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Archive for June, 2023

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Relationship Mechanics as Flag Mechanics

June 30, 2023

A little while ago there was a mess of a conversation going on about romance RPGs, which of course always brings up the small side mess of “any mechanics applied to character feelings is bad” type statements, which… sigh, putting that aside, it occurred to me that relationship/emotional tie mechanics can be great Flag mechanics for a group to work with.

Flags, again

Flag mechanics are explicit mechanics a player uses to tell the GM and the group “I would like the story/situation to focus on THIS for my character”. They are a tool that makes it easy for the group to coordinate. As an example, Primetime Adventures you pick an Issue for your character, and that tells everyone what the big emotional conflict is going to be about for your character and helps them create scenes and situations with their characters that will hit those buttons in a fun, entertaining way.

Now, part of the deal with a Flag mechanic is many of them give you the option to change them during play. Your wizard having “My brother resents my talent at magic” sets up one kind of story, and the moment you switch it to either, “I have to save my brother from his own hatred in his heart” or “My brother is lost, and it’s my duty to stop him.”, you’ve immediately signaled a BIG change in the direction of the story to the rest of the group and changed the dynamic in play significantly.

In the course of most games of any type, your character may cross one of those emotional lines; but until it’s communicated, it’s not known to the players. By changing the Flag, openly, now everyone knows where you stand, even if their characters haven’t found out, yet.

Romance and Flags

Romance is tricky in real life, and in a tabletop RPG it’s usually 100x harder – you usually lack a lot of cues that would normally signal attraction, comfort, etc. so communicating between players where their characters stand with each other is pretty hard. It leads to a lot of miscommunication, which, although sometimes funny, usually is more annoying or frustrating, or sometimes, a trust violation and unfun.

A clear flag system that lets the players know where they expect the characters to stand with each other, is a nice way to help keep the players coordinated on how their characters feel and what are appropriate character actions to each other.

And this all came to me because I’ve been thinking a lot about the romance in Across the Spiderverse which manages to hold a consistency, and not the usual melodramatic displays we get in a lot of movies or tv shows. The characters are unsure when to push or pull or are crushing down their feelings, but we, the audience see it all. And that would be exactly a perfect sort of Flag system indicating “here’s where our characters are” as an agreement between the players, even if the characters are lost about where they stand.

The mechanics don’t tell you, you tell the mechanics, to tell each other

Anyway, all of this is to say, it’s an important reframing for some of these that it’s not “I have Care 3 and the number tells me what I feel about you” it’s “When we have an in character argument but we both agree our characters stay at Care 3 we as players, know that the argument isn’t breaking the relationship – either this is a superficial issue or it’s a strain that is completely repairable.”

We can use the mechanics as short hand to signal to each other, without having to do a writer’s room analysis of “What does it mean?” every session.

It’s the same way if you write down that your character is gregarious on the character sheet, is that word on the paper telling YOU how to play your character? No, that’s ridiculous; you’re the one who created it to begin with. You wrote it so other players know something about your character.

(This isn’t to say there isn’t games where the mechanics are set up to drive characters to certain emotional positions, where it is, in fact, a system telling you what your character feels, but much like Morale rolls or fear checks or whatever, presumably you’re playing this game that features this thing because you think that is interesting or fun in some way. However, it’s so funny to me to have people complain about relationship mechanics when the majority of games using them have the player as the origin of what the relationship says to begin with.)

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Spectaculars – Box Set

June 26, 2023

About a year ago I ran Spectaculars and had a great time with it. It had been sitting in the back of my head “I should get a physical copy” and recently they put the box set on sale ($38 as of this time) so I finally got a copy.

I think my brain was like “oh, yeah, you get some components, that’ll be nice” and then it arrived and I didn’t realize HOW BIG the box was and why the shipping was kinda high (excuse all the photos are taken on my frumpy futon):

(Spectaculars box, just kinda looming over the Memoir 44 boardgame box…)

Well, ok… why is it that big? Let’s see…

4 genre packs – you pick the style of superhero game you want to run, grab the pack, and it has a check list of things to build a setting in that subgenre of superhero game; the rest of the pack is superhero archetype character sheets you can peel out and go within minutes:

The character sheet then sits on one of six of the included play trays for your tokens and stuff:

Oh, right, tokens – there’s a whole card/token tray as well:

And then the rules and campaign idea book:

This is a pretty amazing product level to a solid game, and I feel terrible that they launched right as the pandemic got started, because you can see this is a PERFECT set up for in person play.

Now, don’t get me wrong; I played using a PDF and while there was some challenges (we rolled dice to pick cards from the PDF, and… it was awkward for what it was), it’s a very good game even if you don’t have all these bits to go with it (and shipping was high in the US, I’m sure in other countries it’s completely unreasonable).

All in all, I highly recommend this, and if you’re roleplaying in person (family, close friends, all masked, whatever you need to stay safe in the pandemic), then I highly recommend this. If you’re roleplaying remotely, and would like a flexible supers system without getting into specifics or high crunch, this is also a good game to pick up as PDF.

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A Chart of Dangerous Space in Future War

June 13, 2023

I picked up Mobile Engagement Chassis Steel Hearts and have been slowly absorbing the rules. While the default setting is “mecha vs. kaiju” along the lines of say Pacific Rim or Into the Breach, I’m thinking I’ll probably run it more like “mechs vs. automated drone mechs” more like the anime Eighty Six.

Anyway, the game in its current state has only a few terrains and enemies set up and I figured the easier thing for me would be to take existing maps, roll a couple of times on a table to do some modifications to the map, to set up encounter zones. I’m mostly looking for environmental effects or hazards that can be weaponed by, or against, the player characters, and to load the area up with lore/situation.

Of course, one could easily use this for a lot of sci-fi games where war/disaster may have happened, as the chart assumes a urban and developed area as the default.

Roll d66, two or three times

1-1 Standing Skyscrapers

1-2 Leaning Skyscrapers – possible cover, toppling hazard

1-3 Active Support Structure – A bridge, tower, or similar which operates only by powered support

1-4 Large Tunnel – Trains, cars, boats, big enough for mechs

1-5 Sinkhole/Collapsed ground – to tunnel, basement levels, etc.

1-6 Elevated Train Track 

2-1 Arcology – supersized residential building

2-2 Dome Habitat – Probably partially collapsed, maybe very unstable

2-3 Solar Plant – Giant mirror array, dangerous heated areas in daylight

2-4 Park/Nature reclamation – lots of plants, animals

2-5 Cratered – one big crater or several “only large” ones.

2-6 Fortified Area – Defensive walls, ditches, etc. Hopefully abandoned.

3-1 Canal/Water System – Boats/barges? Is there a bridge? Is it intact? Stable?

3-2 Amusement Park – Either wrecked or relatively intact.  

3-3 Train yard – lots of cargo cars, cranes, possibly high tech track system

3-4 Communications Array – Antenna dishes & towers.  Probably very damaged.

3-5 Agricultural Factory – hydroponics arrays, animals, overgrown

3-6 Electrical Relay Station – Possibly still tapped into a power system

4-1 Power Plant – Fusion plants, solar, wind, geothermal or wave energy

4-2 Pipeline – water supply, hydrogen, chemical fuels, coolant, high pressure steam, etc.

4-3 Crashed Supervehicle – giant airship, spacecraft, cargo boat, mega train, etc.

4-4 Abandoned Settlement – people lived here after the Collapse but also left

4-5 Monument – an ancient monument to something; history, religion, a notable event, leaders

4-6 Air/Spaceport – A lot of damage but probably a lot of spare parts to salvage

5-1 Water or waste treatment plant – either very damaged or nearly not at all

5-2 Metal processing factory – heavy machinery, either derelict or automated and still active

5-3 Overpass/Freeway Juncture – Lots of wrecked vehicles, signs of past battles

5-4 Construction Zone – massive partially built buildings

5-5 Chemical plant/storage – probably caustic, flammable and/or poisonous

5-6 High energy infrastructure – ultraspeed liquids for active support structures, accelerators

6-1 Automated defensive emplacement – defensive turrets and weapons, still active

6-2 Hazard Zone – chemical or radiation has created a “hot zone” that is still deadly

6-3 Emergency Shelter – abandoned, probably signs of a massacre

6-4 Old Battlesite – wreckage everywhere, rough terrain

6-5 New Construction – Someone or something has built new, pristine, structures

6-6 Static Zone – some effect causes sensors and long range communications to fail

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Modeling Mechanics

June 9, 2023

…there’s like 3-4 conversations going on right now about mechanics in RPGs and, broadly, it’s about how games model or don’t model things but mostly folks talking past each other. So here I’m just going to talk about how mechanics model characters interacting with the game, and not like broader stuff like pacing, narration rights or reward incentives.

“Physical strength is no substitute for perception.”

In D&D, let’s say you have Strength 16, and it means you can carry 160 lbs. It’s a descriptive score, it directly models something in the fiction. You can look at various strength scores and make reasonable inferences about different creatures and what they can and can’t do. Most RPGs treat stats, scores, and traits in this kind of fashion.

Let’s compare this to Sorcerer – in Sorcerer you have a Stamina score, which is pretty much the “do all things physical score” so it’s a reasonable equivalence to Strength for D&D. The scale is much lower, like usually folks sit in the 3-6 range.

Here’s the thing; Sorcerer isn’t measuring your character’s ability to lift or carry things; it’s measuring your character’s ability to win in conflict USING that ability. Think of the cartoon where you have the super strong character who is so clumsy or applies their strength poorly, knocking things down upon themselves, getting stuck in things, and so on; their strength is not in question, it just doesn’t help them win conflicts.

You could also think of the trope of the scatterbrained professor or wizard who is full of a VAST array of facts and information and yet cannot seem to think of a good idea when things are going bad in the moment. Descriptively they should have a high mind stat, interactively it actually functions with a low stat.

Now this is a level of abstraction and it makes sense this isn’t as intuitive, but it’s also because the focus of the game and what the mechanics are modelling, is different. Sorcerer is modelling stats on characters interactive outcomes, not in-fiction facts.

“Stop moving. You’re a rock.” “There are no rules. I’m gonna get you!”

Measuring the interactive strength tends to show up more in games aimed at modeling narrative arcs, and that’s because meaningful actions in stories aren’t weighted the same way things are in a sense of physics. If you have a character in a story who is cold and mean 90% of the story and then we see when/where they decide to show utter compassion and care, it has meaning, even if it gets little screentime. So the score can be high but not apparent by what you usually see.

This also applies especially to many of these games when it comes to using stats around relationships. It’s not these are the only relationships that matter, and “Oops you didn’t put down ‘Loves Mom 5’ guess you don’t love your Mom you suck!” – it’s that by putting a score to it you’re telling the rest of the group that these are the relationships we’re going to focus on for this game (campaign, arc, whatever).

So in this case, the stats aren’t even a measure of something in-fiction, they’re more like the equivalent to stage notes or directions to the cast & crew putting on a play.

“I’m sorry Mr. Wick. There are rules.”

Why put a mechanic to anything? Well, you put it there because you want something to reliably happen (or strongly be in the possibility to happen). Does your game have rules for people suffering violence and dying? Bet that’s going to happen in your game a lot more than if the game had no rules for it at all. Does those rules around violence involve John Woo ballet flips past bullets or is it FPS run and gun past fire or is it WW2 war is hell there’s no dodging it’s just stay under cover, or what? The stats, the modelling of what you want in your game, changes all of those possibilities, and can either make some types of play or stories more likely or impossible.

Now, this isn’t to say the rules have to be a direct rail for what is going to happen; it’s actually best to think of how sports has rules – there are boundaries, there’s rules of how you can play, but all of that exists specifically to create choices and pacing and dynamics WITHIN the rules that’s the interesting part of the game. Vincent Baker called this idea “The Fruitful Void” – the part you really want the game to be about isn’t in the rules, but it’s the space the rules create that groups reliably fall into. It’s the attractor in the possibility space. It’s designed emergent play, but importantly; reliable emergent play.

Anyway, it’s worth playing games that do all of these things, to at least know what the deal is and whether it’s something that you want in the games you play or not, or when/where it fits the type of play you want for a particular group or a campaign.

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Game Hype: Ninefox Gambit

June 5, 2023

Yoon Ha Lee, the author of one of my favorite sci-fi series, The Machineries of the Empire, has made an RPG based on the setting – the Ninefox Gambit RPG.

The series is… magical nightmare space opera? You have a shapeshifting spaceships, battles fought where different formations changes the laws of physics or creates forcefields, tarot-based combat strategies, and people use stuff like “Dismemberment Cannons” and similar wild ass super weapons. The Hexarchate is an empire built on forcing everyone into a specific belief system and required/taboo actions like “a festival of meditation and ritual torture” to keep things like FTL functioning.

Naturally, along the way, some people decide this is Not Good, and start rebelling against this mess.

And that’s what this game is about.

The novel is also one of the things I recommend to everyone as well.