Friday, September 16, 2011

Taking the Initiative

I will be somewhere in Yakima at the time this is being posted. Hopefully…if not, it means we got to our hotel Friday evening and there’s no internet access. That’s not very likely, but, hey, it’s Yakima (Washingtonians know what I mean).

As I write this, though, I am still in Seattle, taking a break from my regular work day and munching on beef jerky (just getting ready for Yakima, I guess…) and I realized something today:

I HATE individual intitiative.

Is “hate” too strong a word? Maybe…Lord knows I’m given to hyperbole at times, but I was mulling things over today and had a frigging epiphany regarding this, and if “hate” is NOT the right word…well, it’s pretty close. For me, individual initiative is a bunch of garbage.

I’ll walk you through my train of thought.

For the last couple years, I’ve been playing B/X and loving it for the most part. One think about it that I like a LOT is the fantastic, speedy, abstract combat system. No, it doesn’t have the bells and whistles of some RPGs, but it WORKS and it’s quick even when working with large numbers of players.

And shouldn’t combat be quick? I think so. It’s an exciting part of the game and demands a quick pacing to keep folks engaged and the game itself moving.

For most RPGs, though, combat is where “imaginary gameplay” often grinds to an f’ing halt. Even when all the players on the ball, for MOST RPGs as soon as the game enters “combat phase” everyone is buckling down for a long, tactical exercise, often lasting close to an hour (or longer) for even a small encounter.

Many games skew their systems towards a “Ninja Turtle” style of encounter because of this. The classic set-piece combat of the TMNT comics features four ninja turtles facing a single, powerful adversary (Shredder, for example). Each turtle gets to show off a few moves, working as a team to take down a single, tough “boss” who is too strong for any single character.

But in non-comic book mediums (like film and novels), this is the most boring thing to watch or read about. In film, it’s cool to see bunches of guys flying around against bunches of adversaries. Even reading allows you to "see" this in your mind’s eye. But facing handfuls of NPC opponents in an RPG gets tougher to run/manage the more specialized their abilities and the more chunkiness to the rules. Trying to run a game where each character (or antagonist “type”) receives their own “initiative rank” just grinds the speed down to a crawl.

Last night we played DCC again (no, there was no clamor to try my dinosaur game…more on that in a future post) and we ended up in three monster encounters. And things were sloooow, or felt slow to me…I often felt like I was constantly waiting for my turn to come up, even when I did not have the lowest number in the initiative order. You see, despite being produced by an “old school” company, DCC has some decidedly “new school” sensibilities, including with regard to combat, and one of its D20 hold-overs is the initiative system: each individual rolls D20 then adds (or subtracts) modifiers to determine the order of battle.

I can see why this is appealing, especially to designers:

  1. The opportunity to provide distinction between characters (class bonuses to initiative, or feat bonuses or similar, rewarding player choice with a “better initiative” value).
  2. Ways of modeling extra attacks (like when you see…in a movie, say…some character strike two or three times before anyone can touch him).
  3. Placing “power” in the hands of ALL players (no one can complain that one person rolled low; you are responsible/accountable for your own die roll, and sometimes allowed a “yippee!” moment because of it).
  4. A method of “heightening drama” as characters have to wait for their turn to come around.
  5. Potential for additional gamist tactical play (should you “hold your action” or “reset/refocus” at a higher initiative order level, etc.?).

In all three of the game designs I’ve been working recently (well, except the dinosaur one), I include individual initiative myself for one or more of these reasons. In my fantasy heartbreaker, it gives me the ability to model the effects of class, level, and equipment. In my space game it makes Jedis and Han Solo types “faster.” In my Shadowrun knock-off, it gives me a way to use wired reflexes and magically boosted reaction times. All things I thought were features that added to game play.

See? I’m just as dumb as everyone else.

In practice…i.e. in ACTUAL PLAY…it doesn’t add that much to the game compared to what it costs. My FHB would be somewhat similar to DCC (with less bonuses/adjustments over-all) and I can tell you from experience that it is a total pain in the ass. When playing the Shadowrun game, the wonky individual initiative led to quite a few complaints (especially from the players whose characters were less “wired up” than others).

And it SLOWS things down. You call someone’s number, they hem and haw and dither a bit about what to do...NOT because they’re a simpleton or ignorant of the rules, but because THEY HAVE TO ACCOUNT FOR EVERY INDIVIDUAL ACTION THAT HAS OCCURRED. For example:

Player A goes
Player B goes (reacting to the result of player A)
Player C goes (reacting to the result of players A and B)
Monsters go (reacting to players A-C and anticipating players D-F)
Player D goes (see above)
Etc.


Even in B/X…a very SIMPLIFIED game…an individual character has several options in combat: moving, attacking (melee? missile?), retreating, withdrawing, sometimes casting a spell…and of course, attacking or spell casting requires a choice of target as well. That’s a lot of decision making one needs to do each round, just for B/X.

However in B/X all characters act at the same point in time; that cuts down on a lot of dithering. The DM asks everyone what they’re doing. Folks give answers. Actions are resolved. Done.

The only time PCs aren't acting at the same time is when characters with two-handed weapons are forced to strike last...but even so you never have more than three ranks of "go:" Party-Monster-2Handers or Monster-Party-2Handers.

[okay, sure, you have FOUR ranks if a mixed monster group includes zombies. Zombies ALWAYS strike last, after everyone]

Today, I spent a bit of time reflecting on last night's DCC game...what worked for me and what didn't. Not because I want to tinker with the game rules (I'm not running the game) or because I have an on-going interest in critiquing the system (Goodman's not paying me for that), but because I'm interested in game design for my own purposes and I readily steal from anything and everything, mixing and matching and trying to add my own stuff, too.

And the game (i.e. DCC) just isn't all that good. I mean...I've already written about some of the things it does VERY right in my book. But then it still drags at times. Even when we have a smaller, more manageable group at the table (last night was 1 GM and 5 players, as opposed to the usual nine). It's not the GM's fault: Luke is brisk about calling for initiative rolls and counting down the order. It's the system itself, individual initiative, that slows the shit down. It's what made my Shadowrun combats suck unless I separated characters from the rest of the party so that 1 player faced 1 monster group. I can see this now in hindsight...and it makes me want to shred and retool from scratch all three combat systems I've been writing.

I can see now why Moldvay made the whole "individual initiative" thing OPTIONAL in the Basic game; he was one sharp dude, ol' Tommy.

[edit: yes, we made it to Yakima just fine]

Thursday, September 15, 2011

Micro-Game Download

I'm not sure why folks are having a problem with this: I just followed the link in yesterday's post from a random computer at the library (without signing in to my accounts) and the download worked just fine. The library computer now has a copy of the one page micro-game .pdf on it. It looks great!

I don't know what to say except, "try it again." When you get to the mediafire screen, click on the yellow box that says:

Click here to start download from mediafire

It asks whether you want to just open the .pdf or save it. It really should work, folks!
: )

Wednesday, September 14, 2011

Dealt Dinosaur

All right, you can download my new, one-page micro-game here:


Personally, I think it's pretty sweet.

This is actually the foundation/skeleton for a decent little Lost World RPG. The full version would have fuller examples and elaborations on how to use the ability scores for task resolution, not to mention more stock antagonists (cannibals, Vikings, Roman legionnaires...plus more dinos, of course!). It would (will?) also furnish rules for scenario creation, probably with a few random tables.

The "end game" included with the micro is a simplified version of what I would use for a full game. It should be enough for play-testing. Unlike some RPGs there IS an objective to the game: getting the heck out of dino-land. As with the D&D endgame, not everyone will choose to pursue this goal, instead continuing to wander ("adventure") or settle roots in the prehistoric world.

Those folks will probably be eaten.

Anyway, hope you enjoy it; any and all feedback is appreciated. In addition to six-sided dice, you will also require one (1) deck of playing cards. I recommend using ones with a dinosaur theme. I picked up a set for myself today ($6) from Top Ten Toys: The Age of Dinosaurs.



Garden of Eaten

Hmm...I've been meaning to write up a post on why I find all dinosaur-friendly RPGs suck, but I just haven't gotten around to it. The truth is, it takes me nearly as much time to write up a semi-coherent, negative critique of...well, anything...as it does to write something positive and useful.

So instead, I just wrote my own game.

Still in the "one-sheet" phase at this time...but I have got the one-page (i.e. "micro-game" version) done, and will be uploading it to Ye Old Blog here, sometime tonight. If I'm lucky, I might even get a chance to play-test it a bit this Thursday at the Mox (we're down a couple-three people this week, which makes it a good night for a one-off).

Rawr!
: )

D&D is NOT "Cinematic"


If it was, player character could get a bonus level or two prior to going into the dungeon by participating in a training montage set to music.

; )

Tuesday, September 13, 2011

Getting My Dino On (Terra Nova)

Back in early February or late January I saw a television commercial (probably during last year’s NFL playoffs), previewing some crazy-ass new show featuring 21st century people (humans) being menaced by dinosaurs. I had no idea what the hell this show was about, but I was damn excited to check it out.

No such TV show ever appeared.

This last week, while again watching football, I saw another ad for this same TV show. Apparently scheduled to start up at the end of the month (appears the thing might have experienced some shooting problems through most of 2011).

The show will be on Fox, a station that has managed to put out some quality fiction shows over the years (The Simpsons, Firefly, Arrested Development, the first season or two of 24), many of which they completely mishandle and wreck/cancel (Firefly, Arrested Development). The prospect of a decent (if quickly cancelled) series is a real possibility, but who knows...TV execs often make decisions that are a complete mystery to me; chucking good, creative art in exchange for the most insipid and ridiculous of “reality TV.”

That’s probably one of the reasons I’m not a wealthy business tycoon. Anyway…

Called Terra Nova it has an interesting premise that blah-blah-blah HUMANS VERSUS DINOSAURS!

That’s really all you need to know. Well, all I need to know anyway.

I love most anything that mixes “modern man” with dinosaurs…it’s just one of my favorite pulp fantasies. Peter Jackson’s King Kong, the first Jurassic Park book/movie (before the Goldblum character got resurrected…wtf?), S.M. Stirling’s Sky People novel, all those lost/hollow world kind of movies, not to mention the Hollow Earth Expedition (HEX) Role-Playing Game (though why does it have to have Nazis, dammit).

I don’t know why I dig it so much. As a kid, Land of the Lost was definitely one of the weirdest/coolest TV shows on Saturday Mornings (at least with the original cast). I still love the premise of the show and would love to do something with it (what exactly? Who knows…).

Also as a kid, I remember reading old Turok Son of Stone comics. Back in Montana, my uncles weren’t too much older than me (maybe 10 to 15 years) and there were always old comic books of a “non-superhero” variety laying around: The Two-Gun Kid, Sergeant Rock, the Unknown Soldier, Turok, House of Mystery, Dracula, etc.

Turok was about an American Indian and his younger brother (?) who had somehow been transported to prehistoric times where, duh, they were often hunting or running from dinosaurs. I don’t remember any of the specific stories/plots from my childhood, I just remember being very taken with the illustrations, even (or especially) non-action ones: a half page image of Turok and his brother over-looking a bluff, watching a herd of honkers grazing in a pastoral valley, for example. Things like that.

The last couple years I spent a lot of time looking for old issues of the awesomely illustrated Xenozoic Tales (author: Mark Schultz). I had finally given up when I happened across the recently published trade paperback collecting every issue into a single volume. It took me a few days to read it cover to cover, but the thing is a real work of art, with beautiful story, pacing, characterization, and illustration.

[I’ll talk more about Xenozoic…and its associated RPG…in a later post]

No, I really don’t know what it is about the mix of people and dinosaurs that get me juiced; it’s just one of those things like Vikings/axes and sand-and-sandal fantasy that tends to fire my imagination. Dinos are just so HUGE and monstrous (always depicted with big, sharp teeth) and the idea of hunting them so ridiculously foolhardy…I mean it can’t result in anything but crazy heroics (or digested heroes).

Strangely, I almost never use dinosaurs or lost world tropes (Neanderthals, ape-men, etc.) in my D&D games, B/X or otherwise. The Isle of Dread is the only “dino-sanctuary” I’ve ever depicted in the game, and then but rarely. For whatever reason, the thought of fighters in plate mail attacking a T-Rex with his trusty magic sword just seems wrong.

But modern day heroes (18th century and later)? That seems the perfect protagonist for a dinosaur-infested campaign. Silly perhaps, but that’s just me.

I would love a good pulpy game that pitted dinos against heroic player characters. Unfortunately, I’ve yet to find such a game (more on that in a latter post, too).

All right, all right. I've got some stuff to take care of right now. Perhaps more dino-stuff later.

Totally Hypothetical


Does anyone think it is possible to make a traditional RPG where...

Okay, okay, wait a second.

I'm not setting a hard, fast rule for what a "traditional RPG" is...I'm not sure such a thing even exists. HOWEVER, for the purpose of this post (only) I refer to an RPG in which:

- the structure divides narrative powers between players and "GM" with the GM having the bulk of responsibility and players having responsibility only for their individual character
- the game involves exploration of an imaginary game environment, only incidentally addressing exploration of a character's psyche
- expects any "story" that develops to develop out of actions that occur "in-game" rather than player choices through metagame thinking (i.e. this ain't no "story now" game); in other words, any story that arises from play is going to be of the "talking about what happened in today's adventure" rather than actual pursuit of a story bolstered by game mechanics.

OKAY, SO...given that I am defining "traditional RPG" in that way for the purpose of this post only:

Does anyone think it is possible to make a traditional RPG that is both class-less (in the "character class" sense of the term) and skill-less?

Or to be a bit more specific: does anyone think it is possible to do such and still have a game that is both fun to play AND that actually works well?

Hmm...now that I think of it, I do know of at least TWO such games: Amber and Boot Hill (pre-skill edition)...the latter, of course, being one of my favorites in terms of game design, theme, and Old School goodness.

Okay, I guess I answered my own question: it IS possible. So here's the follow-up question: what other "traditional RPGs" have a class-less, skill-less system for player characters (and, no, Gamma World and Top Secret don't count: "species" and "bureau" are both classifications or "classes" even if they aren't specifically named as such).

Secondary, follow-up question: any specific thoughts on these types of games (the lack of archetypal classes and skills)...especially IN-PLAY.

Thanks folks.