Showing posts with label mdr. Show all posts
Showing posts with label mdr. Show all posts

Wednesday, July 9, 2014

Rifts - Duh, Duh, DUH

Let's hate on something different for just a minute.

It's 2am, and I'm having a 2nd glass of wine (after many beers today). O World Cup, you really haven't disappointed this year, what with the 7-1 smack down of Brazil (whom I dislike) by Germany (which is the team I always root for after the U.S. and Mexico are inevitably kicked from the tournament). The wife is out o town (with the baby) and D is asleep and I've just been surfing the blogs and whatnot for the last 90 minutes or so (Bikini Armor Battle Damage on tumblr is pretty funny...and depressing as well).

Rifts...you old son of a bitch.

I was thinking about it this evening, and I have probably spent more of my hard-earned money on Rifts than any other game system in my entire life, including Dungeons & Dragons. One thing about D&D, many of my TSR books were acquired as gifts when I was a youngster (from friends and family for birthdays and Christmas and whatnot), and while I did acquire the 3rd edition core and several of the "splat" (class) books, I really never invested heavily into its other stuff, and a lot of older edition stuff I've picked up was purchased used, or been indefinitely lent by folks.

Rifts on the other hand...well, that's stuff I tend to buy new. And then sell of in disgust. And then re-buy new. Because I have some sort of problem with Palladium games. Really...Palladium is like crack: a cheap high that doesn't last long and is O-So-Bad for you, with nothing really to redeem it. Hell, it ain't even all hard cover and glossy like White Wolf's stuff (I spent a ton of money on Vampire back in the 90's, but things were cheaper than and I never did the sell/re-buy thing)...there's no glamor in a softcover with B&W interior that curls up at the edges.

Palladium system is the ghetto RPG.

It's also the kind of shady drug you don't like to tell people about. I mean, you run into players often enough (Palladium's sold well enough to stay in business this long) but Palladium people always seem a little embarrassed to admit their enjoyment of the game. Fact of the matter is, I've found it hard to even PLAY Palladium games...all the Rifts "campaigns" I've started have invariably  ended after a single session, and I've never known ANY gamers who could really "stick with it"...at least not since high school (and I'm talking freshman/sophomore year high school).

[man...I sure did write a lot of Palladium-related posts back in 2009]

ANYway...

[*pause*]

Sorry...fell asleep. AND woke up late. What was I saying?

Here's the thing...this is what I was trying to get to last night/this morning...here's The Thing: I almost wish (almost!) that Palladium would fold and the game fall from the realms of print so that folks could start "cloning" the hell out of it. Cloning it without the threat of lawsuits.

Of course I do NOT wish the failure of a business on anyone, especially not Mr. Siembieda who has produced so much creative, inspirational work over the decades. This isn't really about hating on Palladium or its policies or its Head Honcho. But, man o man: if Rifts was available for cloning? To take the setting and run it with a system that's a bit more coherent? It would be so damn easy!

I mean, it already has a class/level structure (because Palladium was originally a D&D knock-off/heartbreaker...you're not going to convince me otherwise). It already has D20 combat (if overly complex combat) and hit points and whatnot. The ability scores and adjustments not terribly dissimilar from what you'd find in D&D (duh); tightening the game would be a piece of easy.

Of course, I'm sure a lot of independent publishers were licking their chops at this very prospect during the heyday of D20 and the OGL.

The obvious workaround is the usual one, I suppose...file the "serial numbers" off everything and publish it without using the trademarked IP or copyrighted material. Yeah, easy enough: that's pretty much what I did with Cry Dark Future after all (a cyberpunk-B/X mash-up heavily "reminiscent" of Shadowrun). It's what Bezio's X-Plorers appears to be (with its heavy resemblance of Star Frontiers...though minus the vrusk and dralasites).

But you know, one of the reasons why CDF hasn't actually found its way to publication yet is the sheer degree by which it resembles Shadowrun...and I want it to be a little more different. I mean, it IS different (*sheesh* I have some original ideas...). Yes, I was able to simply and elegantly (I feel) 'port the chargen system (circa 3rd edition SR) into a B/X chassis, but that carries with it the major flaw of the SR chargen system, i.e. the time taken to kit out characters with a high priority in resources (money)...not to mention the all-too-often accounting errors.

And besides: shouldn't a B/X style system really include halflings? Halflings with machine guns (or rocket launchers or bionic limbs) just sound awesome. And much as I like the orc and troll options, aren't those guys supposed to be "monsters?"

Maybe, maybe not. I just haven't had time (or rather taken the time) to work out an original setting for the game...it is nearly entirely derivative from its inspiration. I'm not certain I'm entirely on board with all that 5th World jazz.

And I don't want to make the same mistake again. There is a lot of dumb-dumb stuff in Rifts (or a Rifts-like game). Even adapting Mutant Future (itself almost derivative of its Gamma World source material) doesn't seem right, with its species-specific classes. Not that I object to race-as-class, mind you (and Rifts, too, has RCCs, i.e. "racial character classes")...but the fact that it divides adventurers into Men of Arms (various types), Men of Magic (various types), Scholars & Adventurers (various types), makes the thing just scream for a more traditional D&D type treatment.

Really like the air-powered spear guns.
A long, loooong while ago I was considering the idea of a post-apocalyptic world setting of the type found in the psychedelic PA art of the 60s and 70s. Things like Bakshi's Wizards and Heavy Metal Magazine. Something weird without being gonzo...where "mutant" is an epithet, not a source of X-Man-style superpowers. Dyson Logos did a great series on the (first) animated film, Heavy Metal, and how its disparate stories could be shuffled together to create a coherent and exciting setting for a Mutant Future/Gamma World campaign, and it provided a big push of inspiration...but at the time, I was more concerned with getting my B/X Companion book completed. The idea got dropped along with a lot of other "neat" ones.

[it doesn't help that I get side-tracked by cyborgs...and creating cool game mechanics for cyborgs...every time I get within spitting distance of their possible inclusion. Is my "borg love" a subconscious thing caused by my childhood fandom of the Six Million Dollar Man? No clue]

Now, the idea is back...but Palladium is still there, looming with its massive pile of Rifts "stuff" (ideas, concepts). Ready to pounce with a pack of lawyers at the very whiff of treading on their trademarked toes. Hogging all the post-apoc, mutant-magic mash-up potential.

Except, of course, the concept of such a setting isn't original to Siembieda and Rifts. Post-apocalyptic settings that include both can be found in sword & sorcery fiction. It even found a home on Saturday morning television with Thundarr the Barbarian, my absolute favorite cartoon of all-time (yes, yes, I was a big fan of the Dungeons & Dragons cartoon back in the day). I know that Thundarr was adapted to at least one game system ("Under a Broken Moon," using the mechanics from Over the Edge), and maybe Savage Worlds, too. I suppose that a big difference between something like Thundarr and Rifts (besides the obvious) is that Thundarr and its ilk offers no explanation for the emergence of magic in its post-apocalyptic world, while Rifts goes out of its way to create an elaborate justification for the presence of the supernatural...even though the latter proceeds to go all wonky and inconsistent with its various different styles of magic (to make no mention of psychics).

What I probably need to do, instead of filing the serial numbers off Rifts or producing a different spin on Mutant Future, is create my own class/level game set in to post-apoc world. But, dammit, hasn't that already been done before? That's the whole reason why I wrote MDR (not yet available) using the DMI system...because I wanted a post-apoc system that had some heart and something different from the same old, same old fantasy adventurer tropes.

But, man do I love my fantasy adventure tropes.

Ugh. Round and round and round it goes. Maybe what I REALLY need to do, is make a list of all the things I HATE in existing post-apocalyptic games, and then write something that doesn't include those. Hmmm...

Yeah...that's the ticket. Sorry to all my readers that had to wade through the dross of my stream-o-consciousness rambling. I now have a mission.
: )

[congrats to Argentina, BTW...see you in the final]

Friday, October 14, 2011

On Endgames & Expectations...

So things got a little balled up, unfortunately, and Heron’s B/X game didn’t happen last night. Steve and Josh and I still hung out for a drink, and I was tempted to run a one-off B/X game of my own using Heron’s setting by scavenging his emailed notes (it really is a neat setting, fraught with ideas and conflict and drama potential). In the end, though, we played another one-off of my post-apocalypse game MDR and that was pretty enjoyable.

[sorry, Randy…I know you asked me to tell you when we would next be playing MDR, but it really was a last second kind of thing]

Steve-O liked the game a lot, especially the quick character creation that comes with the card-dealing mechanic. He sees it as having the potential for a wide range of RPG applications, and I agree…but right now I have enough on my plate without spreading myself any thinner. Again, there was some discussion about the truncated endgame: having an endgame at all makes the game feel kind of “board gamey” to the players, even though they understand that in a normal campaign there would be many adventures before anyone “won.”

I think the “weirdness” for the players may be their relative inexperience with indie games. A lot of the indie RPGs have endgames or set limits on play…very few of ‘em have the “infinite play till you die” expectations of “regular RPGs.”

With the “mainstream” RPG scene, it appears that the default assumption (or hope) is this: good games will be so entertaining that people will want to play them until their attention is drawn to another game, and possibly indefinitely so long as one puts out adequate quality source material for exploration, or so long as there is potential ideas for mining.

Um, okay, that’s a valid point of view/design consideration, I suppose. It especially takes on more merit when one considers the size and scope of your average game system on the market. Even “small” RPGs like Mongoose Traveller or Thousand Suns (in its first incarnation) take quite an investment of time just to learn the game…there’s an expectation that one will get more hours of game play out of the game than the hours spent on reading the book.

Right?

Hey, I AGREE with that premise. Hours of Game Play SHOULD exceed Hours of Game Study/Learning. Fact o the matter is, folks these days (including myself) are pressed for time; time is a commodity precious and not to be wasted (and yes, sleeping is valuable and a good use of time, too).

But I grok this premise a little different from others. I do it like this:

X > Y

Where X is time spent in actual play…not reading the book, not teaching the game, not character creation…and Y is time spent in all that preliminary/start-up stuff.

If D&D (and old school D&D specifically) has been uber-popular for decades, could it just be that Y is so well-known and understood that X can’t help but exceed Y?

In a way, the phenomenon of “one dude knows the rules/owns the book” is a short-cut method of helping to achieve this objective…if only one person has to spend 12 hours learning a game system, than then the other 3 or 4 players can just show up and the GM can “explain the game as it goes,” perhaps even providing pre-generated characters. One then gets multiple hours of game play (4-5 players, including the GM multiplied by hours spent playing) compared to the time spent by one player (the GM) reading and prepping.

Does what I’m saying make sense? As usual, I’m a little groggy this Friday, so I may not be writing this in an exceptionally clear fashion. Let’s get some concrete examples.

I am going to stick with my X/Y thing, but I'll nail down proper definitions:

X = hours of game play. It is defined as hours spent in-session (doing imaginary things in an imaginary world) multiplied by the number of players participating.

Y = preliminary set-up prior to game play. It includes time spent reading (and re-reading) the rules and supplementary source books used, any explanation or teaching that occurs, dungeon/adventure creation, and character creation. For each of these tasks, the number of hours spent are multiplied by the number of individuals participating in the task.

For example, say me and three buddies decide we want to play Basic (Moldvay) D&D. We each buy a copy of the book and spend a couple hours or so reading the rules (it’s 64 pages long, not all of which are necessary for immediate play, and assume we all have some passing familiarity with D&D, if not this specific edition). So far that’s 6 hours (2 hours x 3 people) in the Y category.

Prior to “game night,” it is decided that I will be the DM and I dutifully prepare an adventure, including a scenario idea, a map, and a list of monsters, treasures, and traps. Call it four hours of prep time total, just because I’m slow and it takes me awhile to get everything together (usually, a one level dungeon doesn’t take me that long to script, once I have a scenario idea, but I’ll spend time fine-tuning some of the challenges). Category Y is now increased to 10 hours (6+ (4x1=4) ).

On game night, each player spends 45 minutes making a character. An extra dude shows up to play and the DM (me) helps him with charactergen while simultaneously explaining the basics of the game (since Buddy #4 didn’t buy/read the book). An extra 3 hours and 45 minutes is added to the Y category giving us a total of 13 hours and 45 minutes of human time spent in preliminary set-up “costs.”

So how does the game time become “cost effective” (in terms of entertainment value for time “spent”)? By having more actual game play than those preliminary costs.

If the five of us sit down and play for three hours (after character creation), we get a total of 15 hours (3 hours x 5 people) of actual game play (the “X” in X/Y formula). Not much of a “return” for our preliminary efforts. However, if the adventure created by the DM takes two or three sessions to complete and the players are able to keep their characters alive (or if they get a lot faster at making characters, as tends to be the case with B/X game play), then that X category starts building up; 15-20 hours per session multiplied by 3-4 sessions results in a much better return for time invested (the Y category). And because the Basic set is so simple to learn, there’s not a whole lot of “refresher training” needed between sessions; for the truly obscure issues that arise, DMs generally need to make snap rulings during game anyway, rather than conducting Search & Handling efforts (something that takes away from actual play time).

Now compare that X/Y value with a game like Vampire the Masquerade or GURPS or (God forbid!) Champions. Look at the number of hours that goes into the preliminary set-up (“Y”) of those games…hell, even character creation. How many hours of actual game play (“X”) do you need to run to get back a decent return on those games?

And what is a decent return? 4 to 1? 5 to 1? Personally, I’d want a lot more entertainment for my time. When I bother to go to a movie the commute to and from the theater is generally less than 20 minutes, and I expect a good solid two hours of entertainment (a 6+ to 1 return on my time, depending on how long I have to wait in line). But the quality of entertainment for a cinema is pretty amazing: big screen, big sound, quality acting/directing, etc.

Last night’s MDR game took us about 5 minutes to do character creation and 5 minutes to explain the rules to Steve, and the scenario was already written (it was “Part 2” of last week’s scenario). We then played from about 9 to 11:30, sprinkled with a lot of BSing and wandering conversations and food ordering distractions. Call it close to two hours of game play, probably a 10 or 12 to 1 ratio of X/Y. THAT’s the kind of return I want, but most games don’t give you that “out of the box.” Instead, you have to play many-many multiple sessions to get that kind of return on, say, Pathfinder or 3rd edition D&D.

I mean, how long did it take you to learn 3rd edition D&D? How long does it take to teach the game to those who haven't owned/read it? I know part of the reason I grew to loathe the game was the time spent prepping adventures due to extensive stat blocks of monsters and such. I understand that a lot of folks “wing it” when it comes to D20 or Pathfinder, making shortcuts to prep, and house rules to decrease S&H time, but I’ve always been of the opinion, “why bother?” when you can just play a simpler, more efficient rule set.

But that’s getting off-subject: most of the big, slickly-produced RPGs on the market take a ton of “Y” time…so much so that one needs to have an assumption of “long-term campaign-play” in order to make learning the game worthwhile…and with character generation (often EXTENSIVE chargen) being such a huge part of post-1990 RPG design, it becomes even more important to allow PC survival to occur (as creating new characters eats into the X time with additional Y time expenditure).

God, just realizing this makes me a little sick to my stomach…we used to play games like Vampire that spent an entire first game session (three or four hours) in character generation alone…not counting all the hours I spent as a GM poring over an impressive collection of books and supplements. And then we’d play maybe three or four sessions? Maybe? Ugh…I always felt like I was getting the shaft when I was asked to run those games and now I see why!

Indie games (just to get back to the earlier topic) aren’t often concerned with “long-term” campaign goals, and often provide only the basic rules one needed to run an ultra-specific type of game. I’m not terribly interested in this type of play, because I like the development of both character and setting that comes out of long-term play. At least, that’s what I’ve always said in the past. I still feel that way…but now I’m starting to think that “real development” only occurs with extensive time spent in the X category, rather than the Y. We saw more of this type of development in games like old school D&D and Marvel Superheroes than we ever saw in a White Wolf or Palladium games (the latter are interesting because they require so much time to “fix” their broken bits that you effectively ramp up the Y time on what is a relatively simple system). Despite White Wolf’s touting of emphasis on story, the bulk of any storytelling always occurred in the set-up phase (the “Y,” in other words) rather than in the actual play of the game itself.

In other words (or rather, to sum up): long term play is desirable so long as the play is "actual" and not just prep (adventure prep, rules prep, character prep). If the X to Y ratio (where X>Y) isn't good, than it doesn't matter whether the games last many sessions or not; you're not getting a decent investment for your time.

Wow...this goes a ways to explaining a lot of game design decisions of the last 20 years: like the inclusion of extensive fiction/prose in games and the need to make character creation (or "advancement planning") a form of mini-game. It's almost like the designers have been saying, "well we understand that the Y-portion of this role-playing game takes a lot of time away from the X-portion, so we'll try to make it more entertaining for you," instead of just...*sigh*

WELL...this turned into a bit longer post than I expected. This is probably enough to chew on for awhile.
: )

[you know, last night Steve was giving me a bunch of ideas for a high concept setting using my MDR mechanic and made the statement, "the game practically writes itself!" No, Steve, games do not write themselves...this kind of theory-bashing just makes me realize it even more]

Friday, October 7, 2011

Drunken Mutants

Thursday night (i.e. yesterday), we got a chance to play MDR, my latest-greatest RPG brainstorm, featuring a grim post-apocalyptic wilderness, hazardous danger, and cannibal mutants. In other words, the usual caffeine-inspired weirdness. Players included Josh, Randy, and Heron plus my brother’s buddy, Joel, who is a homeless alcoholic street musician. My brother was not present for the game.

Josh played “Out of Time” with me a couple weeks ago (the system upon which MDR is based), but the game was brand new for Randy and Heron, and…well, Joel says it’s been 10-15 years since he’s played ANY role-playing game and it’s unclear how much he retains from those days. I had to explain what my role as GM meant (he didn’t get why I wasn’t making a character myself).

However, I designed it to be interesting and playable and somewhat intuitive “out-o-the-box” and everyone seemed to grok the way to work it. Josh and Randy were quick to pick up on (and utilize) the creative interpretation of attributes, and Joel got the card-burning mechanic down pat. In fact, Joel ended the game having emptied his hand of cards, something I was kind of shooting for with all the players (emptying your hand generally being a sign that a lot of action is taking place and characters exerting themselves).

Much fun was had by all…a surprising amount, from my point of view. I was worried how the game would feel to be PLAYED. However, from the player’s seat, the dice-card interaction/mechanic appears to be an entertaining one.

The GM doesn’t feel that part of the game (hoarding/spending cards) as NPCs don’t have “cards,” only dice pools. On the other hand, not having to worry about NPC resources free up the GM’s time for other things…like managing the game and providing info to the players. Which feels simple, even as the mechanics of the game keep the players on their toes.

The players also said they liked how the mechanic allowed them to develop their character’s story or personality based on the way they use/spend cards. Or maybe they liked the idea/story of the game: mutants in the wasteland searching for acceptance and homes. I know I heard a couple comments directed at these aspects of the game, but I don’t remember the specifics (I’m still a little rummy from the lack of sleep…sorry!). Maybe the players will comment about this (*hint*hint*), but for now I am simply pleased that the players felt any kind of character/story developing out o play, since the adventure was mostly randomly generated and the action of what occurred was mainly on the players, and they made it neat.

Now there were some issues that still need to be tidied up. The endgame (yes, there is an objective to MDR) needs to be tightened up, as the players felt it a bit too much like “mandatory retirement” (my words, not theirs). If we were running an actual on-going saga instead of a one-off playtest this might have NOT been such an issue, but even in a real campaign there would be the (small) chance of being “retired” after 6-10 sessions, especially if the characters perform well. Perhaps complications (another game mechanic) can be “bought off” by spending Renown/status points, thus accomplishing two things at once: preventing negative consequences and keeping the characters wandering.

Oh, yeah, and armor rules. Ugh…that REALLY needs to be re-worked. I really like the idea of PCs being able to start with whatever piecemeal armor they want, but making characters harder to hit (a personal bias from my love affair with B/X) just didn’t work; combat was tough enough without that. I think I’m actually going to have to do some form of damage reduction (*shudder*) as the exploding damage dice can have HUGE impacts. Such an event is like piercing a vital organ…and shouldn’t armor be protecting those vulnerable spots?

Anyway, we had so much fun that we didn’t even get to Heron’s B/X game, something that I'm personally looking forward to; hopefully he can run it next week. That should give me enough time to file down the rough edges on MDR.

Oh, yes: I think it’s safe to say it WILL be back.
; )

Thursday, October 6, 2011

Wiped Out...

...and it's not even tomorrow yet.

That is to say, I generally feel wiped out by Friday, especially after a Thursday night of gaming and carousing (and I'm sure tomorrow will be no exception). Today, however, I'm already feeling a bit crushed, due to a rather late Wednesday night.

Oh, well...it ain't going to stop me from going out tonight. I've got a super-kick-ass RPG to play-test and I'm pretty darn excited at the prospect. I mean, it looks "kick-ass" on paper, and I'm "excited" to see how it rolls. However, I think I've got it tweaked just about where I want it. I shall be writing more on the results (and possibly making the thing available for public consumption/download) in the next couple days.

I will say this: for a post-apocalyptic game, I think I may like it better than (any edition) Gamma World. And that's saying something, as I really like the 1st and 2nd editions of the latter game (specifically, the combat system and how it works in conjunction with the "theme" of the game). I mean, we'll see, okay...my system is kind of an orange to GW's apple anyway, being a non-gonzo version of the PA setting. And that's not necessarily a good thing (as mutant survivors of a nuke war is kind of a "gonzo setting" begging for gonzo rules). But, whatever...my goal is to do some of the things I've talked about in the past, specifically with regard to both post-apocalypse stories and game objectives. I'm hopeful for some good stuff.

Anyway, I really only get one shot to make a "go" of it as it appears I shall be playing in (not running) a B/X campaign starting in the very, very near future. My character(s) are already rolled for that one, and may even get some playtime later tonight (if not, then next Thursday for sure). That, too, is exciting...but I'm still salivating mostly over the thought of blowing away spear-chucking mutants with a shotgun from the back of a three-eyed horse.

Yeah, we'll see how it goes.
; )