Frozen War: After Action Report 4

It’s been a crazy busy week. I’ll tell you about it tomorrow after I finish my last test. But, I have some breathing room, so I should post while I still can.

So, after previous games had been delayed again and again, it was nice to play *gasp* two weeks after the last game. This time, we focused much more on combat combat combat, with almost no characterization, but it still turned out very well. I don’t think I forgot any rules, though I did skip out on a few. For example, I ignored the fragmentation damage on some IEDs some ebil partisans had rigged up but the players are so loaded up with armor that I decided it didn’t matter. Roomie also died until someone used Serendipity to make sure he lived (be careful of snipers!), which might have been an excessive fudge, but I’m willing to let it stand. Finally, Byler got pitched by a robot’s Force blaster and took 6 damage (blunt trauma), and I didn’t give him a -4 on his next roll. It didn’t really matter (he beat his attack roll by bunches and bunches… or he ran around the corner and tried to recover, I don’t remember which), so I’m not too worried about it.

The players are also adapting alot more to their technology. Roomie started passing along sensor readings, other characters did sensor sweeps to find mines and snipers, and Byler had a nice game of cat-and-mouse with some partisans in the pine jungle.

In a way, this was the game where the players really grasped that we were playing Space Opera. Each session has been a careful revealing of more plot: First, an invasion, then the revelation of sabotage, then the revelation of a spy, then the revelation of a secret government project and the nature of the planet. The next session will reveal the nature of that project. If the last session was when players finally understood their characters, this was the session where they finally started to really see the setting.

The one thing I feel I have neglected thus far is disadvantages. I’ve smacked a few players with theirs (Byler and his Sense of Duty disadvantage, and Roomie and his Fanaticism), but I’m kinda dejected I don’t remember more. It occured to me, the other night, that in WotG or WoD, I usually sit down and plan a game around a player’s disadvantage. Perhaps I should do that in the next session. Rather than try to remember the disad in the middle of the game, I should find some way to work it into the planning before hand.

I asked Byler and Walter if they agreed with me, and I think they do: This is the best GURPS game I’ve run. Shawn claims Dark Souls was better, and Dark Souls was pretty good, but this game feels the most tightly designed, cleanly run, and the addition of things like templates really smooths things out. I’m very pleased with it, especially since I’m gonna finish it up nicely.

As an addendum: I’m very pleased that my efforts in persuading my players to schedule ahead is finally paying off. Last session, Roomie and Walter revealed when particular gun shows would be, and the timing involved. As a result, we’re playing again this weekend. Wonderful!

Vampire: Reading List

There are more books in the WoD line than you can use, intentionally, as it’s become rather GURPS-like in its modularity. Thus, you have to pick and choose the books you want to include. Mine:

Vampire: the Requiem: For obvious reasons
World of Darkness: Ditto

The Book of Spirits
The Book of the Dead
WoD: Inferno: Demons
WoD: Slashers: Not all monsters are inhuman
Damnation City: City workbook, don’t leave home without it
Belial’s Brood: Just because you’re a vampire doesn’t mean you can’t enjoy killing bad vampires, amirite?
Mythologies: A big book of mysteries
Ghouls: Because, damn, it’s a great book.

More Vampire

The real reason I create games, beyond the fact that they’re fun and I like to entertain my friends with them, is that I can’t get them out of my head. I have three bouncing around right now, WotG, GURPS Space Opera (So much so that my next session is practically planned out already), and now Vampire.

I’m catching expected crap from unexpected sources, which leads to explanations and ideas floating around in my head all the damn time. Well, blog, that’s what you’re for, giving me a chance to let these things out (and, apparantly, to wake Bee in the middle of the night with the sound of my tapping keys).

So here’s why I want to run it, restated in slightly less dramatic terms of my last post:

Survival Horror

The core of a good horror game is the challenge to survive. On this challenge, Roomie, Shawn and Walter thrive. This is why they want to play Horror. Any horror game will do this, and all of the WoD lines touch on this at some level, but none of them underscore it quite like Vampire does. A vampire is a perfectly normal human whose life has been turned upside down by a dreadful curse. How would you survive such a thing? After we discard the common “I’d kill myself!” serious questions arise. How do you keep the sun from burning you alive? How do you get a meal without violating your own personal code (you can chase after animals for about a century, but after that, what? Do you kill criminals? Do you find someone willing to donate their blood and try to be sparing?)? How do you do all this without rousing suspicion from others? And how do you maintain social ties, talking to humans you want to eat and vampires who want to eat you, to keep yourself from going mad? And how do you tame the yammering beast inside your head?

It’s a challenge. Vampires have great power, but great weaknesses, forcing a player to struggle to figure out how they will live. It’s just as challenging as playing a human with a shotgun hunting down werewolves, except here, the challenge is as much internal as external.

Occult Mystery

The World of Darkness is filled with mysteries, which is one of the reasons I like it so much. Each line has their own things to explore: Mage has its inner sanctums and worlds of the mind, Werewolf has its Shadow and the convoluted nature of spirits, and vampire has its tangled social interactions and long and messed-up histories. All of them have their occult elements, their worlds within worlds filled with strange dreams, dark ruins and unexpected twists, so any of them would work. Someone might ask “Well, then, why not run one of them?” To which I say “The rest of the reasons given in this entry.” They might further reply “But… it’s vampire,” to which I reply “Bias much?”

The one thing I want to add: The Underworld. Ever since I figured out how Wraith really works, I’ve wanted to touch on the dark, strange and creepy world of the Dead in WoD. I’ve wanted to give Cass and others the chance to explore a world of broken memories and hurt emotions. You can do that in the other games (though I’m not sure why you’d bother in Werewolf), but Vampires have a special tie to the Dead, and the Book of the Spirits even grants them a new Discipline called the Blood Tenebrous which allows access to the Shadow. Hopefully, the upcoming Book of the Dead will offer more insight into this.

Violence

You can’t run a personal horror story without allowing Dave and Roomie to engage in some serious carnage. That’s why they love Werewolf, and that’s honestly why I think they would love Vampire. In the nWoD, a werewolf and a vampire are closely matched, which suits them, in my opinion. A vampire can regenerate, can fuel his physical prowess with blood, and every last vampire clan has access to their own physical discipline. While it’s true that vampires tend to be beautiful and social, I think the combat-fans forget that vampires are monsters first. They have sharp fangs, unnatural hungers, alien eyes and strange complexions. In their disdain of Twilight, they forget Van Helsing and Legacy of Kain. Vampire: the Requiem makes a point of highlighting how strange elders become, such as Unholy, the signature gangrel, whose hands have permanently become bird talons and who constantly hungers after the blood of vampires, no longer able to sate herself on human blood. She is a whispered legend among vampires, a boogey-man to boogey-men. There’s no reason players can’t be the same, eventually.

Social Intrigue

Vampire is a very social game, the most social of the three core lines, which is why I imagine several players object. Yet I point out that gaming is built on compromises, and the above three should be reason enough to, say, Roomie to allow, say, Cass to have her fun. Like 7th Sea or WotG, much of the action of driven by social interplay, though Vampire’s social play tends towards the vicious.

Social interaction has two major sources. First and foremost, like in WotG where every character has his master, every Vampire has his sire, who directs his childe, instructs him, and bestows his allies and enemies on his inheritor. Second, vampire is custom designed to let you play with your food. Like with Changeling, you are driven to interact with people, because they form the basis of your supernatural food-chain. You must either find wicked men to kill, find good people who will let you sip, starve, or lose your humanity as you slaughter the innocent. Given the benefits of the first two, it pays to get to know the wide cast of NPCs a vampire game inevitably brings.

These two interactions coalesce to create 90% of the social intrigue of a game, as the elder’s enemies and allies will swirl around you in a dance that has gone on for longer than you have existed, trying to steal your mortal assets from you as you try to steal theirs. But with my addition of the Underworld, I hope to add an interaction with the Dead too, both out of guilt (“You killed me”) and redemption (“and you have laid me to rest, so I will no longer haunt this world.”)

That’s it. Four solid reasons to play, I think, ones that hit every point on most of my players’ lists of wants and needs. Walter wants and needs a survival mystery game. This will provide it. Roomie and Dave need violent survival games. This provides. Cass and Byler need violent, mysterious social-intrigue games, and this is perfect.

Perhaps the most appealing aspect of Vampire is its flexibility. Between clan and covenant, you can customize your character far more than you could with the other lines. All werewolves are violent, and all mages are good at solving mysteries, but vampires are pretty good at both of the above. The Lancea Sanctum and the Circle of the Crone grant access to Blood Magic. The Ordo Dracul digs deep into the mysteries of the vampiric condition and reward research with power. Invictus and the Carthians grant social benefits. Everyone has a reason to fight.

Don’t beleive me? Lemme show you how I think the Clans would break down by player: Roomie: Daeva, Gangrel or Nosferatu (all great warriors). Dave: Gangrel or Nosferatu (monstrous warriors). Walter: Nosferatu or Mekhet (lurking mystery-solvers). Byler: Daeva, Ventrue, Nosferatu (Scary social power-houses). Cass: Ventrue, Daeva (social power-houses). Everyone can bring their own needs to the table, and have those needs met, in a way that I don’t think Werewolf or Mage would do (alas, especially for the latter, as I’m quite a fan, but I really think it would be Walter and I rooting for it, and nobody else understanding how to make it work)

Vampires

It’s dark outside. It’s dark, and it’s cold, and the wind tugs at the trees outside my window. It’s night, and I cannot sleep, because I am obsessing on the forbidden.

I am obsessing on Vampires.

You don’t talk about Vampire: the Anything with the Newton group, because they have already decided they are dumb: Dumb, pretty, whiney and weak. Why play as something that bemoans its awesome state when you could be ripping shit up as a werewolf or a changeling? But Vampire: the Requiem is different. Vampire: the Requiem is not Twilight. It’s not even Vampire: the Masquerade. And I think it’d be perfect for our group.

Speaking to Cass one day, she commented off-hand that while she loved to play “dark” creatures in her online games, she never played one in my games because “we always play as heroes.” Further, Walter and Roomie have yearned for a good horror game, a challenge to their skills and smarts. The two desires have led me inexorably back to the World of Darkness, which I must admit is quite solid in its current incarnation.

World of Darkness has many possible roles we could play. We could play as mortals, struggling to understand the madness of the night, or we could rage as howling werewolves. These, I think, would not appeal to Cass as much as Vampire would, giving her a chance to collect my NPCs for real, and an opportunity to revel in her darkside. Byler, too, fits better with vampires than I think he realizes. He always longs to play a man who has transcended and discarded his humanity along with his morals. He tried his hand at werewolf, and found them too boxed in, too samey. Vampire would give him a chance to lord it over mortals (if he was careful) and explore his own power his own way. Finally, Vampire has the “mystery” and “combat” that appeals to Walter and Roomie.

At its core, Vampire is about transgression, and you can boil these down to a few specific examples: my favorites are sex, drugs and violence. The connection between vampires and sex has been belabored in things like Twilight, and is probably the primary source of my players’ disaffection. After all, vampires are languid, decadent pussies who drape themselves in silk and half-naked women, right? Sometimes, though, I think they fail to remember the appeal of the latter (my games are legendary for their steaming-hot NPCs, and this would give them a chance to be wicked with them), and moreover, the vampires of the WoD are sexy because it gives them a predatory edge. The girl with the bright red lips and the long, lowered eyelashes has the same effect on a human that an angler fish has on other fish with its gleaming bait: they attract their prey and lull them into a false sense of security. Violence is slightly less obvious, but vampires are monsters, predators, killers. A beast hammers at the back of their mind, demanding blood and death, and their blood provides them with the power to kill kill kill kill kill! As for drugs, the blood itself is that. Vampires are addicted to it. They need it. But moreover, they can make other people addicted to it. It becomes a game of control, possession and corruption.

I think all three of these things will appeal to my players.

Unlife has consequences too, and these will appeal as well: Despair, Madness and secrecy. Despair, again, it what drives some of my players away. Why play a whiney bitch? But I think they fail to see how this despair comes about: there’s an inherent conundrum in the Humanity mechanic. On the one hand, you are driven by pragmatism to do “bad” things, and by idealism to refrain from such. Some people assume this means the system moralizes and preaches at you, but I think the point is to pull you in two different directions at once: Would you kill a man who needed to die even if it made you drop in Humanity? Madness follows naturally from despair, as the character descends slowly into inhumanity, but Vampire has even more, with other vampires messing with your mind, and your own dreams haunting you during torpor.

Secrecy, though, is probably what drives most of the fascinating gameplay of Vampire. A vampire must hide. If people knew what he was, they would kill him. So they cloak themselves in paranoia and mystery, lurking in the night, behind a veil of minions, carefully picking off their prey. The only thing tastier to a vampire than a human is another vampire, so vampires aren’t even safe among their own. As a result, you have tangled politics, but you have lies, deception, trickery and completely fabricated histories. Vampires live a long time, so just exploring the truth behind an array of elders would take up entire sessions, never mind the other mysteries the WoD has to offer.

The World of Darkness is very flexible nowadays, and I’m going to take advantage of that. One thing that I really would have liked from Werewolf was the spirit world, a surreal place of interesting horrors. But the more I think about it, why can’t I have that anyway? Vampires gained some Spirit Manipulating disciplines in the Book of Spirits, so why not feature them in the game? Plus we add some Hallows, some haunted ground where vampires might cross over into the “nightside” of the city. We’ll color it in shades of death, though, make it an Underworld filled with the victims of murder, mayhem and, of course, the players themselves. Plus interesting things to buy, trade for, discover. Shades of the Hedge from Changeling, only as designed by Tim Burton.

So that’s what I want. A sexy game with savagery, secrecy and madness. A twisted city that crosses Blade with Van Helsing, stretched over the surface of an underworld straight out of the mind of Tim Burton and Neil Gaiman, like a cross between the Nightmare before Christmas and Don’t Rest Your Head, in a world peopled by luscious ladies and doe-eyed boys with tragic pasts, while the players struggle for power, held back only by their consciences and the curses of the night.

Oh, and I’ll have to give out tons of experience, since the standard WoD goes far too slowly for my tastes. But yeah, I think I can do this.

Frozen War Session 3 After Action Report

Treachery

Another solid session, I dare say better than the last.

The session consisted primarily of PC/NPC interaction for like 90% of the game, with a wild, swift and very bloody battle at the end (2.5 seconds of complete and total death for the other side). I find it interesting that my players respond best to these, as the first session reminded me much of that, while the second session was far more mechanics and had less of a visceral response, in my opinion. Even so, some players commented that it was “alot like NCIS,” by which I believe they mean “It has a mystery!”

We’re starting to hand out “Whiney” awards, and Byler earned it this time, though honestly, it wasn’t as bad as last sessions. Even so, I note a trend: My players, while they most certainly love the hell out of this game, and others express interest in joining, they sure find alot to complain about during the game. Today, we had a gun against a player’s temple, he attempted to throw the guy, and was shocked when he discovered that a man with a gun at your temple can pull a trigger faster than you can position your entire body for a throw. Fortunately for Byler, the guy liked him, so lowered the gun last minute and hit him in the shoulder (They were trying to recruit him). This did not stop Byler from wishing death on him.

The problem, I think, is that they have grown used to very high powered games: 7th Sea, Marvel, Weapons of the Gods, where character point totals would range from 500 to a couple thousand points. Let’s be honest: putting a gun to Spider-Man’s temple wouldn’t slow him down, but putting a gun to James Bond’s temple would (he’d surrender at that point). At 200 points, the players aren’t even on James Bond’s level, but I think they have a hard time grasping that mortality. GURPS is not a happy happy feel-good system, it’s a lethal, scary system where mistakes can get you killed (and the thrill comes from repeatedly not dying as bullets are flying, as Roomie commented on as he waded through partisans completely safe in his armor. A critical hit might have killed him, incidentally, but I’m sure he’d point out that he could be struck by lightning too). So there’s a tendency to approach every problem with a sudden, awesome act of violence or a big speech, and that doesn’t fly as well in this game as it does in a supers game, and so there’s a disconnect.

As Roomie mentioned, the players are still getting into their characters. They’re still getting into the world too (Byler was far more conscientious of this during the first two sessions. It’s easy to forget this sort of thing after a month of not playing). Still, the complaints lasted until he had a smoke, then he was fine, even happily commenting on the fact that even with, what was it, four bullets in him (He’s taken the most damage in the entire game so far), he managed to subdue his attacker. If he hadn’t passed out from blood loss, he probably could have kept going.

No serious rules problems. We used Maptool as an actual minis game at Walter’s request, and it went rather well. I’m a little leery of getting too dependent on Maptool, but I must admit, it really highlighted some things well: I didn’t forget anyone, provided they were already on the map. I was able to show the players how many enemies they faced, and they more cleanly stated things like “I spray my fire at those four guys,” and the players got to see how fast a Quetzali in power armor really is (though I made a mistake: He attacked with his full skill, and that was a move-and-attack. I believe you can make that a Heroic Charge, which would have exhausted him even more, but that would also just highlight how much less endurance a Quetzali has, which I’m fine with).

There was a debate about Luck, though. Byler and Roomie both have a tendency to call out “Luck!” whenever a roll goes bad, and I called him on it, and there was a disagreement. The roll in particular wasn’t that important (do you go unconscious now or later? Once you get out of combat time, it’s basically certain a negative HP character will pass out), so that didn’t matter much, but what about next time? What if I’m wrong and I disallow someone their luck roll in the middle of the battle because I mistake one player’s use of luck for another player’s use? I need to find a way to mark this. I’ll look in maptool, and when someone calls luck, note on their character the time they can use their next one. Since maptool is already there, that’s not very hard (just glance to see if they can).

Shawn wants to play. He claims he didn’t make a character because “he heard this was going to be a one shot.” I think the real reason is, as usual, a hypothetical game is less appealing than a game right in front of you, and listening to people battling and falling in love and kicking ass made him yearn to join in again. In a couple of weeks, the game returns to being hypothetical, so this fervor might not last. We’ll see. Even so, it was very nice to hear him laughing and hanging out again. This is more the Shawn I remember from years back. Perhaps he’s getting his groove back and pulling out of the depression that has been haunting him for awhile now.

EDIT: Woah, strange error. Anyway: Seems like I can add notes to PCs during Maptool, provided I add them to tokens. I’d rather add them straight to “characters,” but this will have to do. This way, I just mark the time when their luck recharges, and if there is a question, check the time. If it has elapsed, they may use their luck again.

Anatomy of a Broken Game

I have a mysterious commenter *waggles brows* who’s always anonymous, and mourns the loss of 7th Sea from the gaming table. I’ve been responding to his comments in various posts, but I’ve never received a reply in turn. Thus, I almost responded to his comment with a comment of his own, but the more I thought about 7th Sea, the more I realized it needed a post of its own, as this sort of encompasses many arguments I’ve had with people about their pet broken game.

First, let me start by expressing my boundless love for this game. 7th Sea tackles all the awesome sub-genres of swashbuckling and stitches them into one, awesome whole. You have the fairytales and knightly adventures of Avalon, the backstabbing political intrigue of Vodacce, the grim hyper-reality of Eisen, and the Zorro and Musketeer inspired antics of Castille and Montaigne. It allowed us to explore Enlightened Europe with everything turned up to 11, never forced to stop and let historical facts drag us down. Montaigne was more french than France could ever hope to be, for example, and got to be the big bad guy, which is way more fun than beating up Spaniards. In fact, alot of people criticize Theah for being historically inaccurate; I think they miss the point, as Theah isn’t even close to historically accurate. It’s theatrically accurate.

Plus it had loads of neat ideas, like Swordsman schools, magic that was about more than just combat, the awesomeness of drama dice (many people complained that they shouldn’t be worth experience, but in my games, nobody hesitated to spend them. Awesome now or awesome later, works out the same). My bookshelf space has become very precious, as I have far more books than shelf-space, but 7th Sea still holds a proud space on it, as it was the first game that I really sat down and played (as opposed to run) and loved to death. Sigmund still has a special place in my heart, just as I know that Tru has a special place in Jenny’s heart, and Walter still loves his Montaigne accent.

But it has problems. The typical response to pointing this out is “Well then, fix it.” The same has been said of many games, from Scion to Rifts to the old World of Darkness. My typical response is “I shouldn’t have to,” but let’s face it, no game is perfect. I’ve broken my rules and fixed WotG and nWoD as well, so why not 7th Sea? Well, I tried. I sat down, dug out my computer programs, my calculators, proceeding to rip the system apart and look for the basics, so I could revise accordingly.

What did I find? Beneath all that fluff there’s a hamster running in a creaky wheel and strange bits of voodoo, none of which do what they’re supposed to. The more you examine it, the more it becomes clear that they had a bunch of “neat ideas,” and tossed them together without bothering to worry about the implications.

Let’s start with the basics: the Task Resolution system. 7th Sea uses the “roll and keep” system, where you roll a bunch of dice (Attribute + Knack), but only “keep” some of those dice (the Attribute), which you add up. Thus, if you have 5k3 and you roll 3,6,8,9,9, you’d keep the 8, 9 and 9, and you’d have… What? I’ll let you work it out while I point out the first flaw: it’s got lots of adding. Humans suck at adding. We can’t glance at numbers and make them fit. This is why most systems look for successes. GURPS is bad enough with its 3-die addition, but 7th Sea regularly gets into 4-5 die addition, plus exploding dice. This is a minor quibble, but let me ask you this: 8k2 vs a difficulty of 15, how likely are you to succeed? It’s not obvious. So inobvious that dice-probability buffs online have to really struggle to come up with a formula to figure it out. I just ran lots of simulations. The result? Not good. But a player can’t possibly be expected to notice this. This is a problem, when you approach a problem without knowing whether you will succeed or fail, and I think it also hid alot of 7th Sea’s flaws, allowing those who loved it to keep pretending it was working, because they couldn’t see where it wasn’t.

But a wonky dice system is far from a death sentence. Let’s move to the next, more obvious problem: The Knack System.

Players in 7th Sea purchase big skills, which represent overall categories, and then purchase “subskills” called “Knacks.” Thus, you might be a courtier who is particularly good at Fashion and Etiquette, while another is more a Seductive Orator, or whatever. These knacks add to your roll as unkept dice, and they cost target-number x 2 to buy with experience. Attributes add kept dice, and cost target-number x 5. That seems fair, right?

Wrong! If two players both spend X xp on different traits, they should both, at the end of the day, be equally useful. I mean, 100 xp is 100 xp, right? You shouldn’t have to hunt for the “good” purchases and ignore the “bad” purchases, right? This is the route to twinkery, where happy players buy what they like and smart players buy what’s useful. In a good system, both end up cool, in a bad system, one is vastly better than the other. All systems have some amount of imbalance, generally in the form of strategy, but it’s a rare and special system that traps you with an entire aspect of it’s gameplay being a bad buy, and Knacks are those.

If X xp must be the same in various traits, then we must look at XP to Usefulness Ratio. In 7th Sea, that’s easily measured by how much a given trait will improve a dice roll. Improving an Attribute somewhere between +5 to +7 to your roll (It depends on how many unkept dice you have). The value of this drops as you increase your attribute: A single +1 to your roll costs about 2 points when you go from an Attribute of 1 to 2 (as it costs you 10 points to get that +5), while raising from 4 to 5 costs you 5 points per +1. So you get diminishing returns, which is fine. Also, incidentally, Finesse is your single most useful combat trait, with Panache, Brawl and Resolve holding together (after many many many combat simulations with various combinations) and Wits at the back of the pack. Outside of combat, it’s anyone’s guess, but my experience showed that Resolve, Finesse and Wits tend to be called alot, with Brawl called less, and Panache called rarely, making Finesse far too useful in the game, and panache a little on the weak side, but the rest, surprisingly, well-balanced.

Knacks, however, do not follow the above progression. The first dot adds between +2 and +3 to your roll, as it allows your dice to explode, which is a Big Deal. After that, they quickly start to drop off, on average, to +1 to +0.5, as the higher they get, the less they add… and the more they cost. So buying your fifth knack dot costs you 10 xp, and gives you something like +0.5, which means you’re paying something like 20 points for a +1 to your roll, which is absurd compared to the attributes. Knacks give you less for more.

And there’s more of them! There’s a grand total of five Attributes. Maxing them all at 5, when you started with all at 2, would cost you a total of 300 experience. The price of raising all your knacks… incalculable. There are 135 (counting duplicates) Civilian Knacks in the core book alone. They add even more in later books, and there’s also the Swordsman and Martial and Magical Knacks to consider. Even if we cut that number down to 100, you’re looking at a price of nearly three-thousand XP to get all those civvie knacks to 5, and guess what? Such a character, despite having spent far more Xp than the guy with the Attributes all at 5, would be pwned by him in every way.

It’s like they wanted it to be GURPS. The skill list is peppered with useless, pointless skills. Knotwork? Seriously? I mean, yes, it’s important for sailors to know how to tie a knot, but doesn’t that fall a little below the resolution of the system? Or how about the fact that they have a knack for Gambling, Cheating AND Gaming. What, pray tell, is the difference between Gaming and Gambling? And what happens if I take one and not the other? What if I don’t take Knotwork. Does that mean I can’t tie a knot? If I must have each and every knack to be effective, I’m better off buying more attributes. If I don’t, then why clutter the book with so much crap (and I’m still better off buying more Attributes). This is particularly depressing when you consider Athletics (Wait, to swing, jump, roll, and do crazy stunts, I need to spend XP on each different trick?). You can see Wick’s idea here, that putting these on your sheet made you more likely to use them… but forcing you to pay for them made you LESS likely to use them!

And then there’s the martial knacks, which brings us to Combat.

World of Darkness has very boring combat. You stand there and roll and see how much damage you do to your opponent, and then he does the same back to you, and this goes on and on until someone dies. It’s very easy to calculate, but also very predictable. WotG, on the other hand, has such a wild combat system with so many variables that it’s almost impossible to model without inserting some tactical assumptions, making it highly unpredictable and constantly surprising. Guess which 7th Sea is like?

Assume two characters with 3s in all traits and 3s in their combat knacks. You have two basic combat options: attack, or defend. Defending generally costs 2 dice (though you can “wait” and only spend 1), while attacking costs 1. If you attack and you hit, you threaten your foe with X amount of damage. He may spend 2 action dice to attempt to parry your attack, but he has to beat your roll, which means he’ll only do so 50 percent of the time. Thus, you have a choice: you can spend 1 action die to inflict X damage, or you can spend 2 action dice to have a 50% chance of preventing X damage. Obviously X > 0.5(0.5X), so it’s better to just attack… and attack… and attack. Which is depressing.

Thus, your combat knacks have to compare to basic Attack. A Swordsman Knack, for example, should be better, pound for pound, than attack, or you’d never bother to use fancy tricks, right? Well, some are. Pommel Strike, for example, if you get a hit you inflict some damage, and then, if you have a die saved up, you can immediately use it to slash at your foe who is suddenly VERY easy to hit. Suddenly, you have an interesting tactical option and flowing combat. Someone who uses nothing but Pommel Strike is better than someone who uses nothing but Attack. Excellent. Likewise, Riposte is quite nice, as it doesn’t sacrifice your attack to make a defense, and thus someone who uses Riposte all the time is actually a little better off than someone who uses Attack all the time. Interestingly, someone with Riposte makes for an interesting fight against someone with pommel strike: Let them pommel strike you, waste their next die to get that big attack in, then you riposte against them (since their attack value is likely lower), thus parrying their more dangerous attack, and getting in a dangerous attack of your own, all for one action die, while he wasted two on his combo. Sweet! And actually fairly balanced, and a fight worth watching!

But how about Feint? I increase your defense by 5 times your Wits and if I beat it, you can’t defend. But guess what, if your defense is already 30, and your wits are, say, 3, that’s a 45. If I can get a 45+, you’re not going to defend anyway. Setting aside the fact that active defense is basically useless, as we’ve already pointed out, getting a 45 takes alot of work, making it even less worthwhile. Someone who just straight up attacks could also make three raises (raising your defense to 45) and get +3 unkept damage dice, and still be just as uselessly hard to defense against. So why feint? Or Tagging, which seems soooo cool. You have to struggle and fight to get past your opponent’s defenses, and when you do you get… one drama dice. I famously argued that collecting all those drama dice would make you more dangerous in the long run, but the math shows that isn’t so. You will finish the fight more quickly if you just stab the guy. And then there’s Double Parry, which has all the uselessness of a normal parry, except it doesn’t give you a passive defense, requires two hands, and it gives you a drama die that will vanish in less than a turn. Wooh.

Guess who has all three of those knacks? Valroux! Guess who has two of the useful knacks? Ambrogia! Yeah, that’s balanced. Some people argue that it isn’t worth the points to even take a swordsman school, as in addition to giving you useless knacks, it makes you vulnerable to people who know how to fight your style (+5 unkept dice on top of your already huge pool is nothing to sneeze at). I think they can be, when they are schools like Ambrogia, but should there even be a question? If you want to be a skilled fighter, being a swordsman should make you one of the best! Instead, it’s highly likely that you’ll waste your points if you pick the wrong school! Not to mention the fact that it gives you more knacks to waste points in.

I mentioned Raises, but let’s discuss them a little further. Despite my previous statement of the system being obtuse, the fact that an attribute is worth about +5 isn’t lost on most players (it’s the knack’s value that’s the source of confusion), and thus most players get a solid idea of what they can and cannot do. If you keep 3 dice, it’s rare that you’ll get below 15. If you keep 5 dice, it’s rare than you’ll get below 25. A raise increases the difficulty, with the theory that you’ll come closer to defeat by choosing to do awesome stuff. In practice, however, it’s basically free. If you keep 5 dice, and you face something with a difficulty of 10, you can make a raise without worrying about the consequences. When it comes to opposed rolls, making raises has no drawbacks at all, because it just makes it harder and harder for your opponent to defend against your attack. It’s a “false dilemma” because it’s not really a dilemma at all.

The worst part of all this, with the swordsman schools, the skills, the knacks, the magic schools, is that the typical response is to eliminate knacks, but you can’t. The entire system revolves around them. If you ditch swordsman knacks, it becomes pointless to take a swordsman school, and you have no way to rate what your swordsman skill is. Likewise, it becomes “too cheap” to be a non-swordsman as opposed to a swordsman. You end up rewriting the entire system. So the better option is to make all those pointless shit knacks more useful, but that’s an exercise in futility. I have the carpal tunnel syndrome to prove that!

Then there’s an array of minor issues. Reputation is lost for being a villain (murdering children) or being rude (getting drunk and being loud). Reputation is gained for being heroic (saving children) or by being polite (knowing to lift your pinkies at dinner). Because it’s all on one continuum, if you want to be a loud drunk who saves children, you end up with a reptuation of zero, and thus miss out on all those cool reputation dice. Further, you lose your character when you drop below -30 reputation. This makes sense for murdering children, but it makes sense for being a loud drunk! Moreover this is a game about being pirates. Why are they taking our characters away for attacking ships and kidnapping wenches and singing loudly when drunk??

(Ed – Or you can play a child-murdering villain who observes all the niceties of proper society and stay at reputation zero as well: be a wicked murderer and keep your character, while the drunkard loses his! Wooh)

Or Virtues and Vices. Vices grant you -10 points, so everyone takes them. Nobody takes a Virtue, which costs you 10 points for the privilege of spending a drama die on a bonus of dubious value, like Altruistic, which states you can spend a drama die to reroll a test you made to help someone else. Or, you know, you could spend that drama die to improve the roll in the first place. I mean, if your roll was already close to victory (because it’s not like a reroll is going to change a roll from 10 to 50, right? It’s going to change it from 10 to 15. Maybe.), why not just do that? Oh, and Altruistic can only be used once per roll, because we don’t want people using a useless power too often! It might become useful!

Or Magic. Some of it’s really cool, like Glamour, Rune Magic and Shapeshifting, but the rest are same-same. All Porte Sorcerors are exactly the same, so why bother with a knack system at all? The same is true of Fate Witches, though their power is at least cool enough that people still take it. Porte just ends up being travel magic, which is a shame.

And then there’s the setting itself. This is a game that bills itself about being about piracy and sailing on the grand seas. This is so true that Walter invested in a ship. And yet, setting aside my complaints about reputaiton, there’s no place to go. The neat places, like Cathay, can’t be reached at all, or, like America, have been removed completely. So you just sail around Theah, dealing with continental politics, wondering where the Carribean and the entire source of piracy in the real world went. And thus, it’s a great game for the Muskteers, and crap for piracy.

Can this be fixed?

I have 6.75 Megabytes of material I put together in my vain effort to fix it. Some simple stuff works quite well, like a renewed Repartee system, a new reputation system, a new Raise system (you give up dice, rather than increase difficulty, which incidentally also makes knacks more useful), charging 3 XP per knack dot, and some fixes on the weaker swordsman knacks. Changing the knacks themselves was an exercise in futility, though, and what ultimately broke me. That and I was essentially rewriting the system from the ground up.

That’s the problem with broken systems, when they tell us to fix them. They ignore the harrowing amounts of work involved. Games like Rifts, Scion, the old World of Darkness and 7th Sea are so evocative that we want to love them. We want them to work, and so we pretend that they do. You can even sort of make 7th Sea work if you just play a bunch of continental heroes (squeaky clean heroes at that, no anti-heroes here) who don’t bother with knacks beyond flavor, pretending it’s a game with 5 traits, drama dice and nothing else, which probably explains why it appeals to people who want to keep things simple (because if you try to let it become complicated, the system collapses, breaks down and dies), but none of this really fixes the fact that it’s broken, broken, broken.

As our anonymous poster pointed out, it already takes alot of work to make a game work. My current GURPS Space Opera takes about 4 hours of planning per session, plus the studying of rules I need to remember and the writing of templates and NPCs I want to include. If GURPS didn’t work, on top of that, I simply wouldn’t have the time to be running the game at all.

I spent several months fighting with 7th Sea. If it had been working in the first place, I could have been spending all that effort towards running it. I always feel guilty for abandoning games my players love. I miss playing with Jenny, and I know if I reached for 7th Sea, she’d be tempted to come back. Bee still resents me for abandoning Exalted, a point that continues to cause tension. If I could just “get over” my “problems” and “stop being a wuss” I could run these great games, right? Except it’s not me that failed. It’s the games that failed.

They call them Heartbreakers for a reason.

This is why I don’t run 7th Sea, Scion, Rifts, Exalted or oWoD anymore. I can spend my time better elsewhere. I hope you guys understand.

Weapons of the Gods

Someone offered me one of the nicest things one gamer can offer a game master: a seat at his table as a player in one of his favorite games. In this case, I had inspired someone with my WotG oneshot who has since purchased the books and begun to run the game, much to the acclaim of several players. He wanted some help with the Secret Arts, so I whipped up my own character (rather similar to Grey Lotus, actually, except less medical skill and more White Crane. Mmmm. White Crane)

I’ve tried not to touch WotG since I finished our last campaign, fearing that I would “burn out” on it like I burned out on Exalted or 7th Sea, but after re-opening that part of my life and feeling the utter exhiliration of the game again, I wonder. Did I burn out on Exalted and 7th Sea because I played them “too much,” or because they sucked. Forgive me if you loved those particular games, but their systems certainly could have been better. Walter, for example, wanted very much to love 7th Sea even while the reputation system was graphically violating his character concept and encouraging all the players to waste their points in useless knacks (Fortunately, everyone wasted their points the same way, so we didn’t see discrepencies. We should probably thank our stars that Roomie wasn’t playing, or he’d have dissected the system and put everyone’s characters to shame). Was I tired of Exalted because of running it so much, or because I got sick of sifting through 50 charms whenever I wanted to make a powerful NPC and hassling through endless, pointless fights with eternal perfects, insurmountable defenses and absurd armor that resulted in miniscule chances of anyone involved taking even a single HL of damage?

I mean, I’m not tired of GURPS yet, or World of Darkness (the new one, which is actually pretty good), despite years of playing them. Maybe the problem isn’t that I get sick of a game, but that I get sick of doing all the mechanical heavy lifting and pretending a game is good when it isn’t.

Once More Into The Breach

As mentioned in my previous post: Frozen War! We played another session.

Between my classes and my 40k obsession, it’s hard to focus on my standard Space Opera, but thankfully, I managed to find the attention to do so, got it together, and we played it out again. All in all, it went well and was well received by my players. But just as before, there are places I could have done better.

I’m still really uncertain of gravity. I think I might just ditch it in my main Space Opera game, as it doesn’t really seem to bring much to the game except alot of mathematical hassle. Gunplay improved alot, but I made another mistake here: Byler went “down” when he was under suppressive fire. So far, so good. He thereafter tried a “pop up” shot, which put him under suppressive fire for one turn and gave him a -2 to hit. Again, so far so good. Unfortunately, Gunslingers don’t suffer that penalty. He’s even more badass than I realized.

In another colossal screw-up, I really underestimated the defenses of Caldera City, and as a result, the attacking forces were slaughtered. I lied to my players, something I had decided I didn’t want to do: by the rules, they actually should have killed every last man, woman and child that attacked the players, through a combination of the Quetzali leader’s stupidity and the sheer power of Caldera’s defenses. The old rule of thumb is that you need 3 times your defender’s strength during a siege, and I should have used that, but I figured 1.5 times was more than enough. However, with players making heroic actions and the massive defenses of a city, I should have placed alot more firepower in the hands of the Quetzali.

The lowest point of the game, alas, was a player. During an early battle, they managed to ambush some Quetzali, wound their leader, take down two of their infantry, and run them out of town, and Walter qualified it as a “defeat.” He complained when their non-infiltrator types couldn’t detect an infiltrator, when his APC HMG couldn’t blow a flying APC out of the sky. He complained that he’s always losing (despite the fact that the players have won every battle they were allowed to influence), that Quetzali have superior technology (they have essentially identical technology to humans, much to my annoyance), that the Quetzali are superior themselves (They are worth more points, but I’ve designed them to be weak in certain, important areas), and complained that he couldn’t possibly defend his city (“I’m out-numbered!”).

The other guys didn’t complain. They even got on his case for doing so, so it’s clearly not the game itself. To me, the most grating thing about this is that it destroys the illusions I’m trying to create. Now that they won that battle, it sounds like I toned things down based on his complaints, and his victory is now hollow because he won by whining, and that’s just not so. He won through his own grit and (reluctant) determination.

I suspect I know where the real problem is. In the previous session, Walter actually lost, but didn’t complain. This session, he won and complained. The difference, I think, is the role of his character. Byler and Roomie have both slipped into their roles perfectly, and know exactly how to play their characters, and achieved some serious badassery. Walter, once again, finds himself in a sidelined support position, and he does not do well there. Only, he’s not really in a “support” position. His character is just as good with a rifle and UBGL as before. He’s just as well armored as before. And he hasn’t yet mastered the arts of leadership in GURPS. Walter hates to feel useless, and not knowing how to achieve victory is a form of that. As he learns better, he’ll relax. I just wish he’d trust me. I think I’ll have Sasha suggest to him to “get involved” in the next fight as much as possible, commenting that he doesn’t enjoy “leading from the rear.”

I trusted him last session and gave him a nuke when he requested it, having visions of epic uses of it later in the game. He threatened to use it on a squad of 5 Quetzali at the risk of his own men. Wow. Then he threatened to use it on the city he was defending. Wow. You should never give someone a toy unless you’re willing to let them use it, but man, this is really not how I intended him to use his nuke. I’m not generally a fan of “punishing” a player, but this might be a case to pull out some dirty tricks: All his loud, boisterous threatening of the Quetzali with a nuke has told them that he has a nuke. If they can take it from him, the enemy general who just lurves holocausts can use it on the city. Hopefully, that will make him think twice about blabbing confidential info at the enemy, especially in the form of empty threats.

But beyond this, I think it was, overall, a very good game.

UPDATE: I feel the need to add that, as pointed out by Byler (I believe), Walter’s complaints are a good sign. They mean he cares about the game. If he didn’t, he’d just shrug and disregard any setbacks. Instead, he wants to see his lieutenant succeed! And that means he actually likes the game.

UPDATE 2: I might have given the impression I was mad at Walter, and I wasn’t. I’ve seen players get frustrated with their characters before (Erik, a friend from the Netherlands, was very frustrated with his Dragon-Blooded sorcerer before we fiddled and found a way for his generic Occult to be useful). I’m quite sure Walter is in the same situation.

In fact, he contacted me and apologized. This is what I mean when I say I have good players. According to him, his real frustration is the lack of a decent MAP, since visual input really helps him formulate strategies, so we’ve figured out how to sketch out some stuff on MapTool, and we should be ok. His comment about the nuke was this: “A Nuke is a bluff, a MAD device. Thus, it’s useless if you don’t announce it.” Which is true, come to think of it! I suggested that he might save that bluff for more useful times, however, not overestimate it (You can’t demand the surrender of an entire army just because you have a nuke and you’re in their midst), and to better understand his opponent psychology (Quetzali tend to be skeptical of physical danger, both a great asset and a grave problem for them)

Frozen War: Making Mistakes

My, wasn’t the last blog post fun! We return you to our regularly scheduled gaming discussions.

School is starting now, but hopefully it won’t interfere too much with my gaming schedule. It looks as though I’ll be able to easily manage both and keep the house clean, or possibly get a part-time job, if finances become too tight. So, we press on and look to the next session of Frozen War, which has suffered some delays, but otherwise looks go.

GURPS is a big, complex game, full of tools you can use or not as you wish, and it’s been years since I really ran it, so I often forget things. This is true with just about any game, even simple ones like the WoD, and the whole point of Frozen War is to practice, so we press on.

First, gravity and encumbrance. Ginnungagap is a smaller world than Earth, with about 0.8 times the gravity. This means, among other things, that everyone’s encumbrance is lighter, but they also suffer a -1 to DX rolls, and some other things. I’ve been skipping the encumbrance part, and forgetting the -1 to DX, which is a problem as some players have paid points to be native to the gravity, and thus should have a minor advantage over those who don’t have it. It might be more interesting to give them a +1 rather than everyone else in the entire game a -1, I’m not sure. Encumbrance, though, is a major issue, as I had forgotten the penalty it inflicted on, among other things, Dodge, and so players evaded more shots than they should have. I have rectified this on most everyone’s sheet.

For that matter, I keep forgetting fatigue costs after a fight, which is something I should really remember, as it was something I remembered when I used to run GURPS. Between fitness and extra-effort and hiking fatigue and the like, the players should really be keeping an eye on their fatigue. I want to encourage those who are more durable to feel cool!

Ranged attacks. I’ve got grenades down pat: Hit dead on, do full damage. Miss by a little, do about a third of the damage. Miss by more than that, and kiss most of the damage good-bye. Easy. Suppression fire has been a bit trickier, as it’s new to me, but I need to remember that, first of all, it lasts the whole turn, it only attacks those who go out into it, it attacks everyone who goes out into it, and players can use it too. I think I’ll start directly targeting the players too, but I need to be more conscious of ranged attack penalties: Range, Cover, darkness and, occasionally, speed (-2 for a human running full out, -3 for a fast human or a quetzali, -4 for a fast quetzali). I keep forgetting cover, for some damn reason. Also, Roomie cannot kill a power-armored foe with his 18mm HEMP rounds. This changes some dynamics by quite a bit.

Electronics need to play a bigger role in the game. I need to encourage players to realize that their characters live in an information age richer than our own. Their HUD offers far more than just +2 to guns, but +3 from locks, and as much information as you can squeeze out of your Silhouette program. A few players have grabbed full on AR, so they’ll even get vision bonuses. The best way to show all this is with vivid descriptions.

I need to fully stat the “big villains” of the game, because I’ve realized that even bad guys can have Luck. A few players got lucky in the last game, as players are wont to do, and nearly lost a major NPC. Luck is exactly appropriate to those situations, and the more I look at Luck, the more it feels like a mandatory “cinematic” advantage… which explains why it’s on all the templates in GURPS action.

So there we have it: Gravity should have more affect, Dodge should be harder, battle more exhausting, suppressive fire both more and less dangerous, targeted fire more common but less dangerous, electronics more pervasive, and villains harder to pin down.

After Action Report: Frozen War: Downfall

See? That wasn’t so bad.

As a game master, I think I can tell when a session goes well, and when it does not. A poor session has distracted players, slow responses, and quick goodbyes at the end. A good session has eager players talking over one another, and babbling commentary at the end. Last nights game had all the signs of the latter, oh boy did it.

The tricky part with a war game, particularly a futuristic one, is the lethality of the weapons. While futuristic soldiers get great armor, their opponents get even better weapons. However, Dr. Kromm had some great advice on how to run a cinematic war: use lots of suppressive, have grenades and such hit some distance away, and keep most actual gun fights with pistols and other light weapons. I also used “goon” rules for most of the enemy soldiers (and allied goon-soldiers too, to be fair), where they didn’t bother to defend, and only had 1 HP before they passed out. The result had the contradictory “scary but cinematic” feeling I was hoping for: I managed to take an arm from a player, badly wound one, knock out another, and scare the holy hell out of the last one, but I didn’t actually kill off any PC. The players wanted it to be a mark of honor that they survived, and I wanted them to actually survive, so walking the line between cake walk and slaughter-fest wasn’t easy, but I pulled it off, thanks to Kromm’s advice, and the surprising versatility and realism of GURPS.

Story-wise, I managed to keep the pace up. It took nearly 7 hours to play out (with interruptions), but nobody actually complained (Tony had to “leave” early, but instead kept coming back to play his character when we needed him. Kudos!), we managed to get alot done (I didn’t have to shortcut through anything), and they did all three final missions. And won. Crazy. I also introduced, uh, 18 NPCs, and the players actually kept them all straight, and cared about everyone they were supposed to care about.

I don’t think I could possibly run this game more tightly. Swift pacing, sweet action, great player response, rich characterizations all around, I’d have to rate this session a rare, golden 10. I bet I’ll have my players beating down my door for this. My only complaints so far: Tony seems weak on the RP front, but that’s to be expected with his lack of experience, and I failed at several rules, forgetting encumbrance, not specifically targetting players when I really should have, and gravity, and finally, I need to stat up my hardcore NPC bad guys. That will come, I think.

All in all, a success. I am pleased.