Saturday, September 26, 2009

Character Creation: Colonial Gothic

 Been a while, huh?

The Game: Colonial Gothic, Revised Edition
The publisher: Rogue Games
Degree of familiarity: None. I've read the book, and well. Thoughts below.
Books Required: Just the core book, which I bought at GenCon.

 
Now, I'd heard about this game and heard good things. It's a niche for a historical horror game that I thought was both appropriate and under-used: The American Revolution. History gets more interesting to me the more recent it is, and the Revolution seemed like a pretty interesting time to be killing vampires. So I bought the book at GenCon and talked to Richard Iorio about it a little. System seems interesting, premise was good, OK.

And then I read the book. Now, I worked for White Wolf, as you all know, and much is made over White Wolf's frequent editing and grammatical errors. But I'll tell ya, when I read WW books, even the ones I don't work on, I don't see it. I mean, I catch one or two here and there, and sometimes we get annoyingly embarrassing mistakes like the whole "bloomer" thing in World of Darkness: Antagonists or the book title being misspelled on the spine of Fallen Tower. But man, it felt like I was seeing some pretty amateurish stuff in this book. Or maybe it was just that the mistakes I saw were pet peeves of mine (and in fairness, I have no idea if they come from the writers or the editor, since Scribendi has consistently fucked up WW books for a long time now).

For instance, I noticed "effect/affect" being misused a bunch of times. Lots of passive constructions, "there is/there are" statements, which aren't wrong, but I've been conditioned to read them as weak. I didn't see "loose" being used as "lose," which might have prompted action (probably of the "groan and shake head" variety), so that's good.

But beyond editing, the book just didn't grab me. Which is a shame, because I was all ready for it to. I wanted this to be a game that yells "Run me!" because it'd be a fun thing to try out with my players, but I've got so many other games that just look fun. And after reading, I can't remember much about it at all, which is not a good sign.

Oh, wait, here's something I do remember: There's a section on religion. It discusses the various flavors of Christianity that were prevalent; Quakers, Puritans and the like. And then at the end, we get this paragraph:

No discussion about religions in the colonies would be complete without mentioning the Indian tribes who call this land "home." Though many attempts in the past have been made to convert the tribes to the religious beliefs of the colonists forcibly, many still hold their tribal beliefs close.

And that's it.

Anyway, with all of that in mind, it's a game I'd love to play, because I'd like to see it in action. So, me am make character!

Character creation has five steps. Step One is deciding on Abilities. We get a pretty typical spread here: Might, Nimble, Vigor, Reason and Resolution.

Minor point: Is "nimble" ever used as a noun? If not, it's inconsistent with the other Abilities, and should be called "nimbleness."

Anyway, I get 55 points to divide up. Since I'm dividing points before doing concept (which I'm not saying is bad, it just makes for a different kind of chargen), I think I shall consciously avoid my usual "jumpy-flippy" character.

Oh, wait. This is fun. Under the "Hero Creation Process" header, it says I get 45 points for Abilities, and then further down the page it says I get 55. C'mon, guys. I'll take 55. If 7 is average, then I could put them all at average and have 20 points left over. Wait, that means I'd have four of my five stats at 12, which is the maximum. Damn, I guess they do mean 45 points.

OK, take fucking two. 45 points. 7 in all five stats, with ten left over. Much better. I'll boost Might to 10 (7 points left), Resolution to 12 (2 points left) and Vigor to 9. I'm strong, yeah, but really I'm unshakable.

Some bad book design ahoy. The steps at the beginning of the chapter say I go from Abilities to Background, but after Abilities, we get a discussion of Fate cards. So do I do those now? I guess I should do some Background first. I want my character to be kind of rough around the edges, and I like the idea that he doesn't owe anybody anything. I'll make him a former indentured servant. He left England because he was in trouble (I'll think about why later, since it'll be a Fate card) and to pay his way to the New World, he agreed to a term of service. He wound up skinning animals for a wealthy tanner, and so he's got nicks and cuts and scars all over his hands. He finished his term of service and left with his termination pay, as well as a couple of knives that the tanner felt were too worn to be useful.

The book recommends I consider a few questions, so I shall:

Where and when were you born? Let's say he's now 28, and was born in London.
How do you feel about Magic? I don't think he's seen it yet, but he does know that death and blood can be powerful things. That doesn't mean he wants any part of it or thinks it's right, that's just how it is.
What makes you a Hero? I like this question. His will makes him a Hero. He's committed to freedom as an ideal. That's not freedom from responsibility or work or hardship or care. He's a full supported of the idea of indentured servitude - you agree to the work, you do the work. He hates the notion of slavery and abuse of servants, though, but he's equally contemptuous of slaves who put up with that treatment.
What do you think about the War for Independence? He sees himself as independent already, so he doesn't much care. If he sees some tangible proof that England is really fucking the Colonies, though, he'll be ready for war.
What defines your Faith? The idea of personal independence. He can't stand Puritans or Quakers; they're either meek or intolerably nosy. He's probably Anglican, but the dogma is less important than his own take on it. He'd be very surprised to learn that the phrase "God helps those that help themselves" isn't actually in the Bible.

OK, keen. This guy's starting to take shape. Let's do the Fate cards. These are cards that the GM can whip out to mess with me during play, that define my beliefs and so on. I get five of them.

  • "You killed a man on the streets of London by smashing his head against the street. He turned out to be a rich man's son." - This was why my character left London; he knew the dead guy's father would track him down.
  • "You saw a dead deer get up and walk 18 steps - after you'd already skinned it." - Magic, and good flashback fodder.
  • "You fell in love with a woman on your ship from London, also a servant. She was taken to Boston, but you aren't sure what happened to her. Her name was Rose. You never spoke to her." - I'm a sucker for unrequited love.
  • "You never trust a man who offers to buy you a drink, because of what happened to your father." - I'll leave that open for the GM to screw with.
  • "You cut your master with a blade while skinning once, because he was standing too close. He still thinks it was an accident." - Further definition of his issues with personal freedom and personal space.

Now, Skills. I get Trade (Leatherworking) at Base Rank, whatever that means, and Language - English (Fluent) for free. Then I get 55 points to buy Skills. Let's see how this works.

OK, this is kind of weird. You buy Skills using these points, sure, but to buy the first rank, you pay a number of points equal to the associated Ability. Get that? It costs more to buy Skills if the Ability is higher. Shouldn't it be easier to get good at a Skill if you've already got natural talent? But whatever. This system is a simple 2d12 roll under a target number affair, and the TN is the associated Skill + Ability. So shooting someone, presumably, is Nimble + Shoot; I have to roll under my total of those traits on 2d12.

Still, weird point expenditure. OK, I get Trade (Leatherworking) at Base Rank for free. That's Rank 1. The language here is confusing, and it doesn't help that the chart for buying skills in the book is wrong. Argh.

OK, I'm going to run out of points very quickly if I buy Might or Resolution Skills. Let's flip through the Skills and see what I really need. Holy shit, I don't have nearly enough points. Is this system meant to make sucky starting characters (boo!) or characters that only have a few skills, even if concept dictates others (boo!).

Like, here's the thing. I want these Skills:

Animal Handling
Athletics
Brawl
Intimidation
Melee
Thrown

There are others I'd like, but I figure these are appropriate to the concept. Now, to take these at Base Rank is 56 points. If I wanted to boost them higher, to give myself a chance to, you know, succeed on rolls, well, I have no way to do that. ASS. I guess what I'll do is ditch Intimidation. It doesn't make sense that I wouldn't have it, but it's the most expensive and I need those points. That gives me 12 points back, so I actually have 11 to throw around.

Now, taking Skill ranks past Base costs half the appropriate Attribute. Every time. Argh. OK, so if I want to raise Melee to Rank 2, it costs 5 points. I do, as it happens. I'm also going to specialize in Knives, so my effective Rank for not-knives drops to 1, but with knives I have Melee 3. I have 6 points left. You know, I think I'll drop Thrown, too. That gives me 7 points back, so I have 13. I'll buy another rank in Melee (5 gone) and another one in my Trade (5 gone), leaving me with 3 left. I'll buy up Animal Handling to Rank 2 with that, I guess.

Finishing touches. I'm meant to choose name, gender and age. I did age already and gender is obvious, so I'll do name. His real name is Timothy Edwards, but upon getting to the New World his master just called him "Skinner," so that's what he goes by.

Oh, gotta do derived traits. I get 45 Vitality, 45 Resolve and 60 Sanity. I have no idea how to mark those on these weird boxes, so I just marked off the bottom row. There, that's me done.

Tuesday, September 8, 2009

Character Creation: 3:16: Carnage Among the Stars

There's a really deep game in here, I just know it.

The Game: 3:16 Carnage Among the Stars
The publisher: Box Ninja
Degree of familiarity: None. I've read the book and heard good things about it, and I'd really like to run it at some point.
Books Required: Just the book, which is teeny. I picked it up at GenCon, because I have a policy about buying an IPR game at cons and this was one of the few that I'd heard of but didn't own.

 
OK, so 3:16 is not a Christian RPG (I thought it might because of the whole 3:16 thing, figuring it might be a reference to John 3:16, which says something like "vote Republican!", but I haven't read my Bible in a while). Anyway, in the future, everything is perfect. You don't die unless you want to, because we can fix pretty much anything. No war, no violence...well, actually plenty of both, but not between humans. No, in the future, you can join the Expeditionary Force, travel the universe, encounter strange alien beings and blow the living fuck out of them so they never have a chance to encounter, and therefore inconvenience, Terra.

Seriously. The whole point of the army is one big preemptive scorched earth deal. And you're holding the gun.

In this game, you don't roll to see if you hit in a fight. You roll to see how many fucking aliens you kill. The only stats are "Fighting" and "Non-Fighting." Well, that's not true. You also get flashbacks, which either let you kick ass (Strengths) or lose on your terms (Weaknesses), which I like, because I don't mind my characters getting fucked, but I'd rather have some say in it.

So, OK. Let's do this.

Name: The book recommends I just need one name, rather than a full name. I shall name my soldier...hmm. You know, here we run into one of my issues with both fantasy and far-future games. You've gotta figure that naming conventions are different than what we've got now, either way, so how do you pick a name that sounds a little off from our expectations but not totally whack-a-ding-hoy? Incidentally, the multiple Academy Award-nominated* film Jason X named characters in the future after Everquest characters, so that's a kind of full-circle naming weirdness.

Anyway, my character's name is "Coop." Yeah, it's short for "Cooper." Because in the future, two syllables is too much work.

Reputation: Here we provide a quick summary of our character. We're apparently Legion, today. PIGS. Anyway, I think Coop is lazy. He joined up because the recruitment posters showed soldiers on some bio-luminescent beach sipping cocktails, and damn it, he's been to that beach, and it's only glowing because we nuked it. But he's in the shits now, and he can't go home to the real paradise. I'll pick "Lazy Sulker" as my reputation.

Abilities: Like I said, I get two abilities, Fighting and Non-Fighting. That should be pretty self-explanatory. I get 10 points to split up, each has to get at least 2, so I'll put 4 into Fighting and 6 into Non-Fighting.

Kills: I roll a d10 for every point in Fighting I have. Hang on. OK, 14. That's how many aliens I've already fragged, probably with a grenade or something. Shooting guns is work.

Flashbacks: You do these in play, not in chargen, so never mind this bit.

Rank: The Rank of Sergeant goes to the character with the highest Fighting. That's assuredly not going to be Coop, so he's a Trooper.

Kit and Training: I note my stuff. I get: Mandelbrite Armor, knife, hydration tablets...hell, it's on the sheet. I also get a choice between an energy rifle and a slug rifle, and I'll take the laser, thanks much.

And that's it. Wow. Easiest character I've made since Taem

*OK, not really. 

Saturday, September 5, 2009

Failure Is Not an Option

I made a discovery a few years back. I don’t remember what exactly triggered it, or indeed if there was a single event or moment in a game that led me to this realization. I think it’s more likely that I knew it subconsciously long before I ever spoke the words, but the discovery was this:


The players like to win.


I say it a lot now, both to myself and to other Storytellers who pride themselves on chuckling evilly and muttering about how they like to make their players’ lives difficult. Most of the time, when I repeat that mantra they look at me funny, and then say, “But you can’t win a role-playing game!”


Well, the truth is, you can win a role-playing game. You just have to keep in mind what the goal of such games is: To have fun. That said, what I mean when I say “the players like to win” is, “the players like it when their characters succeed at the tasks they choose to undertake.”


And yet, there are an awful lot of games and systems within games that seem to indicate that playing failure is fun, too. In this essay, we’re going to talk about characters with crippling deficiencies, how to interpret failed die rolls, how Storytellers can spin planned failure and avoid having dice bounced off their heads, and the many faces of Pyrrhic victories.


My Character is Lame: Flaws, Drawbacks, and Disadvantages


Most games include a system wherein you can take traits that act to the detriment of your character. They’re variously called Flaws (World of Darkness, et al.), Drawbacks (Chill, et al.), or Disadvantages (GURPS, et al.), but it all boils down to the same thing: Your character is less capable than the “base,” therefore you get a few more points to build her up in another area.


If you presume that player characters represent the base capability of any given person in the game world, the logic behind these traits is horribly flawed. I am not the equal of everyone else in the world, or even everyone else in my age and cultural group. The bum staggering down the street toward me might, if statted as a character, have such crippling flaws as Alcoholic, Mentally Ill, Homeless and Smelly, but that probably doesn’t mean he’s stronger, smarter or faster to make up for it. Indeed, most flaws, in real life, wind up being detrimental to development in all other areas of a person’s life.


The presumption is most games, however, isn’t that the characters are just normal folks. It’s that they’re the protagonists of this story (so right away, it should be obvious that we’re operating on a different level from real life), and thus they are more capable than most folks. Going back to the bum, he doesn’t need to built on the same point base as the characters, because he’s a supporting character at best, and more probably an “extra.” Even when the NPC in question is closer to the player characters’ capabilities (say, in a game of Vampire: The Requiem, the character in question is another vampire), the NPC doesn’t need to have the same “point base” as the characters.


On this premise, the “flaws balanced by extra points” model works a little better. Most games explain taking flaws by saying something about players being able to make their characters a bit more well-rounded, “realistic,” dramatic, and so on. Some games are even honest enough to say something like, “you probably won’t have enough points to build the character you want, but you can get more by taking flaws.” The truth of the matter is, though, that players who take flaws for their characters do so for one of two reasons: Because they like playing characters with flaws, or because they want the extra points.


Now, wanting the extra points doesn’t mean that the player isn’t going to play the flaw, or that the flaw isn’t an important and interesting part of the character, or indeed that the player is some sort of twink. It means that the player is using a game mechanic as presented, and there is absolutely nothing wrong with that (I almost always take flaws for characters I play, and I play ‘em to the bone, but I also spend those extra points). Certainly I’ve run into players who sneak in flaws that they assume will never actually deter their characters, just to get some extra points. As a Storyteller, I recommend letting them take these flaws if at all feasible and then using them to best advantage the very first session (pure silliness, like taking a phobia of the ocean in a game set in Utah, should be disallowed, unless you’re playing a game that rewards silliness, like Toon).


But what about the players who like playing characters with flaws? Characters in role-playing games are most often defined by their power, be that by the supernatural or mundane skills and abilities that they possess or simply by the fact that they are powerful in comparison to the rest of the world. Even in games where the characters are the underdogs (like Hunter: The Reckoning and All Flesh Must Be Eaten), the characters are still superior to most of their peers — once again, because they are the characters. Playing a character defined by a flaw, be it physical, psychological, or supernatural is indicative of a player who wants something different out of the game than simply besting opponents and racking up experience points (it could also be indicative of a player who sees himself as flawed in some way, I guess, but that’s rather out of my depth).


So, what does all this have to do with success or failure? Consider this: Flaws and disadvantages in role-playing games should be impediments and character facets. They should be obstacles to be overcome during the course of the story, meaning that as Storyteller, you should present opportunities for characters to recognize, fall victim to, and ultimately overcome their flaws. Players, when you choose these traits, you should expect your character to suffer from them occasionally.


As an example: A friend of mine played a character in a game of Dark Ages: Werewolf with the Lame Flaw. In game terms, this means that the character suffered from a limp and couldn’t run as fast as her packmates, and that’s really about it. But the player took this a step further; the character didn’t tend to get into combat because her packmates usually reached the enemy and killed it before she had a chance. As such, the character was “apart” from her pack during dire circumstances, and even during the few times I ran the game, it was evident that this was having an effect on the group dynamic (I’d have been very interested to see how that dynamic evolved over a long period of time).


Note, too, that flaws don’t have to give you points to be important and necessitate attention during the game. A personality trait that you decide (or discover) in your character can be detrimental to the character or to the group, as long as it isn’t detrimental to the story. Some games, for instance, give point bonuses for traits like “Impatience” or “Curiosity,” and that’s fine; it tends to get the group moving when things bog down. “Honorable” is another trait often listed as a flaw, the logic there being that a character who can’t lie well is going to suffer penalties on attempts to deceive people. From a strictly game mechanics point of view, that makes sense, and if the result of that flaw is such a game penalty, well and good. If the only "effect," though, is "you should roleplay your character as being curious/honorable/etc.," I wonder about that trait's efficacy in the game. Does everything need a number attached to it? No, but my experience has been that folks who don't like rules ignore them anyway, and those who prefer that the rules work get annoyed when they get handwaved. Silver Age Sentinels from the now-defunct Guardians of Order stipulates that Defects are traits over which the character has no direct control — things like nemeses, physical defects, and so on. Personality traits can be fun to play, but they don’t give you extra points.


Another way to run flaws, incidentally (and the World of Darkness system does this), would be for the players to receive experience points or some other benefit when the flaw actually comes into play during the game. This would prevent people from taking ridiculous flaws, and would only reward players who play to their characters in their entirety. Games using the FATE System, including Spirit of the Century and Houses of the Blooded, use something like this; when one of a character's Aspects causes his trouble, the player can accept a Style point for it (or spend Style to avoid it). Ubiquity, which powers Desolation and Hollow Earth Expedition, does something similar.



Another category of flaws that bears special mention are those that have a bearing on a character’s ultimate destiny (you’ll sometimes see positive traits, like “Merits” or “Advantages” labeled Destiny, too, but taking such a thing as a flaw puts a different spin on the idea). If a character has a flaw like “Dark Fate,” this puts a couple of big obligations on the Storyteller. Not only do you have to screw that character over in some hugely dramatic way, but you have to make sure that nothing happens to the character before the boom falls (or if it does, you’d better be prepared to spin it in such a way that it fulfills the flaw’s parameters). I’m of two minds about flaws like this. On the one hand, it can be a cheap dodge of players who don’t want their characters to die and know that very few games ever actually end, meaning the moment of destiny will probably never arrive. On the other hand, it’s cool when players try to work out what their characters’ story arcs are going to be; I had a Storyteller ask me once what my character’s “tragedy threshold” was and then arrange a chronicle event accordingly. Some games ask during character creation what a character's path or story arc might look like, building in the notion that every character has a destiny (though it's typically kept loose; hard to account for everything that might happen during a game).


The Dice Hate Me: Incidental Failure



I talk about dice and when to use them in another essay, but I want to address a couple of points here on the subject of failed die rolls, more for players than Storytellers.


I’ve seen it happen a million times; the player throws the dice, the rolls fails, and the players says, “Can I try again?” with no hesitation. Yes, failure is a bummer, but next time, try considering what a failed roll really means. It might mean that your character doesn’t know anything about what’s being discussed, and, that in mind, might decide to stop thinking about it (especially if you took those extra points for flaws like “Impulsive” or “Impatient”). A failed physical roll might involve a muscle cramp or a sudden loss of steam. A failed social roll might involve a sudden burst of laughter or gas (if you have to ask why such a thing would constitute a failed roll, you need to get out more). Yes, the Storyteller can adjudicate some of this stuff, but she’s probably already overworked. Besides, if you take a little of that responsibility on yourself, you’re contributing to the chronicle and exerting greater control over your character, both of which are usually good things.


Failure can lead to character beliefs and hang-ups, too. I played in a game with a guy who, every time his character tried to use a specific power on were-creatures, failed his roll. After a while, he decided that his character figured that the power simply didn’t work on lycanthropes, and so stopped trying it. Yes, the player knew full well that the power had no such limitation, but the dice seemed to indicate otherwise.


The point here is that even the dice — which don’t hate you, remember, all they do is choose numbers — can provide interesting character bits, provided that you as the player are willing to let go of the mentality that says, “Aw, crap. I failed,” and instead adopt a mentality that says, “I am learning about my character as s/he experiences this story.”


God Hates Me: Setting the Players Up to Fail



I occasionally see pre-written scenarios that include scenes that the characters are supposed to fail. Mostly, these are combats that the characters lose so that they can be taken before the Grand High Muckety-Muck and charged with a quest/given a threat/sacrificed on an altar/what have you. As with most things in gaming, there’s a right way and wrong way to do this sort of thing. Also as with most things in gaming, the right way depends entirely on your players and what their preferences and thresholds are.


Some players, and I have to admit that I’m often one of them, don’t like to lose combats. But, for me at least, it has less to do with the notion of losing and more to do with the fact that if a combat (or indeed, any situation) has a predetermined outcome, I’d prefer not to have the illusion of choice. I played in a Mage: The Ascension game many years ago wherein our characters were ambushed by a bunch of Men in Black (now that Mage: The Ascension is over, that reference isn’t going to make as much sense, I guess) and the Storyteller told us we could each have one cool moment before being overpowered and render unconscious. That, to me, was fine — it made the combat quick because we didn’t each have to get beaten to a pulp (which in that system took forever anyway), and we weren’t under any illusions about whether or not the Storyteller was fudging dice rolls or otherwise “cheating.”


What if your players aren’t of this mindset, and refuse to roll over and let their characters fail without a fight? Well, ignoring the obvious trust issues plaguing such a group, you have a couple of options. One is, of course, to cheat. You let the players have whatever moments or successes they can manage out of the scenario…but your rolls are behind a screen, and you can very easily add in more enemies, a sudden rainstorm or any other wrinkles you need to bring about the result you want. The trick is doing it without being obvious, and the problem is that when you go from a defeat into an obviously well thought out scene, your players are probably going to pick up on what happened (hopefully, they’ll see why it was necessary and not be too put out).


The other option is to make the scenario difficult, but let the chips fall where they may. If you’ve got a sense of what the characters can do and how the players usually react and strategize, you can probably set up a situation that’s too tough for them, let them try and fail, and then continue on with the story. The caveat there, of course, is be prepared. In my essay "Living with Lady 10-Sider", I advise never to call for a die roll unless I’m prepared for failure. The reverse is also true: If you aren’t prepared for a successful roll, better just to stipulate that the action isn’t possible. This doesn’t work at all in combat, of course, but it’s fine in investigation scenes.


If you’re going to set the players up to fail, however, you need to be damned sure that they’ll have a chance to get their own back before the night is over, or at least to see where the action is heading. I love cliffhangers, but a Storyteller-imposed cliffhanger is very different than a player-imposed one. By that I mean, if the characters go marching into the dragon’s mouth and are immediately confronted with potentially deadly repercussions, they shouldn’t be surprised and can’t really blame you. In that case, ending the session with the henchman pointing weapons at the characters (or whatever other danger is fitting) is fine, and will probably have your players thinking about your game all week. But if you lured them in, or forced them in, they don’t have the same emotional attachment to the situation because they didn’t choose it. As such, you need to let them a little farther into the plotline before winding up, otherwise the conversation next session will consist of people saying, “What happened last time? Oh, right, we got our asses kicked and then some other stuff happened.”


A final word on setting the players up to fail: Don’t make it cheap. When I play Dungeons and Dragons, I tend to play magic-user characters. Mages and other spell-casters grow quite powerful with experience, and the sheer amount of power they can throw around is somewhat daunting to some GMs. So, I’ve noticed that as the final confrontation looms (or during any confrontation they don’t want the players to win “too easily”), suddenly magic just stops working. I hate that.


Ignoring the fact that mages in D&D (3rd Edition, anyway) are completely useless if they can’t use magic, disallowing a character’s special powers because you feel it would make things “too easy” is cheap, lazy and shortsighted. If you feel that the abilities or powers that become available to characters in your chosen game system are too potent, change the system ahead of time and explain why to your players (and be prepared for a player to say, quite legitimately, that you should consider running a different game). Don’t allow the players to purchase traits for their characters that you don’t like and then toss in cheap methods for your NPCs to bypass them (now, when players become over-reliant on their characters’ special powers to the point that they stop thinking, which I’ve found happens often in Mage: The Ascension, then it might be time to arrange a story in which they can’t simply magic their way out of everything, but that’s a separate issue). This applies not just to magic, but any special power that characters might acquire. A fighter in D&D is optimized toward fighting, so you should allow that character to get into fights that are challenging, but not sure losses or stonewalls.


If a character must fail at something that should be his/her forte, try to find some way to work it into the story rather than just saying “Yeah, I know you rolled five successes, but nothing happens.” At least make it experiential: “You cast the spell correctly. You know you did, you felt the power leaving your body toward the target. But about midway there, everything in the room went cold, and your target still stands, unfazed.”


Pyrrhic Victories: We Won, But it Hurt


I like costly victories, myself. I like consequences to actions, and I like the notion that to gain something, you must sacrifice. I also recognize that this attitude might be a by-product of my employment with White Wolf, however.


A Pyrrhic victory, as you probably know, is a victory in the academic sense — you won, but another such “victory” would kill you. In a role-playing game, such victories are rare because normally you’ve got a group of people working toward whatever the goal of the current story is and therefore several minds all working out a strategy. Also, players tend to come with ideas so cool they should work. I tend to side with the players when they come up with great ideas. At the very least, I don’t go adding extra obstacles because I feel the players are having too easy a time of it.


But there’s a difference between upping the difficulty level of a story while it’s still in progress and allowing the NPCs to think on their feet. If I’m running a game of Vampire and I start adding dots of Disciplines to an enemy character while my players’ characters are chasing him down, that’s cheap. If I decide that he recognizes that he’s not going to win this fight and he starts fighting appropriately — that is, takes no prisoners, sets fire to the building, bargains for his unlife, or takes other actions that aren’t normally in character for him — that just means the supporting characters are responding to the situation that the players’ characters have created.


In short, every victory should cost something, but not just because you don’t want to make it easy on your players. Every victory should cost something because they need to know that they earn what they get.


But what about a true Pyrrhic victory, the kind that after the dust settles the characters are thinking, “If this is winning, must’ve been some way we could have lost.”? Here are some ways that victories in RPGs can become Pyrrhic:


• Character death: The characters accomplish their goals, but one or more of their number dies. This is a bigger problem in some settings than others (because in some settings, you can have your dead comrades resurrected), but killing off characters is often a touchy issue. It’s a great way to make the players realize that their situation is serious, but it’s also a good way to piss them off. Make sure everyone’s OK with the possibility of character death during the course of the story.


• Character injury: The characters might not be dead, but they’ve certainly got one foot in the grave. They’ve fought off their enemies or escape from their prison or whatever the case may be, but one even relatively minor fight and someone’s going to die. Now, obviously this has more of an impact in games like Chill or even most forms of Exalted, where healing takes some time and effort, but even in a game like Werewolf enough of the right kind of damage can make the characters (and the players) recognize how perilous their situation really is.


• Depleted resources: Most RPGs have some kind of “fuel stat.” In Vampire, it’s Vitae. In Werewolf: The Forsaken it’s Essence. In Chill, Stamina and Willpower can both rise and fall. In any case, the characters don’t necessarily have to be physically injured, but if they’ve burned all of their “magic points” during the course of the battle, they have most assuredly earned whatever victory they’ve achieved.


• Dead friends: I’ll admit: One of my greatest problems as a GM is that I hate playing NPCs. I’ll do it, but I’d rather they sit in the background and let the players do the important work. But once in a while, I’ve seen relations between an NPC and a player’s character become really strong. What happens, then, when said NPC dies — especially as a result of the PC’s action? While playing Nehemiah (a Vampire: The Masquerade characer, though the game was a weird homebrew quasi-World of Darkness setting), I found myself having to choose between going after my dire enemy or save a character to whom Nehemiah had become very attached. He chose to kill his enemy, for a number of very legitimate reasons. The lady to whom he was attached, however, wound up losing much of her sanity. (And kudos to the Storyteller in question, by the way, for making that decision hard and allowing me to kill Nicholas — that’s what made it a Pyrrhic victory). This only works, however, the players actually have some attachment to the NPCs, and that requires that you play them well.


Ending on a Downer


When players fail at a task, they tend to want to try it again. Some things, though, you only get one shot at. I already recommended never asking for a die roll unless you’re prepared for the results, failure or otherwise. Let’s take that one step further — if you give the players a piece of information, be prepared for them to follow it. Players don’t tend to do well with cryptic warnings of dire danger (because PCs are normally the only ones with enough gumption to go on in defiance of said warnings, so a lot of time when GMs say “Danger! Here be monsters!” players hear “Come on! Here be plot points!”).


If the players follow your cues into the plot points (or ignore your warnings and wind up in the soup) and fail miserably, what then? Ending on a down note isn’t a great idea, usually, but you don’t have to end on resounding victory. Ask yourself the following questions:



• What am I ending? A session can certainly end on a tragic or fearful note. The players will get the chance to right the wrongs next session, and sometimes a week away from the game can be a good way for them to gain some perspective and come back ready to solve their characters’ problems. If you’re ending a major story arc, the characters should be able to point to something in the story as an accomplishment, even if the overall story ended badly for them.


• Can they try again? If the mission was “stop the assassination” and the characters didn’t, then they probably don’t get another chance. If the mission was “retrieve the Golden Whatsis” and it slipped through their fingers, they can probably still track it down. They just might have very little time left, or it might be in their worst enemy’s hands, or something equally dire. If they can’t try the same mission again, perhaps now they must deal with the repercussions of their failure.


• Do they want to try again? My character in a Dark Ages: Fae game ran afoul of a demon in one story arc. During the five years of downtime between stories, he stayed the Hell away from anything that looked like it could be demonic, because he wanted nothing to do with them. “Know thy enemy” didn’t occur to him, because he was scared. If the players decide their characters are letting discretion be the better part of valor, fine. Don’t feel you have to chase them with their mistakes.


In closing, remember that we play these games for fun, but also to tell a story. Don’t worry about “realism,” worry about “drama.” Don’t sweat “balance.” Instead, think about “conflict.” Learn your players’ thresholds for failure, and scale the challenges accordingly. Even if the characters fail, the players will talk about the story afterwards, and consider it a success.

Wednesday, September 2, 2009

Character Creation: Dark Ages: Fae

With nothing in particular on my mind, I shall jump right into chargen.

The Game: Dark Ages: Fae
The publisher: White Wolf
Degree of familiarity: Lots! In addition to developing the book (and basically conceptualizing it from the ground up, though not alone) I played it for a while when John ran it. I played Hound, who shows up in the fiction before Chapter Two, and as the character illustration on p. 75.
Books required: The Dark Ages: Fae book, and either the Dark Ages: Vampire book or the free Dark Ages rules download.

 

OK, so check it out. When I got the gig as Dark Ages developer, I knew right away I wanted to do a DA version of Changeling: The Dreaming someday. But I wasn't sure how the powers-that-be at White Wolf, who apparently had never really liked CtD (this turned out to be not entirely true), would dig it. I didn't put it on the docket for my first year (2003; the 2002 lineup was already in place when I was hired, which was 9/11/01, if you're interested), because I wasn't sure what I wanted to do right off. That was the year I did Dark Ages: Werewolf, and while I think it turned out OK, there's so much I'd have done differently with just a year of experience under my belt.

So anyway, the next year I sent in my lineup for 2004. This would have been in fall of 2003, which was after we knew about the Time of Judgment, but before we knew that Dark Ages was dying with it (remember, the initial plan was Dark Ages would continue). So we wound up doing four Dark Ages books in 2004, and one of the Dark Ages: Fae.

As with almost every book I've worked on, there are things I'd do differently. Yes, the powers are a little over the top. Yes, we should have paid more attention to fae society than we did (in my defense, I thought we'd get a Companion someday). But the fae-creation rules laid some groundwork for Changeling: The Lost, as did the seasonal Courts, and so I'm glad for the way it worked out.

That in mind,

Let's see. I've made several DA characters. My Werewolf character was English (rather, a wolf, but living in the British Isles somewhere), my Mage character was Italian but living in France, my Vampire character was...unspecified, actually, and my Inquisitor character was French. Wow. Didn't realize I'd kept so much to Western Europe. OK.

Making a Fae character, though, isn't like making a character with a more terrestrial background. Changelings, sure, grew up among humans, but firstborn and inanimae did not. I still need my character to be playable, though, so I flick through Dark Ages: Europe and hit Ari's section on Hungary. Reading up on how Buda-Pest was growing like a weed in this period (mid 13th century, remember), I jump over to the Encyclopedia Mythica and find this charming legend, the Liderc. This industrious little beastie asks for work, and eventually drives you crazy asking for stuff to do.

My Fae character, then, is going to play on those legends. I know I want Liderc to be firstborn, so I'll enter that right now. Liderc fought in the War of Seasons, kind of; he was more a sprite at the time. Never on the front lines, but "fought" in a supplemental way (helping with supplies and the like). More an industrious goblin sort of creature. The War pretty much annihilated the fae in his area, and he's been paying more attention to humanity ever since, and has grown to appreciate the way they just consume everything around them, building the land and the trees and the world into their cities. They do it with ideas and gods and spirits, too, and Liderc feels that maybe the humans can give him a place in their lives, so that he won't die the way his fellows did when the Oath-Truce ends. That makes his agenda Humanist, from where I'm standing.

Court is a little trickier. Spring and Autumn both want to work with humans (or use them), and since Ledirc is, in legend, a demonic sort, I'll take Autumn. He was Sained into the Autumn Court by some of the few fae still in the area, and since he was so keen to watch them work, they tasked him with sticking close to working folk, craftsmen, farmers, etc., and seeing if they were useful.

I need a Nature and Demeanor, huh? Well, Ledirc's a Survivor by Nature; he wants to outlast the rest of the Fae, and screw the Oath-Truce anyway. The Demeanor he puts on is Follower, which isn't in the Dark Ages: Vampire book but screw it. He does what he's told, but it's not that he's not capable of acting on his own, it just that he finds it more expedient to play the role of obsequious little sneak.

Right, that complete Step One, so now Step Two: Attributes. 7/5/3 split, and I think Ledirc needs high Mental stats, so we'll do Mental, Physical, Social.

Mental: I'll jack Wits up to 5, put Perception at 3 and leave Intelligence at 2. He's a skilled builder, but not so great at problem-solving. He's used to using magic for that.

Physical: Three dots into Dexterity, one each into Strength and Stamina. Although, I might want a higher Stamina, since he can work tirelessly. Hmm. Yeah, I'll switch out a dot of Dex for a dot of Stamina.

Social: Average across the board. No, wait. I'll leave him Appearance 1 and put Manipulation up to 3.

Step Three: Abilities. 13/9/5, nothing over 3 right now. Skills are definitely primary, followed by Talents. That leaves Knowledges last.

Skills: 3 in Crafts, and my Area of Expertise is Carpentry. Three into Stealth, two into Survival. Two into Animal Ken (he likes chickens and other domesticated animals), two into Commerce, one into Etiquette.

Talents: Two points into Alertness, three into Athletics (I see him hanging from trees, clinging to bridges, that kind of thing), two into Brawl, and two into Kenning. I fucking hate Dodge as a separate Ability, have I mentioned that? Shit. OK, I'll swap a point from Brawl into Dodge, just so it's not empty.

Knowledges: One each into Enigmas, Hearth Wisdom, Gramarye, Linguistics and Seneschal. For my languages, Ledirc speaks the Fostering tongue and Autumn Tongue for free, and I'll take Hungarian (whatever version the peasants of 13 century Hungary would've spoken) for my extra one.

Step Four: Advantages. I get 5 dots in Backgrounds, so let's check those out. I think Ledirc's going to want some dots in Oaths. I'll put 3 dots into Oaths for now. I'll split my other two into Resources (Ledirc has amassed a little treasure trove of stuff he's stolen from people) and Contacts (a gossipy woman that Ledirc listens to as she chatters with her friends).

As a firstborn, I get Mists 4 and Weaving 2 to start with.

Now for the fun bit: Dominions! As a member of the Autumn Court, my favored is Dusk, so I get a -1 to the difficulty of using Dusk. But let's see what we've got. OK, I want Ledirc to have some nasty magic behind him, I want him to be able to speak to animals and I want him to be able to call on his Court's magic, so I'll take one each of Dusk, Night and Dawn. That gives me six cantrips, since with Weaving 2 I get two cantrips in every Dominion I know. They all have to be level 1, of course, unless I start raising Dominions with freebies, so I think I'll hold off on cantrips until I've spent those points.

I start with Willpower 4. I get one Echo, and I have to build my faerie mien yet. Let's do the Echo first.

Echoes are things that can, potentially, turn a Fae to stone, but it's more likely to just make them itchy. Actually, as a firstborn, Ledirc suffers more severe Echo effects than other Fae. I think I'll take "being scolded like a child" as my Echo; it plays on the "given an impossible task" thing from the legend.

Right, now Features. I get four, because my Mists rating is 4. I picture Ledirc as being small, black-skimmed, ugly (pointy, goblin-like ears, warts, snaggled-toothed). That gives me Faerie Size (Lesser), Skin Hue (black), Repulsive Countenance, and I think I'll take Scent, too. Ledirc smells like sawn wood and body odor.

OK, freebies. I buy up Dodge to 3, first off. Brawl goes to 2. That's 6 points spent. I'll spent 4 more and buy Intimidation 1 and Gramarye 2. That leaves me 5. I'll spend 1 point and take the Cherished Merit. While I'm at it, though, I'll take the Demonic Flaw (he looks pretty demon-like), so that gives me 3 back. I'm at 7 points left. I'll spent all 7 to buy a second dot in, let's say, Night.

I've got Oaths to consider. I could do several Iron Oaths (that is, forged between me and particular humans), or one Stone Oath (forged between me and a community). I like that better. We'll say that part of Ledirc's Saining involved an oathmaster forging that oath between Ledirc and a local master craftsman. The Oath's wording goes like this:

I will perform one task for you, working wood or stone or slaughter of beast if you provide fair payment for my services, and agree never to let me hear a harsh word. I will fail my oath if the two full moons see the task unfinished. You will fail the oath and suffer the wrath of the bond if you do not pay for my services. If the other breaks, my punishment in shame is service to you, no matter what the task, for six full moons. Your punishment in shame is to be the slave of anyone who speaks your name for one full day.

And, finally, cantrips. I get two each in Dusk, Dawn and Night.

Night: I want to be able to hurt people without killing them, so I'll take Black and Blue. I'll take Winter's Glamour, too, to make myself invisible.

Dawn: Well, Beast Tongue, obviously. And then Sleep, since putting people to sleep without killing them is handy.

Dusk: Speed of the Wind, definitely. He's a quick little fucker. And then Twilight Shadow's Reach, allowing Ledirc to grab objects that are out of reach. Seems a very gobliny thing to do.

And by gum, I think that's it!