsword) (F10)
-Greater Weapon Focus (24)
-Epic Weapon Focus (Greatsword) (F12) (ELH)

Human Traits
-Bonus Skill
-Bonus Feat

Barbarian Class Features
-Fast Movement
-Rage 2/day (9 rounds)
-Improved Uncanny Dodge
-Trap Sense +2
-Damage Reduction 1/-

Frenzied Berzerker Class Features (CW)
-Frenzy 3/day (7 rounds)
-Supreme Cleave
-Deathless Frenzy
-Improved Power Attack

Special Qualities:
-Prodigy (Strength): Guts gets +2 to strength and an additional +4 on all strength-based skill and ability checks. (DMG II)
-Sacrifice: Guts has been branded with the symbol of sacrifice. Evil outsiders and undead can sense his presence and general direction as long as they are within five hundred feet. Additionally, whenever an evil outsider or undead comes within a hundred feet of Guts for the first time that day, the brand gives off a sharp pain and bleeds profusely, causing him to lose one hit point for every four hit dice the creature possesses (rounding down).

Equipment:
• The Dragonslayer, Mastercraft Large Greatsword .
•• The Dragonslayer is treated as a Holy Ghost Touch weapon for the purposes of bypassing DR and determining whether an attack hits. This is an extraordinary ability.
•• The Dragonslayer’s size provides a wielder of medium size with a +2 bonus to AC when they fight defensively and cover in the direction of their choice when they take a total defense action.

• Berserker Armor, +1 Mithral Full Plate
•• While wearing the berserker armor, a wielder with the ability to enter a frenzy must make a will save to avoid doing so every round in which they engage in melee combat, even if they take no damage. In addition, they may not enter a rage unless already in a frenzy.
•• While the wielder is in a frenzy, the berserker armor is treated as a +2 Mithral Full Plate of Medium Fortification that cannot be removed by normal means. The wielder themself gains an additional +6 to strength and dexterity as a well as an immunity to fear, stun, nausea and death from massive damage. However, the damage they take every round is lethal instead of nonlethal, and the frenzy does not end normally as long as there are living or animate creatures within the vicinity. At the end of a frenzy, the wielder takes 1 permanent wisdom damage.
•• If the wielder has the deathless frenzy ability and would die at the end of a frenzy due to hit point loss, they instead heal to -9 hp and stabilize while permanently reducing their maximum number of hit points by the same amount.

• Prosthetic Arm
•• When equipped, the prosthetic arm can be used to hold metal items or help wield two-handed weapons. It also functions as a mastercraft gauntlet.
•• Arm Cannon, Exotic Medium Ranged Weapon (10’ range, 3d6 fire and 3d6 bludgeoning damage, 20/x2)
••• The arm cannon is a concealed weapon, requiring a DC 25 Spot or Search check to detect. If an opponent is not aware of the arm cannon, they are treated as flat-footed for the purpose of the wielder’s attack.
••• Reloading the arm cannon requires two full-round actions, each provoking an attack of opportunity
••• While in a grapple, the wielder may make a grapple check to attack with the arm cannon. If the attack hits, it automatically threatens a critical hit.

• Ammunition and Gunpowder for ten shots.

• 10 Fire Bombs, Splash Weapons (10’ range, 3d6 fire damage/1d6 splash, 20/x2)

• Rickert’s Repeating Crossbow
•• This crossbow functions as a mastercraft light repeating crossbow with two exceptions: The range is halved, and the magazines hold ten shots instead of five.

• 60 Bolts

• 5 Mastercraft Darts

• Mastercraft Dagger

• Flint and Steel

• 4 day’s trail rations

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Tuesday, May 6, 2008

Image Collection and FAQ




Last update: 1/22/10

Over the years I've built up a collection of images for use in roleplaying games- character portraits, landscapes, pieces of equipment and so on. The collection now has thousands of images, which can be viewed online and/or downloaded via Picasa (which you can then immediately uninstall with no consequences, I've checked myself).

A quick FAQ...
Q: Why?
A: Two purposes in mind. Originally I was after references- when running a game or presenting someone with a character sheet, a good image is invaluable for bringing the ideas to life. These days, I usually use them for inspiration. And once you're sitting on a big pile of cool images, it'd be damn selfish not to share them.
Q: How long have you been collecting these images?
A: A glance at the file data informs me that I started saving images I liked in late 2004, then actively began to gather them in early 2005.
Q: Do you just spend your life scouring the internet for images, or what?
A: Hey, there are people out there who amass far larger collections, and some of them aren't even porn! But in all seriousness: In this modern day and age, the world is full of extremely talented artists, and these artists have websites. Said websites often contain links to the websites of other artists. Deviantart alone is the source of about 40% of my images; I've often spent an hour or two going through someone's favorites folder and checking out the galleries of any artist whose piece shows promise, saving fifty or so new images in the process.
Q: Do you have a favorite artist?
A: Tons. Wen-M, Gold Seven and Storn Cook are probably my personal favorites- they're constantly producing new artwork and have built up a huge body of work involving all sorts of genres. Their art looks fantastic and shows a lot of intelligence and imagination. And they sometimes draw people with their hair/clothing blowing in the wind, I'm a sucker for that.
Q: What criteria do you use?
A: I try not to overthink my decision-making process. In the end it boils down to a combination of originality and personal aesthetic appeal. On the subject of chainmail bikinis and the like: It's fine by me if the character is sexy, but I'm not interested in art created just to titillate the viewer. On the other hand, I've altered several pictures to be able to include them while keeping the collection worksafe. My standard have risen somewhat since I first started the collection.
Q: Can you help me find an image of _____?
Sure- I won't do an extensive trawl, but I can spend 5-10 minutes using various tricks to hunt down a few images that'll fit a given set of criteria. HOWEVER: Do specify which criteria you "want" and which ones you "need". Spear-wielding female fighter in light armor? I've got 10! She needs blue hair? Hmm.
Q: Do you have a link to the artist who made _____?
A: Some basic detective work using google and the filename will often be the fastest way to find a picture's creator, but I'm certainly willing to help out if that fails. Since I'm downloading these images without asking permission, the least I can do is help make sure credit's given where it's owed.
Q: What about organizing the collection some more? Tags, maybe?
A: I'd like to do more to make it easy for people to track down the kinds of images they need, but singlehandedly reviewing the thousands of images I've already downloaded is too much. The only exception's been to go back and rename all the portraits I'd gotten from /tg/ ("1169313704193.jpg" to "armored warrior woman", for example). However, if you'd be interested in implementing something yourself (even just tagging which genders are present in a character portrait) then I'll be happy to cooperate and could apply the same methods to any further images I add.

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