Friday, July 13, 2018

History of Universal RPGs (Part Nine: 2016-2017)

So I’ve finally finished these Universal RPG lists. It’s been hard, harder than I imagined when I first started work on them. I’ve seen novel approaches executed with grace. I’ve seen striking concepts completely undercut by text design. I’ve seen character sheets burning off the shoulder of Orion…

Or something like that.

I’ve said before, but Universal Systems present the greatest challenge to a designer. Sure you can come up with an interesting resolution system, but how do you build that up? How do you make that compelling to players? You don’t have the hook of genre and setting. I’ll buy games for system I’m probably not going to run if the setting or premise grabs me. My overladen shelves bear stark witness to that. My group’s given up on Gumshoe, but I’ve bought every single game for that system. They have exciting worlds.

So when you’re pitching a Universal system, you have to do it ten times better than a genre game does. But you also have to avoid bullshit and hyperbole. Gamers have a keen sense for that; you have a keen sense for that. You’re competing with every system someone has ever played. If you dismiss those completely and proclaim your brilliance, you’re going to turn buyers off. So what do you do?

Figure out what your game does well. Tell us what it puts emphasis on. Point us to the new mechanics or combinations of mechanics you’re bringing to the table. Get your playtesters’ impressions about what works for them. See what they find novel. And then tell us that clearly in your blurbs, jacket copy, and online pitch. Sell us on what you do—not what you’re reacting to.

I only include core books here. I’m also only listing books with a physical edition. I include electronic releases if they’re notable and of significant size. At the end you’ll see some miscellaneous entries, covering borderline or similar cases. Some selections came down to a judgement call. I’m sure I missed some releases. If you spot something Universal I missed from 2016-2017, leave a note in the comments.

Universal Systems can be dry. Designers face that challenge in different ways. Some use clever text design, some examples, some art, some quick-hit summaries. EVERYVERSE RPG (yes, capitalized in the text) avoids these solutions. The first illustration comes on page 11 and it’s a Gaussian distribution curve. There's little page formatting besides the most basic two-column layout. The game describes itself as layered. You can just go with one stat or you can build up layers of complexity. And that gets complex pretty quickly. For example, you have five distinct methods of character creation.

EVERYVERSE wants to be a toolkit, but it keeps rolling in more stuff and doesn't break out the options well. Basic concepts aren't laid out clearly, but fringe bits get major attention. The flexible approach feels hand-wavy in many places, without discussion of the implications or how you might fit everything together. It's like a movie of scenes, but there's no through story. The company has released one supplement, Paranormality, which adds additional options for strange powers.

2. Kridzyt (2016)
A self-published game done through Amazon (it has CreateSpace and Kindle editions). Kridzyt has a point-buy system and uses d10 for resolution against a task number. That d10 explodes on a 10. The core book has basic resolution mechanics, some powers elements, and in the words of one reviewer "weirdly specific setting material." While it has striking cover art, the interior looks like a Word doc.

All that being said, I'm glad people are still exploring and designing small games to suit how they play. The reviews for Kridzyt put me in an old quandary: what reviews do I trust? In this case, the assessments split 50/50 between one and five stars. Are the five star reviews just associates of the designer? That's my usual guess. But in recent months I've heard and seen gamers hate-rating products. That complicates my reading.

3. ReadWriteRoll (2016)
Designer Berin Kinsman has written many books weaving together story writing, literary approaches, and roleplaying games. He's also created setting specific games (Kaiju Patrol) and supplements for rpgs, including Pathfinder. ReadWriteRoll is a guidebook which includes a stand-alone generic rpg, but has a wealth of material on storytelling and campaign creation. The book’s broken into three sections. “Outline Your Story,” talks about campaigns types, game prep, and building acts for your plot. “Create Characters,” covers both the narrative and mechanical elements of characters (motivations, aptitudes, experiences, resources, wonders). “Tell Your Story” has the actual play mechanics.

ReadWriteRoll uses a d20 plus modifiers. A high result indicates success; a low result indicates failure. But the wrinkle comes in who gets to narrate those results. An even total gives the player control; odd means the GM (or opponent) gets to say. There's additional mechanics allowing players to add an extra die, with larger die types offering greater rewards but also significant risks.

ReadWriteRoll has some ideas and if you're a fan of Kinsman's other work on story and game, it might be up your alley. In 2017 Kinsman released the Lighthouse Roleplaying System. This seems to be a refinement of the RWR game, but with a tightened presentation and sample character templates.

4. Revolution D100 (2016)
Ah, the noble percentile. Die of choice for those who love both granularity and a smooth results curve. I spent years in the trenches with this combination polyhedral, from Call of Cthulhu to Rolemaster to Runequest. Revolution d100 follows in the footsteps of Basic Roleplaying. The makes sense for publisher, Alephtar. For many years they offered some of the best and most interesting third party BRP products: The Celestial Empire, Merrie England, Dragon Lines, and Rome: Life and Death of a Republic. They worked with both standard BRP and Mongoose's flavor of it. However they seem to have dropped those titles. On Drivethru most have vanished, with only an R100 adaptation of Merrie England appearing. Perhaps we'll eventually see other products converted.

BRP has always had crunch. Even the most slimmed down versions have kept lots of like bits and calculations. It's appealing-- an easy roll-under core mechanic with room for lots of bells and whistles. A few years ago I tried Mongoose's version of BRP and found it crazy complicated and specific. The level of depth and choices meant that you had to seriously invest in an area to have a reasonable chance to do an action. Like parry a blow.

Revolution 100 follows that track. You can check out the SRD here. The rules have plenty of options, advanced rules for combat, modules for flexibly handling powers, but that comes at a cost of density. If that's your bag, then this might be the game for you.

5. ScreenPlay (2016)
I earlier listed Primetime Adventures as universal adjacent. So why does that fit there and Screenplay fit here? Both use the concept of real world dramatics to frame their games. But Primetime Adventures leans into that, bringing the meta into the gameplay. You run characters in a TV series, with trappings of the form as playable elements (like fan mail and such). So those stories, though open, are still a TV series. But Screenplay takes the techniques of drama and screenwriting makes them a rules framework. It's collaborative play with Writers (players) and the Director (GM) building the story together.

In Screenplay each writer creates a lead character. They can also create supporting characters as needed. Characters have a role as defined by the setting and genre. For example in the Ironsworn Quickstart, a fantasy setting, we have five roles: Commander, Blade, Scout, Shieldbearer, and Arcanist. Characters have motivations and hindrances. The former acts as a reward source and the later can be used by The Director to up the challenge. Screenplay shifts the normal success/fail paradigm, "There is no failure. There is no success. There are only complications, efforts made by other characters (or the Director) to make future descriptions harder, restricted, or bring a character’s impact in the story to an end." That's combined with a dice-step system for tests.

Screenplay has lots of interesting ideas. I recommend checking out the Ironsworn PWYW QS version available on Drivethru. It's really well done and offers a ton of material for a simple introductory kit. I should note that the designer, Todd Crapper, has another free product (not part of Screenplay) up for an ENnie as of the writing of this piece: High Plains Samurai.

6. Unbound (2016)
I love when Universal RPG writers acknowledge the glut of Universal RPGs. Take this bit from the Kickstarter for Unbound, "ANYWAY the game we have written is called UNBOUND and it is STELLAR. Here’s why: it’s a UNIVERSAL GAME, and before you say “oh Grant, we don’t need another universal game,” let me say NO, YOU DON’T, you need THIS ONE. It can run ANYTHING so long as it’s got FIGHTS in it, and ALL the best stories have fights in them so THERE."

OK then.

Unbound comes out of a successful Kickstarter by Grant Howitt and Chris Taylor. They would go on to write The Spire, an urban fantasy-rpg with a highly successful KS. It notably doesn't use the Unbound rules as a base. Unbound looks sharp-- with a striking cover and good text design. Though I don't dig color/textured backgrounds, the page frames don't crowd the text.

The game uses card-based resolution. Each player has a deck. Players draw and compare against the GM’s draw, with traits modifying ratings. Suit can also impact the final result. I dig it because it doesn't seem to use hand management, but instead the deck acts like a die, with some potential card-counting. The system also uses cards to mark stress, a nice tweak that changes things up. Unbound focuses on collaborative story building and scene setting. It's a recent Universal worth checking out if you like interesting randomizers combined with indie play.

I picked up Forthright for a couple of reasons. First, it has a striking and colorful front cover; don't underestimate how shiny things draw attention. Second, and more importantly, the writing team includes Sarah Perry-Shipp. She's one of the people I follow on G+ and she always shares interesting articles, ideas, and images. There's a small group of G+ Users that constantly make Sherri and I say to each other, "Hey, did you see..."

A bit from Forthright's introduction struck me, that the game's "about shaping and being shaped by civilization in a fictional world." That's a cool way to look at things and one that (I hope) reflects my own GMing philosophy. It echoes the openness Forthright’s approach. It definitely aims to be a story game accessible to new players. The tone, structure, and established expectations show this.

A campaign begins with building a Game Charter to set expectations. This includes discussing what's out of bounds, what players want to see, the emphasis on different kinds of challenges, and any house rules applied. It's a strong collaborative approach. That feeling runs throughout the rules. For example we have a "retrospective" phase at the end of session. We've seen mechnaical EoS moves in PbtA games. But Forthright tries to codify a Roses & Thorns approach without being judgmental or moving to workshopping.

For an open story game, Forthright has a lot of options you set for your character: Principles, Stats, Fighting Stances, Persona, Skillset, Boosts, Relationships, and Sanctuary. The game handles all of these fairly simply-- we have areas to pick from, but we don't descend into granularity. Actual resolution uses a d20 with four possible results. On a Setback (1-7) the action fails and additional problems occur. An Exchange (8-13) gives the player a mixed success or success with complication. A Win (14-20) is solid success and a Boon (21+) grants extra effect to the win. Both players and the Guide have tools to affect this.

If you're looking for a flexible, story-driven rpg to introduce new players and draw them into creating the world, I'd recommend this one. As of this writing Forthright’s up for a 2017 ENnie.

8. Genesys (2017)
I have gone on record as not liking stupid dice tricks. It's among the most curmudgeonly of my many curmudgeon traits. I know people love the multiplicity of DCC dice, but it’s not my bag. I kind of hated Fireborn and Weapons of the Gods solely for having to sort and move my dice around on the table. Modiphius' 2d20 system bugs me for its unique damage dice. And I once got Fred Hicks to challenge me in my mentions for my impression of Don’t Rest Your Head’s mechanics. Mind you I'm a hypocrite on this. I love Mutant: Year Zero despite the unique dice representing different elements. But at least those you can easily dub over with standard d6s.

Anyway that's on the table as I look at Genesys.

This system from FFG repurposes the system used for their now-defunct Warhammer Fantasy RPG and more importantly Star Wars. The big hook here is unique dice with different colors and symbols. These give standard resolution results, but add in markers for bonuses, complications, and other details. The different dice have distinct roles, sizes, and results. I played SW: Edge of the Empire once, using an online roller specifically built for it. From a design perspective, I appreciated the design space this opened up. It lent itself to interesting permutations and results. From a play perspective I did not dig it. It felt confusing and gamey to me. It felt like a fad that wouldn't take off.

(cut to years and multiple supplements later)

So I was more than a little wrong. Anyway, Genesys uses the SW mechanics but with different symbols on the various dice. There's an app for rolling, but you'll need to buy new sets or do a double mechanical translation in your head of the symbols. Star Wars had distinct career paths with build trees. Genesys opens that up more, but still gives players an archetype path. You spend build points on attributes, skills, and talents. Overall it feels like middle-weight generic system with a complicated dice mechanic at its heart.

One of the nice things about games major publishers-- lots of reviews. If you're curious about how Genesys actually performs you can check out Gaming Trend, Sticky Bunton, and Nerds on Earth. The overall feeling is that while it has cool ideas, the end product’s underbaked. It lacks details in key places and doesn't offer tools for a full range of genres. The only supplement we've seen so far for the system is Realms of Terrinoth, an adaptation of the Runebound board game setting. Hopefully we'll see more.

As a side note, FFG is working on a new Legends of the Five Rings rpg. They're using the "Narrative Dice System" for that. But at least in the beta documents, it wasn’t a Genesys sourcebook. Instead it’s a stand-alone rpg, with yet another set of unique and incompatible dice. I haven't seen the most recent iteration, but it seems an odd way to support a generic, house system.

9. High Stakes (2017)
I was more than a little surprised when I saw Andrea Sfiligoi's name on this. Sfiligoi's an Italian designer who has made a little industry out of his simple Song of Blades and Heroes miniatures games. He's adapted that to many genres including three for Osprey's line of miniature rules (A Fistful of Kung Fu, Of Gods and Mortals, Rogue Stars). I actually just received an Kickstarter update for the game adapting those mechanics to spaceship combat. OOH Sfiligoi's worked in rpgs before with Familiars and his Tales of Blades and Heroes series.

High Stakes offers a basic narrative system. PCs have attributes (Body, Mind, Aura), 5 traits (skills, talents, etc), and 3 relationships. To make a check players roll d6 equal to their attribute, but they can increase that pool by adding descriptors and relationships (ala Lady Blackbird or Cortex). The GM sets the difficulty and consequences before a test. Difficulty is the number of 3+ results a PC must rolls. But there's an interesting twists-- one worth stealing for other games. Players can ask for extra dice by Raising the Stakes. They accept a worse outcome for failure if they do. It's not the raise/counter of Dogs in the Vineyard or the extra cost of the Devil's Bargain in Blades in the Dark. But it’s a cool and easily applied push-your-luck mechanic.

The game has a few other details-- 1's rolled add complications, 6s can explode. But overall it’s fairly straightforward. The High Stakes free beta has no illustrations, but it does present a lot of general rpg advice and discussion. If you trimmed that down you'd have a super tight product.

10. MONAD System (2017)
An Italian RPG. Their website suggests they're working on an English translation. They have an interesting pitch line, selling the game as focused on "interpretation, narration, and resource management."

Actually their list of reasons to give it a go is worth looking at. I'm torn about it. On the one hand it feels too vague; on the other it does make me genuinely curious about the game.
  • Deep mechanics, yet easy to explain: core mechanics can be explained to players within minutes, but the system offers depth for more demanding players.
  • The system encourages roleplay linking advancements to the character's objectives, ties, convictions, and stances.
  • Combat is deadly, cinematic and brutal: not a formality, but a calculated risk.
  • Choices and strategy matter and wise resource management is key. Knowing when to risk and when to play it safe is part of the game.
  • Tests can be overcome in three different and complementary ways: being the character, managing resources or rolling dice.
  • Encourages co-creation: a deep Backgrounds system allows the creation of history-rich characters with immediate impact on the story. REM Cards also offer players the opportunity to surprise the GM and rewrite some parts of the story outside of the general narrative.
  • Roles are flexible: everybody can learn to do everything, with some practical restrictions based on archetypes, story, and setting.
  • A betting system keeps players on their toes while they watch the most crucial events unfold. 

From what I can glean, the system has a basic skill vs. task difficulty resolution. If the player’s skill is sufficient, they don't have to roll. If not they can roll, spend resources to gain successes, or mix the two. The game also uses cards in several ways-- for resolution, character story elements, and narrative hooks. The combat seems to be old-school granular but with high lethality. Overall it looks neat and I'll definitely check it out when the English version arrives. Also they have an interesting setting for this in the works, Nostalgia: The Nomad Fleet. That's described as nihilistic science-fiction, which isn't usually my bag, but the art’s striking.

11. Pip System (2017)
Eloy Lasanta doesn't get enough attention or credit in the industry. He's designed or worked on a ton of interesting projects, including AMP, Part-Time Gods, Apocalypse Prevention, Inc., Camp Myth, Mermaid Adventures, Wu Xing the Ninja Crusade, Infestation, and one of my personal creepy favs-- KidWorld. Lasanta always strikes off in his own direction with his systems. They're lighter than things like d20 or Storyteller but still have a good deal of crunch and plenty of options. He falls in same basket that I put 13th Age and Star Trek Adventures-- trindie, trad-indel, or whatever you want to call it.

The Pip System builds on some of Lasanta's earlier concepts, pulling the system out to make it more accessible and multi-purposed. Pip uses d6s in two colors to resolve actions. A character rolls white d6s based on skills and favorable circumstances. They also roll black dice based on the obstacles to their actions. Each die which rolls 4+ counts as a success. Whichever side rolls more successes wins the roll. Ties become a success with a cost. Characters have an archetype, a few mechanical stats, skills, special abilities, hindrances, advanced qualities, and gear. It has granularity but doesn't get in the way of the play.

Lasanta pitched his successful Kickstarter for Pip as a "family-style" rpg. I think that's a good description. It has the joy of rolling bunches of dice combined with the ability to quickly read and resolve those interactions. The core book has several genre kits, including modern, fantasy, sci-fi, and "spooky." If you're looking for an entry-level universal rpg that will be well supported in the future, consider this one.

12. Solipstry (2017)
A universal rpg built on ideas drawn from D&D 3.5 and 4e. Solipstry shows its d20 roots but looks cleaner than many earlier d20 adaptations. That being said, the character sheet’s three pages long: P1-- stats, skills, HP, etc; P2-- abilities, equipment, talents, “enlightenment truths”; and P3-- more talents and skill perks. They’ve clearly integrated those editions and then built that up with other elements they dug. “Soon we had Power Words, a Luck system, and Blocking. Enlightenment brought buffs, both personal and party-based that allow for even more versatility, in and outside of combat.”

While this might not be my bag I appreciate the feeling of a game which the designers have crafted to match what they want at the table. I’ve read a bunch of these “why we did it” introductions in my hunt for Universal rpgs. Some designers speak of their creations as sui generis, sounding like they’ve invented the idea of role-playing. Some spend inordinate time crapping on other games to show how their ideas are superior. But I appreciate when designers acknowledge the past and talk about how they’ve built on that. Don’t underestimate being positive.

There’s a free 20-page introductory pdf for Solipstry available. It does a nice job of selling their fairly crunchy system, though the text design is super packed. You can also check out their cleanly designed website here.

These rpgs can be used for a variety of genres, but have a meta-framework or a tell particular styles of stories.
  • Conspire: Players take the roles of conspirators meeting to negotiate and shape the world. Has an interesting hidden-role mechanic. Players create roles for each other and then distribute them. Everyone reveals their goals at the end of the session to assess how they did.
  • Follow: Written by Ben Robbins, designer of two of my other favorite universal-adjacent rpgs Microscope and Kingdom. Follow’s a GMless, single-session game for telling the tale of a journey (race for a cure, a quest, hunt for treasure). A great, light game.
  • Karma: A Game About Consequences: A GMless rpg that borrows Fiasco's aesthetic. While its presents itself as generic, it has a structural hook: single session play leading to a final showdown conflict. The core rules include several thematic modules that feel like playsets
  • Tales of Entropy: A Game of Conflict and Consequences: Offers an adaptable system for stories where the players begin pitted against each other from the start. Rather than being free-form, a game's built on a pre-written scenario. Players build characters with a simple trait descriptive system. The company has an extensive library of scenarios available online. They're worth checking out.
  • 3Deep Core Rules: Uses a simple 2d6 mechanic and focuses on episodic play.
  • ALONe: A Solo Game Engine: Connected to a genre neutral card accessory called The Gamemaster’s Apprentice. ALONe allows players to generate characters and then solo play through stories spun out by that deck.
  • BURPS: Bez's Universal Role Playing System: I love the weird summary on RPGGeek. First it quotes from the introduction, “…has been designed as a reaction to the many systems out there where high-level, competent characters routinely do things flat-out impossible for ordinary people. Anyone can get lucky, and anyone can be unlucky when under pressure.” Then there’s a single sentence user summary, “The combat sequence is surprisingly complicated.”
  • Crazy 8s Core Rules Second Edition: I’m always excited when I find a new term for the GM, in this case “Talespinner.” Uses, as you might guess, 2d8s for resolution.
  • Drudge! Core Rule Book: There’s a lot of “It’s X but you can Not X” in the game’s self-description. I also appreciate that it’s “Six-sided dice based, for ease of transport and use.”
  • Hands of Destiny: Card-driven, as you might guess. Has hand-management as a key element of play. Cover has striking pixel art.
  • Phase Abandon (3rd Edition): This GM-less, narrative game has a wild cover, but one that makes me unsure what it’s selling. Narrative control shifts in this game with resource bidding to control that power.
  • SystemMech: “Chance-free tabletop roleplaying.” Straddles the line between rpg and a skirmish-scale tabletop miniatures system. The rules refer to it both ways. Very, very old-school miniatures-y despite being diceless.
  • StoryCube: The Roleplaying Game: A fan-created rpg using the eponymous dice. When Rory's moved to do their own board game-rpg hybrid they asked Creepy Assassin to remove their project.

Tuesday, June 26, 2018

12 Things About The Green Law of Varkith: Dungeon World

This Sunday I start five-sessions of Dungeon World using Brendan Conway's The Green Law of Varkith. It's one of three "Chaos Worlds" he's written (along with Last Days of Anglekite and The Cold Ruins of Lastlife). I'm also running a one-shot of this for Magpie at GenCon. To help orient myself (and my players) I put together a one-page setting summary for players.

I dig Varkith because I love city adventures and "community building." In Green Law players collectively run a guild in a fantasy city which draws inspiration from Planescape and Perdido Street Station. The PC's guild has stats and can evolve, like the Ark from Mutant: Year Zero and the Crew from Blades in the Dark. There's a distinct guild phase which happens every couple of sessions and can change things. Otherwise the play's more unstructured than Dungeon World or Blades. I'm looking forward to seeing what the PCs come up with. If you'd like the single page pdf, you can find that here

WHAT IS IT? Varkith is a crowded island city state and trade hub lying in the middle of the Bejeweled Sea. It’s the largest, densest, and most varied city in the world.

KEY HISTORY: The Green Law rules Varkith. Once there was an Age of Heroes, powerful, selfish individuals who roamed the world pillaging. Some came to Varkith to raze it to the ground. The Green Lady learned new magics and bound these Heroes to the city, creating the first Eidolons.

RULE OF GUILDS: More importantly the Green Lady crafted the rule that no individual could exist and survive in Varkith. Instead everyone had joined with others in Guilds. To thrive, to even exist in Varkith, one must belong to a guild. Hundreds exist, each with a slightly different mandate. They come in many sizes with the largest holding sway over deep powers and large spaces.

WHAT DO WE DO? Life in Varkith is about creating a Guild and clawing your way up. In play you will define your guild’s stated purpose and reputation. We explore stories related to that purpose in unstructured play. When significant time passes in game, we do a brief Guild Turn. NPC guilds on your radar take actions and then your guild makes make a move. We resolve that and work out changes to your guild’s position & stats, then return to normal play.

WHO IS THERE? Many people exist in Varkith. The rules have ten different ones, each of which may be any class. When you choose a people, you gain all their Custom Moves.

PEOPLES: Orkari: Pig-snouted folk of legendary toughness and influence. D’horvae: Fallen builders cursed with scar-magics. V’ss’liga: Squid & Fish-headed folk with a deep faith. Halarth: Tall, semi-insectoid people tied to a legendary culture. Siccyx: Hairless, white skinned humanoids marked with linguistic symbols. Isqu: Humanoids who fear their now-dead god. Krktri: Intelligent ant colonies with mechanical forms. Fellegrith: Corpses ridden by spirits transformed by their escape from The Black Gate. Ym: Extra-dimensional spirits bound to a crystalline matrix. The Freed Ones: Familiars escaped from wizards’ tyrannical rule

INFOVORE: You can find Infovore Nodes across the city, though only the House of News has reliable knowledge of locations. The Infovore’s a creature spanning the city which takes in and passes on information throughout Varkith. Guilders use this system to get and pass information.

CONTROL: The Green Senate contains the bureaucracy of Varkith. Most people only have access to the Grand Chamber, but the actual masters make decisions in the Small Chamber.

PLACES: Some worship at The Statue of the Green Lady, though she claimed no divinity. Largest bazaar in all of Varkith, The Open Market is a stacked, multi-level center of commerce beyond the control of any one guild. The Dockyards stretch along an entire coast of the island. Here adventures may even find their own ship. Temple Row showcases the competition between faiths, sanctuaries, and divinities—come for the gods, stay for the geas. The downtrodden Krktri have purchased a section of the city, The Hiveruns, and changed the architecture to suit their needs. The Mountain has been swallowed by the city, cut with tunnels leading to a massive prison at its heart, The Tomb. Atop the mountain lies a forbidden cube of power.

HIGH & LOW: Two extremes of Varkith show that the city’s promise of equal opportunity is false. The Heaps are tightly packed buildings, constructed one neighborhood atop the other over generations. Nothing is torn down, it simply serves as foundations. The weakest guilds try to eke out a living from here. On the other hand, The Glitters are marble carved estates and galleries owned by powerful guilds and families of Varkith, most often the Orkari. You’ll find most of the Green Senate lives here.

PEOPLE TO WORRY ABOUT: Rival guilds, of course as well as the Green Senate. But you should also be aware of The Jadethroats, servants of the city who can call upon the powers of the Eidolons to enforce the Green Law. The Lawkeepers, who handle most other justice. The Street Souls magically connect themselves to Varkith and can even reshape it. The Green Monks secretly (and illegally) worship the Green Lady.

FUTURE: Varkith has prospered and grown under these rules, but corruption, stagnation, and forces the Green Lady couldn’t have predicted have begun to threaten the city’s stability. 

Thursday, June 21, 2018

Hearts of Wulin Origins: Turncoat Lovers and the Return of Ageless Sin

Last week I ran Hearts of Wulin four times for Games on Demand Origins. (Full disclosure: I joined the Origins GoD advisory board this year). Overall we had good attendance-- some games didn't make in some of the weaker slots (Thursday's wonky, as is Sunday morning). But we filled every table in most sessions. I saw a bunch of Gauntlet people and folks I knew from G+. I actually introduced myself to people this time and got to talk to Sarah Richardson, Morgan Ellis, Mike Olson, and James Mendez Hodes among others.

As for Hearts of Wulin I came away from each session happy and spotted new ways players could engage the moves and options. I’m going to talk a little about what I did and what I saw. Then I’ll show off a new, sixth playbook that I took to the con, The Unorthodox.

I laid out the character playbooks just before the con; that let tweak moves and add player agendas. Handling entanglements presented a challenge. Most PbtA playbooks put relationship/background questions on the sheet itself. I wanted to keep everything on a single sheet do I needed room. Entanglements, for better or worse, aren’t tuned to a particular playbook. So I created a deck of 100+ cards with Romantic and General entanglements on them. I dealt players three of each and let them pick. They could redraw if none fit their concept. It worked well. It mixed up the threads each session and gave me more layout space. It’s a technique I might use for other PbtA games.

I wanted to make this process easier since players might feel out of their element. To help I made up character cards, male and female, with pictures. On the back of each I put sets of three male, female, neutral, wulin, or fighting style names. Those worked well; players could pick images for their character and NPCs from their entanglements. Sherri had a final suggestion after a f2f home game: a walk-through of the character creation process.

At the table I introduced myself and Hearts of Wulin’s concept, “Think Crouching Tiger, Hidden Dragon with equal emphasis on relationships and action.” Then I handed out basic moves sheets. I went through each playbook quickly. Since each of the six have three “role” variants, I tightened that as the sessions went on. Once everyone picked we moved through the character creation list. As they worked, I dealt out sets from the character picture deck. Once they’d gotten a couple steps into the process, I passed out the entanglement cards. There’s a lot to take in so I staged it.

With everyone having a rough outline, we went around to do quick introductions. I made notes, asked leading questions, and recorded their move picks. Then we went around twice filling in their two entanglements. For session three and four I used double whiteboards on the table to record names and draw lines for the connections so everyone could see. That helped a lot.

Character creation ranged from an hour to an hour +15. We took a break and then I threw them into the deep end. I used weddings, retirement ceremonies, and attacks by a long-dead foes to kick off the situations. Everything rolled out from there. We played for 2 ½ to 3 hours and I think in almost all cases I managed to spotlight everyone’s entanglements or at have their NPCs made an appearance.

OK, that's enough patting myself on the back. It was a good show and I really like Origins. Now I have to get ready for Gen Con. I'm going to be running for Magpie which will be a new challenge.

  • Morgan Ellis pointed out that the triangular entanglements need to connect between PCs. He suggested asking players to include one PC in each triangle. That’s a smart idea. It would give us at most eight NPCs in a four player one shot. I will try that next time.
  • Inner Conflict’s a good move, but I need to be explicit about when and where it happens. I also think there might be a way to incentivize it. I don’t want players repeatedly rolling for the same entanglement. It shouldn’t trigger when they just run into someone from that triangle, but when the situation becomes strained. I didn’t have any issues of push back on this, but I can tell from my own uncertainty I’ll need to spell that out better for GMs.
  • Some of the playbook moves with rolls don’t have a stated fail result. I want to specify those. On the basic moves sheet the Hearts & Minds move isn’t clear about the break between NPC and PC effects. That’s an information design issue.
  • I want to use an alternate XP system for one-shots so players can advance and give weight to the XP generating choices (from PC pressure, showing mercy). In the last session I offered XP on a Miss and gave an XP for rolling Inner Conflict. I also made advances cost only 5 XP.
  • A couple of the playbooks have roles that aren’t as useful for one-shots. For example those having to do with travel and new places. I should point those out those when I intro the roles.
  • Finally the new playbook, The Unorthodox, worked. I think someone picked it three of the four sessions. I did see a couple of issues. First, it has the potential to shift the tone. Pam Alexander pointed that out after the first session. I don’t think that’s bad, but it’s worth polling the table about. Second, I need to be better about providing opportunities for the moves from this playbook. John Alexander played the Prodigy in S3, but I didn’t give him great chances to use The Golden Lion or Kid with the Golden Arm. I noticed that after the fact.

I have three big tasks I’m going to move to next. First, explanatory text for the players and GMs about the moves. I need to define scale, move triggers, and marking chi. Second, I want to walk through each playbook. I’d like to put examples for each role and talk a little bit more about what their moves mean. Third, I want to lay out the process of campaign and setting building.

You say you don’t know martial arts and you believe that. But somehow you tumble through conflicts and flummox opponents. You have a style element, but no style or weapons beyond what you mistakenly pick up. Maybe it’s luck, a curse, someone taught you without your knowledge. The first time you fight a named opponent, you gain +1 Forward. However you must always show your opponent mercy.

You try to hide your martial skills. You might be fleeing enemies, running from duty, fulfilling an obligation, or protecting someone secretly. When you fight—against named foes or mooks—you may hide your stance. They will not recognize your skill and consider you merely a nuisance. If you win at a cost, you may offer discovery as part of that. On a miss your opponent realizes you’re something unusual. If another PC tries to pierce your disguise, resolve that as a PC vs. PC duel.

You have great power, perhaps beyond your ability to control. You may be untrained, cursed, or gifted with these technique. When you roll your style element to Duel, Deal with Mooks, or Impress, you may roll 3d6 and take the two highest results instead of just 2d6. However on a miss or when playing costs for partial success, you additionally cause collateral damage to the environment or people.

You have +1 Ongoing when interacting with common, salt-of-the-earth folk. You know how to show them you’re one of their own.

When you have your style element marked, you may opt to continue fighting by rolling +# of chi marked (max. +3). If you do so and have to mark chi, you instead mark Wounded and cannot continue fighting.

You have a loyal pet. It has been trained and responds to your commands. Choose two of the following tags for it: Adorable, Beautiful, Burrowing, Distracting, Hidden, Laborer, Messenger, Mount, Mimic, Performer, Sneaky, Tracker.

When you have your character walk alone into a dangerous situation you’re aware of but they aren’t, roll and mark XP. On a 10+ something alerts you before your adversaries take advantage; gain +1 Forward. On a 7-9, you’re taken somewhat unawares—the enemy can act before you (even the scale, seize something, change the locale, reveal a trap, close off escape, frame you). On a miss you fall into their trap or ambush

When you defeat a named foe, you may humiliate them comically if you show them mercy. You don’t mark XP but instead gain a bond with them. You may also choose a person or group who now views your opponent in a different way. Say who and how they now see them.

When you try to break something which can be broken, roll. On a hit you break it. On a 10+ you do so spectacularly or with impressive control. You may create cracks, trace characters, shatter into powder, break later, or collapse something massive (like an inn). On a 7-9, you simply break it or you may take the 10+ result by marking chi. On a miss choose: mark chi or have your breaking go horribly awry.

A secret group or order aid you. You may not be aware of their assistance. Once per session you can flashback to some preparation, interference, or negotiation they’ve done on your behalf. Describe it and roll. On a hit, they succeed. On a 7-9 they do so with attention or reduced effect. On a fail their interference causes you more trouble than help.

When you Study a situation looking for potential trouble, you may freely ask one of these two questions in addition to your regular hold.
• Who here is looking to cause trouble?
• What trouble is X looking to cause?
You gain +1 Forward when you interfere with that trouble

Tuesday, June 5, 2018

Hearts of Wulin & Pasión de las Pasiones: Origins GoD

For a host of reasons May got away from me and the blog. I’ve been running games and working on several projects, so I have lots of ideas and cool stuff to post. However I’m holding off for a little bit as Origins is next week! I dig that convention for the game space, chance to meet friends, and reliable access to food.

I will be running sessions for Games on Demand at Origins. Please come by and check that our amazing selection of games. I’m scheduled Thursday morning (9-1), Thursday evening (8-12), and Saturday morning (9-1). I’ll also be manning the desk for the last possible slot, Sunday morning. I’ve got lots of free time so I’m hoping to fill in if they need coverage, run pick-up games, and hang out with people I know from online and The Gauntlet.

Please come by and say hi! If you want to coordinate something, you can send me an email at edige23 AT gmail. I actually have a phone which can check my messages. It’s a crazy revolution in decades-old technology.

I have two games on my menus for the convention:

Hearts of Wulin
Virtue vs. Villainy! Obligation vs. Passion! Justice vs. Tyranny! The heroes of Wulin battle for a better world while struggling with their own intertwined duties, desires, and destinies. You are heroes trying to serve your family, faction, or ideals. High-flying action, romantic confusions, and secret schemes abound. This game aims to emulate the high drama feel of stories like Crouching Tiger, Hidden Dragon; Fox Volant of Snowy Mountain; Painted Skin; Proud, Smiling Wanderer; Princess Agents, and more. Tales of misunderstandings, betrayals, and farce mix with martial arts action.

This PbtA hack borrows liberally from Apocalypse Engine games like Masks, Monster Hearts, and The Veil. We’ll tune characters and relationships in the first hour and then throw into action-melodrama in the wulin world.

I’ve recorded some sessions of this, you can check out the most recent ones here:

Pasión de las Pasiones
Pasión de las Pasiones is a PbtA tabletop role-playing game where you play the cast of the world’s most dramatic and exciting telenovela: Pasión de las Pasiones, as well as the family watching at home. In Pasión de las Pasiones, lies will be exposed, plots will be shattered, hearts will be broken, and if you’re lucky, you might even get a happy ending…at least for now.

We’re using the rules from the Magpie’s recently released ashcan of this. I love melodrama and this game has it. 

If you’re curious about this game you can see my online sessions here:
Twin Betrayals: Session One:
Twin Betrayals: Session Two:
The Scent of Love: Session One:
The Scent of Love: Session Two:

I’m also bringing along a couple of “just-in-case” rpgs, including Magic, Inc which uses Action Cards and whatever else I find that looks easy to pack. I'd love the chance to run HoW a few more times for folks who are interested.