Showing posts with label Ghost/Echo. Show all posts
Showing posts with label Ghost/Echo. Show all posts

Sunday, November 6, 2016

Goal Setting and Risk Taking

I need your opinions on an idea I'm playing with...

A little while ago I ran a game with a system I kitbashed out of a variety of different RPGs,

The primary source for the mechanics were the systems Otherkind by Vincent Baker, Ghost/Echo, and other hacks of those rules. While each of those games describes the mechanic their own way, my personal take on the mechanic works like this...

***

Any time you take an action [of any kind] that could be challenged in some way (by opponents, environmental issues, a looming timeline) you role two 6-sided dice.

The first die represents the player's/PC's Goal.
The second die represents the player's/PC's Risk.

The goal is what you want your PC to accomplish.


For example: Joe's PC is trying to pick a fancy lock in order to get into a safe.


The risk is what can go wrong when the PC tries to complete their goal.


For example: There is a risk that the burglar alarm will go off.


Failing to achieve the Goal is NOT a risk. If you don't make a the Goal die roll successfully, your action fails. The risk can still happen. How? As follows...

The Goal Die: 

  • A Roll of 1-2 Fails to achieve the Goal.
  • A Roll of 3-4 Accomplishes the Goal, though not complete. A partial success.
  • A Roll of 5-6 Accomplishes the Goal.

The Risk Die:

  • A Roll of 1-2 Means the Risk happens.
  • A Roll of 3-4 Means the Risk happens, but it isn't so bad. A partial failure.
  • A Roll of 5-6 Means the Risk doesn't happen.


Going back to my example:

Joe's PC rolls with the Goal of picking the lock on a safe, and the risk of setting off an alarm.

Joe rolls 6 on the Goal Die, and 1 on the Risk Die. The safe is open, but the alarm goes off.

Joe rolls 1 on the Goal Die, and 6 on the Risk Die. The safe won't open. Luckily, the attempt doesn't set off the alarm.

Joe rolls 3 on the Goal Die, and 4 on the Risk Die. The safe unlocks, but is stuck. It's going to take a little muscle, and time to pull it open all the way. The alarm makes a loud, short beep, and then dies off. A short circuit? Probably. Well, it's not on now, but someone might have heard that.

The beauty of this system is that you can succeed, but something bad could still happen. Likewise, you can fail and crap could hit the fan, or you can fail and things could still be fine. 

Plus, I love the idea of letting the player determine the nature of the Risk involved. I have noticed some players have difficulty coming up with an appropriate Risk, and in those cases I'm happy to help come up with something appropriate, and hopefully entertaining. 

n my opinion, and from my experience, this occurs because most players are wrapped up in the idea of pass/fail. They assume/expect/hope that if they don't achieve what they are aspiring to do, well that's it. Situation permitting, the status quo is maintained. If you roll to hit an enemy and miss, you didn't hit your target. They aren't injured. Nothing untoward happens to you the attacker either. The combat continues.

Imagine instead a die mechanic that says you missed, and broke your bow string. Perhaps you hit, but only nicked the opponent. What about hitting your opponent dead on, but you chipped your sword doing so? 

I think you all get the idea of the basics. Let's move on to some expanded ideas, and my issue...

Advantages

Let's say you are creating a character who is a doctor. When you want to do something in the game, you state your Goal, roll the Goal Die and hope you get a high number. You also come up with a Risk, roll the Risk Die, and hope you also get a high number (and therefore lower, or eliminate the Risk).

Now, if the Goal is healing a injured person you might say, "My PC is a Doctor. Shouldn't I have a better chance of achieving my Goal?"

The answer is yes. In addition to your Goal Die, you roll an Advantage Die. When determining whether or not you met your Goal, pick the higher of the two rolls. For example: The Goal Die roll is 3, but the Advantage Die roll is 5. The Goal is met successfully thanks to the Advantage Die!

Likewise...

Drawbacks

Should the situation your PC is in be less than optimal, the Gamemaster may add a Drawback Die to the Risk Die. If you were a doctor trying to heal someone in complete darkness, or without the proper equipment, it would likely increase the Risk, or run counter to the Goal.

If a Drawback Die is added to the Risk Die is might look something like this: There is a Risk of the injured person's wound becoming infected. Roll a Risk Die, and a Drawback Die, since the doctor PC is working by moonlight only. The Risk Die comes up 5, but the Drawback comes up 2. While the wound may be patched up, and the injured individual can stand, it seems infection has set in.

Alternatively, the Drawback hampers the Goal. Instead of increasing the chance of Risk, you could have the Drawback Die subtracted from the Goal Die. A roll of 1 on the Drawback Die would still allow for a complete success of the Goal if the Goal Die came up a 6 (5 still totally achieving the Goal). This kind of runs counter to the idea that you want the Goal roll high, and the Risk roll high however. 

My question is...

I want the ability to have comparative level of skill, and the capacity of PCs to improve in order to give the system the ability to run campaigns. That is to say, it is my feeling that for campaigns to go on for a good length of time, PCs should improve their skills and abilities, even if it's slow, and/or marginal.

I can't really figure out a balanced way to do that with this system.

Any suggestions?

AD
Barking Alien





Friday, September 16, 2016

Lights Over A Bowl of Dust

Wednesday evening I covered for our regular Kapow! GM Keith, who runs an excellent Superhero RPG campaign over Google Hangouts. Actually, he's been doing it a good two and change years now.

Periodically I run something with the same group, usually when Keith is unavailable for some reason as was the case this time. This past week and next he is moving and so I stepped in with a planned two-parter.

Originally I had intended on running my Ghost Story RPG, 'Unfinished Business', but I decided to wait. A suggestion on a setting time and place by one of the players (Thank You Carl!) gave me a moment of Gaming Epiphany and I switched gears to another long time game idea I've always wanted to try.

Instead of a Ghost Story, I went with a UFO/Mystery/Period Piece set in the mid-1930s. The game had odd though overall effective pacing (I'll elaborate in an upcoming post) and generally went over very well. I am really happy with how it turned out.

Here's a session recap...


Act I


Oklahoma. The Dust Bowl. September 1936.

Years of drought, and dust storms have turned the great plains of America's heartland into a desert. Salt of the Earth farmers do the best they can to survive. Many abandon the state, and head west to California. President Roosevelt works to address the hardships of the struggling homesteaders as his New Deal plans seek to pull the United States out of the economic difficulties of the Great Depression.




On a lonely stretch of Route 66 between Oklahoma City, and Tulsa, Mr. and Mrs. Hildy and Archibald Dunkirk stop to fix a flat tire. Hailing from swank society Chicago, the married Reporter and Photojournalist duo have been covering the dust storms and the effect they've had on the fine people of the state of Oklahoma. Unfortunately, one such storm, a real doozy of a humdinger, is right on their heels.

Enter Deputy Sheriff Milton Stokes, out on the road looking for travelers stranded by the rough conditions. Getting reports of high winds, brush fires, and peculiar lights in the sky, Stokes comes upon the couple and tries to lend a hand.

Meanwhile, blues guitarist 'Albuquerque One-String' Simon comes upon the group. Taking the bus when he can afford a ticket, hitchhiking when he can't, he sees the people and cars ahead and tries to make a break for them before the devil of dust storm catches up to him (and them as well). He wants their aid and shelter in one of their vehicles, but he also wants to warn them just the same. Momma Simon taught her son right.

Simon is facing the storm and sees it a'coming clear as day, even though it is nearly dusk and the muted hues of land and sky make it all bleed together on the horizon.

Deputy Stokes and the Dunkirks realize trouble is truly brewing when the wind picks up out of nowhere, roaring to life, and drowning out all other sounds. Stokes runs to his car to report back on his location and that he's trying to aid some folks, but after a few moments he loses the conversation to static. The sky grows darker and the headlights of his car flicker. The Dunkirks' own car radio gets louder, then inaudible, then back to normal in a blink. At normal decibels it is completely drowned out in the din of the wind.

Albuquerque is getting close, so he shouts as loud as he can, but they just can't hear him. He waves his arms frantically and Hildy sees him in her car's rear view mirror. Taking off her reporter's hat, she dons a scarf, or kerchief, and long gloves, then rushes out to help the poor fellow. Archie sees her and knows he must go to his wife's aid (or he'll simply never hear the end of it)! Stokes focuses on finishing fixing the tire. When he's done he runs over to see the rest of them have formed a Human chain, attempting to pull Simon towards the police car.

Just then, a low flying plane, like a crop duster, sails just over Stokes' head. He can see some sort of light coming from underneath it. He can not hear it at all. Even with the rolling thunder of the wind, the plane seems quieter than a church mouse.

Stokes grabs the bumper of his car with one hand and Archie Dunkirk's arm with the other. Archie grabs Hildy. Hildy grabs Simon. Simon holds on to his guitar for dear, dear life! The Storm Arrives! Everyone is pelted in the back (Simon in the face) with sand, grit, dust, and debris. As the mysterious aircraft flies overhead, Stokes catches sight of another object some fifty feet up in the rapidly darkening evening. It looks like a ball of orange fire...

The storm is caught by a terrible cross wind and what seemed like it couldn't get worse, does. A wide tornado of gravel, dust, and dry grass forms around the group. For a brief moment - the blink of an eye - the beat of a heart - the group seems buffeted by wind, but relatively safe in the eye of the whirlwind.

Just as suddenly as it formed, the massive dust devil POPS! A thunderously loud explosion overhead breaks up the dust storm, slamming all the people on site to the ground, flat on their backs, with such force that they are all knocked unconscious...

End of Act I

Our players and characters are...




Hildegard 'Hildy' Dunkirk, Mrs. - Reporter, The Chicago Eagle - Chicago, IL (played by Melinda S.)

A spunky, good girl with a heart of gold and a bank account to match, Hildy Dunkirik has the epitome of both a 'high society debutante' and a spirited, big city reporter. 

'Roughing it' in the rural wastelands of depression era Oklahoma, she nonetheless strives to tell the honest, Human side of the the Dust Bowl's situation. 




Archibald 'Archie' Dunkirk, Mr. - Photographer/Photojournalist, The Chicago Eagle - Chicago, IL (played by Stephen H.)

Likewise born with a silver spoon in his mouth (but one not as shiny as Hildy's), Archie Dunkirk has been given the opportunity to pursue his interest in photography. With a brave demeanor and a talented eye, Archie has managed to become well known and respected back in Chicago for his gripping photos that powerfully depict the plight of the common folk.

Archie is bit of a klutz with any machinery or equipment other than his trusty camera and photography gear. Nobody's perfect.




Simon 'Albuquerque One-String' Simon - Blues/Jazz Musician - Albuquerque, NM
 (played by Carl E.)

Born and raised in Albuquerque, NM, Simon Simon (Momma was a good woman but none too creative) grew up poor and largely uneducated. A self-taught guitarist with a second hand guitar, One-String Simon made money doing odd jobs and playing in dive cafes and on the street. 

One day, Albuquerque received a letter from a famous musician in St. Louis asking him to join his band for a spell with the possibility of hiring Simon full time. The musician had heard Albuquerque play while passing through One-String's home town. The fellow was the leader of a blues band of some notoriety and Albuquerque knew this was the opportunity of a life time. 

Packing up all he had (which was basically his hat, his guitar, and his one good suit), Simon alternated between bus, train, and hitchhiking to get where he needed to go.




Milton Stokes - Deputy Sheriff - Oklahoma City, OK (played by Mark O.)

An Oklahoma native and life long resident, Milton Stokes is an honest man doing an honest job for honest folks. He can't stomach it when folks in need go without. That's why he does what he does I reckon.

Stokes native status means he knows the people around these parts like he knows his own shadow. He's on a first name basis with all the bus drivers, the milkmen, the mailmen, the farmers, and the old lady who runs the motor lodge up around Sand Creek way. 

When strange things start happening around the area, rest assured Deputy Stokes is on the case.

***

A storm, dead car batteries, a midnight rescue by a bus driver and his charges, an out of the way motor lodge, strange radio signals, and a series of lights in the sky later, and this eclectic group of strangers seem to have uncovered a mystery that grows stranger and stranger as the night wears on. The Dust Bowl is empty of water, but it might very possibly be full of...something out of this world.




AD
Barking Alien






Thursday, January 19, 2012

Speculative Engineering I

How do I know, at this point in my blogging experience, that I am a 'hit'?

Well, I now realize that it may have something to do with my lack of comments. Yes, my lack of comments. Apparently, considering the fairly large number of views my site gets, readers are so stunned by my brilliance they are unable to think and write back intelligible responses. Naysayers are rendered incapable of saying nay! I win the blogging!

So long as it doesn't go to my head.

***
I was thinking about games mechanics the other day and how,while I usually prefer they stay the heck outta my way
, I need them to be able to facilitate the kind of games I want to run and create.

Part of the reason for this particular musing is that I am once again working on my 'Project X' RPG that I've mentioned in the past. I intend on self-publishing at least one RPG this year. I have ideas for others but let's get this first one out and see how it goes.

To that end, I have been imagining all sorts of wacky rule mechanics and I've come across one that intrigues me for some reason and yet I am not sure I will be using it for anything. What do you guys think of this idea...

Players have a choice when it comes to taking an action. Any action. They can choose to roll the dice and see what happens or take an automatic Pass or Fail. If you take an automatic Pass you accomplish your goal, succeeding at a skill check or hitting an opponent but suffer some penalty as a result. Likewise, you can declare an automatic Failure and net a benefit toward some other action.

Now this isn't really a new idea as there are some Indie Games that utilize a similar mechanic. In fact, a game called Ghost/Echo is wholly focused on this dynamic with actions taking the form of Goals and Dangers or, in an excellent hack of this that I saw based on Men In Black, Goals/Risks and Benefits/Dangers. I am seeing it slightly differently in my head but reading the concepts from Ghost/Echo, S/Lay w/ Me or Men In Black/Project: Blackbook will give you some idea of my inspirations.

The idea is that by increasing or decreasing the risk or danger to your goal or action, you can gain some kind of benefit. The opposite is also true. You can take the easy way out and automatically succeed but you are going to have to pay back Lady Luck for the assist at some later point in time.

I actually think this would be awesome as a plug it for D&D (whose combat system I find especially boring). You can automatically hit the leader of the Orc tribe this round by next round you fight at -2 because...I know!...because you chipped your sword hitting his armor last round. You could let yourself take a hit on purpose from a strong opponent and gain a +2 to hit him or save versus his attacks the following round because...know that you watched him you can better predict his style. It was chancey but worth the risk.

I actually imagine a considerably more developed system for this idea. Or at least, I think it would benefit from a more developed array of options as to what you would lose or gain for opting to go this route. It would also have to be tested to make sure it doesn't steamroll over rolling randomly. I still would want players who prefer that option to be able to do so.

What do you think?

AD
Barking Alien