Friday, July 29, 2016

Dirtsheets and Rumors

The wrestling game that I'm running is still in full swing and tomorrow, it will be out third PPV event, the American Open. About a week ago, I started writing up a series called the Dirtsheets. For those not into wrestling, the dirtsheets represent insider information and rumors about the wrestling industry. Sometimes they are true, while other times they are red herrings and misdirection. After writing this one up (located here), I was inspired to talk about rumors in all kinds of games and take a break from my sci fi chatting for a bit.

Look At All These Rumors Surrounding Me Every Day

Rumors are a fantastic resource that I feel doesn't get used enough in modern day gaming, Rumors are a great way to really get your players invested in the world that you are running. It helps your world feel less like a novel and more like a living, breathing world that the players can explore. Rumors make great adventure hooks for players in a sandbox style game, or clues and hints for a more narrative node based game. And even red herrings can and should lead to something cool and interesting. Rumors about a ghost on a mansion may in fact just be Old Man Jenkins chasing people away so he can find a secret stash of doubloons!

Doubloons!
Rumors fit in all styles of adventuring. Use it for exploration so the party can go out and hunt for a new landmark, new people, and new adventures. For treasure hunting, rumors are clues to get to the next part of the search. The same is said with investigation styled adventures. Rumors also make great foreshadowing for future event. For my Dirtsheets, that's what I tend to use them for. 

One of the best part about rumors is that it can help to gauge your party's interest. It's like a small, crowdsourced way to see what the party loves and goes for, and you can throw more of those types of adventures at them. Even a red herring that the players end up taking a liking to can be changed into something amazing and memorable.

Ultimately, my favorite reason to use rumors is that it shows your excitement and dedication to the game you are running. And that is infectious. Players see their GM putting in the work and they get excited to play in your game more and more. And seeing players excited to game with you is pretty awesome (and a great ego booster ;) ).

So use rumors today to take your game to the next level. Whether it's town people, a criminal contact, or dirtsheets about your favorite wrestling company, get on it and have some fun. At the very least, you'll have a cool list of adventure hooks for another game.

Tuesday, July 26, 2016

Coming Back

I've been on a hiatus as I've had graduation from culinary school and family down to visit. That combined with some nasty hand eczema has made blogging very difficult to do these last few weeks. hand hurts too much to type and the stress has made thinking up ideas more difficult. Still running the wrestling game, which is a good way to keep myself grounded in the gaming world. And I'm reading a lot of Eclipse Phase and related novels to prepare to run a game in that.

Friday, July 8, 2016

To Vesper Skies VII: Propulsion

Distance is a bit thing in space. Everything is so far away from each other. So when making a sci fi game, you have to ask yourself how fast all of the spaceships can travel outside of combat. To answer that, you first have to figure out what kind of scale you want for your game.

From skymaps.com

Distances

First things first, we have to discuss different measurements used for space movement. There are three measurements used. Astronomical Units (AU), Light Year (ly), and Parsec (pc). We've heard these before but some probably don't know the definition of the terms.

AU is the smallest measurement used in space and is very useful for solar system travelling. 1AU is the distance from the Sun to the Earth, about 93 million miles (or 150 million km). A ly is the distance light can travel in one year. This turns out to be about 186,000 miles per sec (300,000 km/s) or roughly 5,880,000,000,000 miles (9,460,000,000,000 km or 63,240 AU) in a year. That's a lot of distance and is great for going between stars in the same sector. Of course, sometimes even that's too small of a scale. So we get into parsecs, which are 3.26 ly in distance. So each unit of measurement here will have its usage when figuring out the scale of your game.

Propulsion Technology

In science fiction, you can categorize movement into subluminal and superluminal movement (slower and faster than light, respectively). Subluminal can cover anything from basic rockets to solar sails and any kind of drive that simply can't reach light speeds. There are all kinds of examples of superluminal drives, but they can be generalized into three categories.
  • Faster Than Light Drive: Simply put, FTL drive gets you from point A to point B at faster than the speed of light. You see this kind of warp drive in Star Trek, where Warp # is essentially used like the Mach number system, but for FTL speeds.
  • Hyperspace Drive: Seen in Star Wars, hyperspace is a higher dimension that can get you to where you need faster. By imputing coordinates and doing the calculations, hyperdrives can cut down the distance between two points and open up more of the galaxy.
  • Wormholes: This technically isn't superluminal, as you aren't really moving. Instead, you open a hole in space-time that folds two points together. This bridges the points and allows for instantaneous travel. Wormholes can be stuck to just gates, or more advanced ships can simply do it.
If you want to limit these methods of propulsion so your players aren't zipping to the other side of the galaxy, there are several tried and true methods. Wormholes can be limited to gates and treated like a turnpike system. A common trope for hyperspace and FTL are that gravity wells interfere with the drive and make it difficult to leave. "Tachyon inhibitors" or any other techno-babble thing could prevent warping out. I'm generally okay with players zipping around a little bit, so I'm fairly cool with FTL in star systems until they approach a planet.

Solar System Focus

The scale of your sci fi game will decide on how fast your ships can go. If it's going to be centered on a single solar system, then chances are most ships will be going at subluminal speeds. Movement will be based on AUs or even miles/km for early technology. If you want your game to focus on solar system exploration or a race just getting into space, miles and km or fractional AUs will be useful. Original Gundam is a good example of this, where only the moon is really colonized. If you want the inner system explored but have a focus on exploration of the outer planets and Oort Cloud, then AUs will be more useful. Remember that Pluto is on average 39 AUs from the Sun. 

Your propulsion tech will also be much more early. Chances are that you'll probably want to keep it at subluminal drives. This makes exploration to the outer system and back a much bigger deal. Depending on how much of the system is colonized will depend on how fast your ships can go. Something like Gundam or Total Recall, for example, only focuses on Earth, the Moon, Mars, and orbiting stations. On the other end of the spectrum, Eclipse Phase and Cowboy Bebop has a large focus on the outer ring as well as the inner system.

You can actually have wormholes if you want if they are stuck to gates. These wormholes act as kind of a Panama Canal in space. It'll take you to between two areas only, so that makes them prized and limited, but still opening up an entire solar system to your players.

Star Focus

If the focus is going to be on travelling between the stars, then you probably want to go into the superluminal propulsion. Everything is measured in lys and if you want to get to the stars in your lifetime, you'll probably want ships that can go lightspeed. Like before, this is dependent on the story you are looking to tell. If you want to emphasize the journey and exploration, then maybe lean on the slower end of things. This is especially true if the focus is on a singular, alien planet like the movie Avatar, or the video games Alpha Centauri, Pandora: First Contact, and Beyond Earth (see the previous section about focus on a singular system).

If you'd rather the focus be on the destination of exploration and seeing more in a star cluster, then lean more towards the faster side of travel. Wormhole gates would fit pretty well with this, as would hyperspace for covering the large distances involved. FTL would have to be fairly high if you want to get to the nearest star in a game session within the lifespan of the PCs.

Galaxy and Beyond Focus

If you want your players in a galaxy spanning adventure, zooming around the Milky Way or beyond, then you pretty much want the fastest propulsion available. Unlimited wormholes to get from one galactic arm to the other if the focus is more on the destination. Super FTL  or Hyperspace drives if you want the focus on the journey (I'm talking severaly ly/pcs per hour). Parsecs are going to be your main unit of measurement going between star clusters and galactic clusters. This would be interesting if your players end up in another galaxy or even an completely different galactic cluster.

Remember, space is big, but it's only as big as you want it to be. Whether the focus is on a single colony or a massive galactic empire, choose the propulsion that will fit your story.

Wednesday, July 6, 2016

I Did It

Been quiet on the blog front due to getting ready for graduation. But, in the mail, I finally got the package I was waiting for.


Feels real finally.

Friday, July 1, 2016

To Vesper Skies VI: Starships at Level 1

Spaceships are cool and pretty much a mainstay in most sci fi genres that don't focus exclusively on planet-side adventures. There's just something awesome about zooming through space, smuggling stuff, fighting bad guys, and sleeping with green skinned alien octopi that just reeks of awesome. So it does kind of suck when you can't really get a space ship at level one without pooling everyone's cash together, which can be quite a burden. I wonder, is having a spaceship at level one so unbalancing?

Frigate from Homeworld 2
Thinking on it, spaceships can be a lot of things to the players. Obviously, it's a way to get from point A to point B. It's your base of operations that can fly around, which is cool. Occasionally, it's a set piece of an adventure, like if a monster sneaks on your ship, or pirates board you. And then there's the weapons and such for space combat. Which, at level one, a ship with enough weapons to protect them from some pirates seems reasonable. But really, there isn't anything that would greatly disrupt a campaign or give players a huge advantage over their enemies at level one. Certainly, there is something cool about earning your first spaceship after level one, but I also like the idea of just starting on one.

We can take some cues from modern cars on how to make it work. For cars, you generally won't pay off a new car in full. You pay it off in installments. This could actually be the source of adventure, especially if the players bought from a less-than-reputable ship dealer. Make enough money smuggling to pay off your ship and not have Jabba the Hut make you sleep with the space fishes seems like a great start to a campaign.

And then there are used ships. Rickety ships that are older models of contemporary ships are a perfect starter vehicle for players. For this, drop the price by 33% of a ship, but every so often, the GM rolls on the Minor Damage Effect in White Star Companion to see what goes wrong. Or, drop the price by 66% for a real clunker and roll on the Moderate Damage Effect every so often. The tables are reprinted below.

Minor Damage Effect

  1. -1 to Armor Class
  2. -1  to Movement
  3. -1 to targeting
  4. -1d6 to one on-board weapon's damage
  5. Shields don't regenerate for 1 round
  6. FTL Drive stalls for 1 round

Moderate Damage Effect

  1. -2 to AC
  2. -2 to Movement
  3. -2 to Targeting
  4. One on-board weapon is disabled
  5. Shields do not regenerate for 1d6+1 rounds
  6. FTL drive stalls for 2d6 rounds
I think combining both of these can open up some really options for players that want a starship at level one. And with the "character flaws" the ship will have, it makes things more interesting in the game and can lead to some more cool adventures.

Thursday, June 30, 2016

To Vesper Skies V: Ship Fuel

When going out and exploring the vesper skies that is outer space, it's important to make sure you have enough fuel to get to point B. No one wants to get stranded out in space, with limited supplies and a high chance of getting boarded by pirates. So below are a set of easy rules for fuel you can use with White Star, inspired by the Black Hack usage dice.

A ship that has a full tank of fuel will have d12 as their Fuel Value. Whenever you move a certain amount of distance, roll your FV die. If you roll a 1, then it drops down a die step (d10, d8, etc), all the way to d4. If you roll a 1 on your d4, then you are out of fuel. The ship keeps going at the speed you were going in a straight line until you hit something or get caught in the orbit of a greater body (or found).

After your first roll, every consecutive unit of distance you move adds a +1 to the FV result required to drop a usage die. For example, the starship Endeavor has a FV die of 1d12. It moves 1 AU and makes the roll, succeeding. When it moves another AU, the FV die will drop a step if they roll a 1 or a 2. If it moves 3 AU, then it drops on a 3 or less. And so on.

If a ship is in combat, then you add a penalty to the FV drop result equal to half the number of rounds spent in combat (round up). For example, Endeavor is in combat for 3 rounds. Halving and rounding up 3 gives you +2. After combat ends, they roll the FV usage die. On a result of 3 or less (1+2), the FV die drops a step.

Using a Warp Drive adds +3 to the result.

All penalties from movement, Warp, and combat stack. The Endeavor moves 4 AU and gets into combat for 4 rounds, then does an Warp jump. When they make the FV roll after combat, they add +3 from consecutive movement, +2 from combat, and +3 from Warp. That means that on a roll of 9 or less, their FV die will drop a step.

The distance moved can be up to the GM depending on their setting. I used AU up there, but you can also use light years or parsecs for more advanced ships. White Star doesn't have a Warp Drive option, but I already know how I want to do that for a future post.

Tuesday, June 28, 2016

Momentum and Success in WWWRPG

So recently on the World Wide Wrestling RPG Google+ group, we were talking about an issue some of us had with the game. W3RPG has a fate point system in place called Momentum. You gain Momentum for succeeding in doing moves and you can use them to make your rolls better, interrupt your opponent, or activating your role move (Heel or Face). It is essentially a fate point currency. However, there are some issues with the way the Momentum Economy works with the rest of the game that causes a perpetual momentum problem.

For those that haven't played W3RPG, it is powered by the Apocalypse Engine. The game uses only 2d6 to do any sort of moves. A partial success is a 7-9. while a great success is a 10+. 6 and below are botches. Your character's stats range from -2 (super bad) to +3 (really good). At first glance, this makes the game less granular with the bonuses. There is a fairly good difference between having a +1 and a +2 in your stats. For example, if you have a +0 in your Power stat, then you have a 58.33% chance of getting at least a partial success and a 16.67% chance of getting a great success. When you bump that up to a +1 Power, suddenly, you have a 72.22% chance of getting at least a partial success and a 27.78% chance of a great success. That is a pretty big leap. If you have a +3 in a stat, you can only fail on a roll of a 2 or 3. In fact, with a +3 in a stat, you will have a 58% chance of getting a great success.

A part of this is because of the steep bell curve that 2d6 has. Bonuses make a huge impact on the probability of getting a success or not. And the better the success, the more Momentum you can get to make future rolls more successful. Matches end up being a bunch of successes and back and forth, with the Momentum being used to interrupt or increase their finisher at the end.

So what's the problem?

Looking back at stats, if you have a +3 in a stat, you will be getting a great success 58% of the time. In game terms, this means you'll be getting a lot of Momentum and other benefits depending on the move you do. For example, the basic wrestling move states that if you get a 10+ on your roll, you remain in control of the match and can get either 2 Momentum or 1 Heat (the stat that gives you enhancements). The game is all about narrating your character's match in a wrestling ring and making moves based on what you narrate. So, as long as you narrate moves that play to your strong stat, then you will always be in control and gaining momentum unless your opponent spends a momentum to interrupt. And even then, if you've built up the Momentum, you can easily take back control.

In addition, you can basically build up a lot of Heat quickly in a match. Ending a match with +4 Heat gives you a +1 to your Audience stat, and getting to Audience 4 gives you an advance. So with a +3 in a stat, you are essentially always building up an insane amount of Heat and getting Audience fairly often. And truthfully, there isn't much reason to narrate your wrestler using their bad stats. The game encourages you to stick with your strong stats so you don't botch, build up heat, then when you're at 4 Heat, spend 2 Momentum to end the match prematurely with the Heel move. The only thing stopping someone from doing this consistently is a gentleman's agreement saying they won't. But that's not really enough for me.

What's the point of having botch results when players don't really botch? The botch results make the match really interesting, but we never see them because players are consistently hitting 10s and over. And while you can and should occasionally put wrestlers in situations that put them at a disadvantage, consistently punishing a player for playing their character is silly. Why should I punish the High Flyer for never doing a Power move when Rey Mysterio or Kalisto never really do Power moves? Not to mention, there are several moves that can shore up stat weaknesses (like the Monster's ability to use Power instead of Look backstage). 

Ultimately, I'm identifying the mechanics I have issues with and am tweaking them to provide a more healthy and varied match while still rewarding a high stat. First off, the biggest issue I see in W3RPG is the conflict resolution system. In most RPGs, the rolls you make to resolve any kind of mechanical conflict are affected by two things: your stats as a character and the difficulty of the conflict. For example, if you are picking a lock, you'd add your Lock Picking stat to your d20 roll. If the lock was difficult, then you get a penalty depending on the difficulty of the lock. W3RPG doesn't have the difficulty penalty in its conflict resolution rolls. All rolls are based primarily on your stats as a character. 

So this is what I propose


Wrestling Difficulty System

This adds a layer of penalties depending on the difficulty and danger of the move in question. Whether it is a Feat of Strength, a normal Wrestling Move, Cutting a Promo, or anything else, this should help reel back the success some, while also rewarding doing more risky behavior.

There are three levels of difficulty in this system. +0 are trivially easy moves. Resting holds, intimidation, whatever. -1 are moderately difficult or dangerous moves. -2 are extremely dangerous moves. Whenever a wrestler wants to make a move, the GM lets them know how difficult it will be and applies the penalty to their roll, in addition to the proper stat for the move. The more difficult the move, the more rewards you can get from it. Succeeding a difficult move (-1 or -2) gives you a bonus +1 Momentum in addition to the move's results. In addition, for every -2 difficult move you do, you gain a +1 bonus to your finisher.

I feel with this method, it does reign back the amount of successes that you normally see, but, you still get good rewards for completing a difficult or dangerous move. And even though doing difficult moves can get you more Momentum, with the difficulty system in place, you will be using that momentum more often. So it should balance out. 

The major flaw is still that a player can narrate themselves to play it safe. I considered the following move:

BORING! BORING!: You're putting the crowd to sleep with your amateur moves. Whenever a player does two or more consecutive safe moves, they lose 1 Momentum per safe move. If they have no more Momentum after doing a consecutive safe move, the opponent gets a Momentum instead.

Hopefully not too hamfisted. I'm unsure and would like to see what others' take on these rules are.I personally prefer a slower W3RPG game, so with this and slowing down advancements some, I think it's the kind of game I'd like. This game is still good and I recommend playing it, but I think with some DIY hacks and good ol' fashion OSR spirit, I can make the game more to my liking.