10/16/14

Which RPG is the best?

   If I were to pick pieces and parts of various role-playing games and then put them back together to fashion one “perfect” RPG, this is what my little Frankenstein’s Monster would look like.

   From the get-go, D&D gave us very good “To Hit” mechanics: this is a kind of simplicity I like. With one die roll, you know. Monster’s Armor Class, and there – you need 15. And the hit location doesn’t matter. Head or toe? Don’t waste any time rolling for that crap – the amount of damage you deal gives you a fairly good idea of where you struck your opponent, and that’s enough. In the White Wolf system, it’s much more complicated. Attacker rolls his seven, eight, or nine dice, says “four successes”, and then the defender rolls his Parry or Dodge, seven more dice, and says “three successes, you got me”, and now the attacker rolls his nine damage dice, says “five”, and the defender rolls his four or five Soak dice, says “two”, and registers three points of damage on his character record sheet (five Hits minus two Soaks). So, fourteen dice were rolled before any damage was dealt, as opposed to the one die with D&D. And that’s just one sword swing, mind you. Imagine the dice-rolling extravaganza if four player characters square off against six bloodthirsty scimitar-wielding ghouls! (When I’m gonna lay on my deathbed, at age 90, I’m gonna be able to say: “Well, one cumulative full year out of those ninety was spent rolling 10-sided dice!”)

   D&D also gave us the “levels” mechanics – and this is the kind of simplicity I don’t like. Players can’t spend XP where they want to, because all XP are automatically funnelled into levelling up. New spells, improved skills, augmented Hit Points, it’s all bundled up together. Too generic. All sixth level thieves are identical: they all have 45% in Remove Traps and 92% in Climb Walls, unless they’re Halfling, in which case they have 50% and 77% respectively.

   Level is the big impediment, here. Without it, you can have “spendable” XP, but you cannot have a one-die “To Hit” roll, because one-die To Hit is based on the monster’s (or opponent’s) Armor Class, and the character’s level. So if there are levels, you’ve got that easy breezy beautiful one-die To Hit, but won’t be able so spend your hard-earned XP as you see fit – they’re all gonna go straight into levelling up... Unless your To Hit is simply made into a skill (a skill you can therefore improve with XP).

   I prefer XP to be spendable separately and anywhere. Get a new useful spell, or boost Dexterity by one point? Increase your Drive Cart and Orientation skills, or get three more Hit Points?

   With Games Workshop things were certainly less monolithic, but Chaosium and White Wolf really unbundled the XP and it was great. “Increased Toughness can wait until the end of the next adventure, but I really need to improve Perception – for Initiative – and Missile Weapons – to defend our new stronghold from wandering goblins.” This way, each PC is totally unique and original.

   Skills are important, but AD&D had very few of them. What’s the roll if you’re trying to hear guards whispering in the next room? What’s the roll if you’re trying to remember which narrow alley you came out of when you escaped from those haunted sewers five nights ago? With Oriental Adventures, AD&D included “non-weapon proficiencies”, which are basically Skills. Newer editions of D&D added things like Perception and Will. You need those. Can’t play without those.

   Now, the magic system – that’s a headache. Oddly enough, I think the best magic system was the one found in Star Wars: the role-playing game. You only had three things there, called Sense, Control, and Alter. That is what you do with magic, isn’t it? You “sense” someone or something, you “control” natural or supernatural phenomena (a wound, a ghost, whatever), or you “alter” mundane or magical stuff. In the very good Ars Magica system, that would translate into Intellego (sense), Rego (control), and Muto (alter) – the other two forms, Creo and Perdo, being different combos of Control and Alter.

   That is a fine, simple system. And it also gives you a dice roll to see if you cast the spell correctly – a thing gravely lacking in D&D. And last but not least, to get a perfectly good magic system, you need Magic Points (thank you, Chaosium). To hell with that “cast and forget” thing; just consider how many Magic Points you’ve got, and you manage from there. Need to cast three fireballs in four rounds? Go right ahead, Quick Ben, but it’ll cost you thrice the Magic Points, of course. But it’s your spell. You know it. You’ve spent weeks studying it – not just the words, but all the inner workings of that particular sorcery. You won’t forget it every time you cast it. That’d be annoying. And what about magic-users learning a spell twice? How can you know by heart the lyrics to a song twice? It makes no sense.

   Magic Points, definitely. And when you level up (or spend enough XP), you add more to your base score. Easy. Like Hit Points. And those magic-user players will still need to “rest” often, not to relearn the same spell for the hundredth time, but to replenish Magic Points.

   To sum it up, the best RPG system would have:

  • A one-die “To Hit” roll.
  • No hit location.
  • Skills.
  • “Spendable” XP.
  • No experience levels.
  • Magic Points, and a spell casting dice roll.

   Some games came close, indeed, but I’ve not yet encountered the one with 6 out of those 6 specificities.


9/19/14

Game Ideas: Snakes Monastery

   When you read Dante, you get a lot of footnotes, and one of these copious notes mentions the existence of a small fourteenth century monastery just outside Vada (Tuscany), that had to be completely abandoned because of a massive snake infestation. The note says nothing else. Just that. But it’s enough. You can imagine the rest, and a wicked series of games inside that doomed monastery. The PCs play some of the last remaining monks, shortly before the final “evacuation”. It can be both dreadful and hilarious, if it’s done just the right way.

   First game: Guests. A group of Greek monks led by a famous Hegumen arrive at the monastery on their way to Genoa, and want to spend the night. They are, of course, blissfully unaware of the snake situation, and the PCs must keep them happy and safe all night long. If the Hegumen dies, it’ll put the Church – and all of Italy – to utter shame.

   Second game: Relics. Before they abandon the monastery forever, the monks need to retrieve the holy bones of eight previous Abbots buried in the deep crypts underneath the main chapel. The current Father Abbot sends the PCs (of course) down in the crypts with torches, shovels, and a list of all the skulls and femurs and knucklebones he wants to preserve...

   “Brothers,” says one senior monk, “the crypts are a bad place, be very careful: this is possibly where the nests are.”
   “Let’s burn them!” says another monk.
   “If we can find them,” says a third monk.
   “They may be inside the walls,” says a fourth monk.
   “Ow! Snake bit me!” cries a fifth monk.
   “I told you to be extra cautious,” says the senior monk. “You, take this Brother upstairs to the infirmary. The others, follow me.”
   “Father, there is no one available to treat him at the infirmary!”
   “What about Brother Claudio?”
   “Dead. He was bitten yesterday.”
   “Damn these snakes.”
   “So, what should we do now?”
   “First tomb is right there, see it? We’ll just grab the skull of Father Bonifacio, our Founder, and then let’s get out of this place...”
   “Got the shovel, Father!”
   “Let’s go, then.”
   “Ow! Snake bit me!”
   “Where? Ow!
   “Whole bunch of them... Ow!

   Third game: Ceremony. Two days before the official evacuation, the Bishop of Livorno himself comes over to perform the important “desanctification” of the chapel. After that, the monks will be free to leave. But the chapel, alas, is full of snakes...

   “Your Eminence, we’re gonna have to hurry up.”
   “Repeat after me, all of you. In nomine patris et filii et spiritus sancti...
   “In nomine patris et… Ow! That one bit me!”
   “In nomine... Ow! Sonofabitch!”
   “Watch your tongue, Brother! Ow!


9/11/14

Game Ideas: Battlestar Cro-Magnon

   Lee Adama lived to be 98 years old, and when he finally croaked, he was the very last of the “non-natives” to be buried. But of course he had had ample time to teach his sons how to maintain and pilot the Colonial Raptor: that last remaining ship could prove very useful someday if there was a big flood or some other natural disaster and lots of helpless villagers needed quick evacuation.

   It is now eighty-three years after the arrival of the Galactica crew on Earth, and a ruthless tribe comes to kill the last surviving Son of Adama. Evil Warleader Kuhm takes the Raptor and then tortures two of Lee’s grandsons until they teach him how to fly the Raptor... Let’s say generator life on these things is more than eighty years, right? Just play along.

   So, Warleader Kuhm uses the Raptor to subdue many, many other tribes, and becomes some sort of cruel Caveman God-King.

   The PCs are a bunch of great-grandsons and great-granddaughters of other Galactica crew members (they can choose which ones), and with the help of their domesticated saber-toothed cat named Gaius, they decide to go and steal back the Raptor that’s rightfully theirs. It’s a perilous mission indeed; when not airborne, the ship is constantly guarded by a hundred warriors of Kuhm’s own tribe. But at least the Raptor’s guns and Gatling cannons cannot be fired anymore (those ran out of ammo years ago)...

   Other plot hook: Cylons come back! They have laser blasters. PCs have spears. Stay positive, guys – and good luck!!!


9/9/14

Game Ideas: Cthulhu Bariloche

   Hitler’s number two guy, the Vice President of the Third Reich, Martin Bormann, is the single most important Nazi top brass never to be caught. If he was still alive today, he’d be 114 years old. It is rumoured that he spent years in Bariloche, Argentina, under a false name – and still tried to get a Fourth Reich going with the help of Mengele and Axmann and a few other “escaped” SS officers.

   In Bariloche, there is also the legend of a monster lurking in the depths of a huge lake stretching north of the city. This legend is totally unrelated to the Escaped Nazis legend... but why not combine the two?

   There you have it: my next game project. A low key 1950s Call of Cthulhu set in and around San Carlos de Bariloche, with Reichsleiter Bormann as the elusive major villain, one Chthonian or Shoggoth loose in Lake Nahuel Huapí, and Mengele as a necromancer of Yog-Sothoth! There’s even a “Suppressed Transmissions” feel to this shit...

   I’m gonna use the minis from Mansions of Madness, and the cool “Heather House” map from Ravenloft II that I don’t remember using, ever! Another six months of work. Yup.

   If it was written somewhere that I would die of natural causes at the age of 45, then I can only work on four more games. Not run them, no – that’s another story completely. But prepare them. Photoshop and Word for six months. You know.


8/31/14

Priorities

   My last campaign was called Cthulhu Gypsies and it was set in the province of Dobrogea, around 1845. We played 6 to 8 games a year, starting in december of 2007 and ending in some sort of gruesome Mi-Go tragedy around november of 2013. Six years, and over forty game sessions. At first, these games took place on Saturday afternoons, but we soon moved them to Sundays, because most of the players always had other engagements on Saturdays. Around 2010, game day moved again from Sunday afternoon to Wednesday evening between 6 and 10. But two out of three players came directly from work and were accordingly tired. They got there around 6:20, we chatted until 7, played from 7:15 to 9:20, and then someone already talked about “wrapping up”. Adventures progressed very, very slowly.

   Why is that exactly? Role-playing games aren’t “important” enough to set aside an entire Saturday afternoon / evening once every two months? Is it a question of priorities? What are your priorities? Watching the game with your buddies? Going to see a show? Salsa lessons with the wife? Dinner party? These are all very nice things, don’t get me wrong. All I am saying is this: if you’re only free for an evening of RPG fun when there is no big game on TV and no hot show downtown and no salsa lessons and no dinner party – then you lost the right to say you’re a tabletop gamer. Because you’re just a gamer when there is no other option in front of you. It’s like me and soccer. I went to see a match, once, because I had absolutely nothing else to do and someone invited me over and it was a nice July evening and tickets were only 17 bucks. But I cannot say with a straight face: “I am a soccer fan.”

   It’s also a little disrespectful to the hobby itself – Wednesday evenings between 6 and 10, really? Is that the best we can do? Other hobbies are treated with much more respect; poker, hiking, chess, golf, even scrapbooking: they all seem to deserve nice fat juicy Saturdays...

   If gaming is not in your top three slots for any Saturday evening, then you are not a gamer, you are someone who sits down on occasions to take part in some random gaming event, but that’s it – and it is not the same, sorry. Going to one soccer game in July and owning a season pass are two completely different things.

1        Dinner party with the gang
2        Gaming
3        TV night with two friends
   [That’s a gamer all right.]

1        Salsa lessons with the wife
2        Big game on TV
3        Gaming
   [That’s also a gamer.]

1        Salsa lessons with the wife
2        Dinner party with the gang
3        Going to see a show
4        Big game on TV
5        Barbecue with the in-laws
6        Lazy PS4 night + beer + chips
7        Gaming
   [That’s NOT a gamer.]

   Not being a gamer is no problem. You may be the coolest guy ever. Just stop pretending to be a gamer. It’s not a permanent status. You used to play D&D twice a week when you were seventeen? You were a gamer. Past tense.

   Sorry if I bursted your bubble, man.



8/21/14

Movie Franchise RPG vs TV Show RPG

   As I said in a previous post titled “Logical Illogical”, there was no story continuity when I used to play my Greyhawk ranger, back in the day. But now, it’s all about time-scheme and filling in whatever blanks there may be. So I’m already writing what the PCs did after the end of our last AD&D, because I know they’re gonna ask about this at the beginning of the next session.

   Why is that?

   In my opinion, it is the cultural influence of TV shows: we now know much more about our favorite characters than we did back in the heyday of movie heroes. Really, nobody knew what 007 did between the end of Casino Royale and the beginning of Dr. No, or between Octopussy and A View to a Kill. Movie franchises are very much like the old school modules. We play Dwellers of the Forbidden City. Next we tackle White Plume Mountain. What did we do in between? Nothing?

   Those Silver Age games introduced continuity in RPG campaigns – is it good, or is it bad? I don’t know, but it’s very similar to modern TV shows with their tight plots, web episodes, flash forwards / backwards / sideways, and interlocking season premieres and finales. Sooner or later we learn everything there is to learn about the heroes: blanks get filled in quickly, and it makes a lot of sense... except with Lost.

   So, players come to expect that.

   You can’t pluck them from a tropical island one week and throw them onto a snowy mountainside the next week without any explanation, like in a James Bond movie. Damn, our HBO era is not like the old MGM era: there is a heck of a lot more stuff to write and prepare, now!


8/6/14

Irem Talabheim Damascus

   I could flood this blog with hundreds of maps I’ve created over the years, but let’s just post the best of them all. This city map demanded a LOT of work – and it served me well in three different campaigns since 2003. First, it was the medieval town of Damascus in the year 630 A.D. Next, it served as my own version of Talabheim, in Warhammer. And last but not least, it became the dreaded desert city of Irem circa 1845, for my game of Cthulhu Gypsies. Lots of weird stuff happened in lots of those little houses and back alleys...