Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Saturday, October 26, 2013

30 Days of GameMastering--Day 23!

If you don't know the drill by now....Lindevi, "30 Days of GameMastering", challenge, go!

What effects do system mechanics have on story?

When I started gaming, I was a big supporter of the d20 System.  One system that could do potentially everything?  A unified, easy-to-understand mechanic that just so happened to line up directly with the world's most popular roleplaying game?  Sounds great, right?

Unfortunately, in practice, results were always sort of mediocre.  While certain ports of the d20 System--notably Call of Cthulhu d20--managed to maintain atmosphere and tone, many other interpretations of the system (even by big publishers) were bloated, flavorless, and just 'meh'.  d20 Apocalypse was like that for me:  while the post-apocalyptic feel in gaming has always been ripe for great ideas, but the quintessential d20 post-apoc sourcebook left me unimpressed.

Over time, I came to realize a hard lesson:  just because you can make something in a generic system doesn't mean that you should.  Thanks to The Journeyman GM, I love Savage Worlds and its various settings, though truth be told, I can't see myself ever running a true horror game in SW.  Savage Worlds was built to emulate a pulpy, adventuresome feel, with Bennies and streamlined damage that allow for quick recovery.  In a horror game?  You don't want either of those things.  And, while Deadlands certainly contains aspects of horror, it's hard to truly be "scared" when you're playing a hard-bitten gunslinger, a mad scientist, or Gambit from the X-Men.

The right tool for the right job.
Game design is a unique animal:  it's a strange marriage of mathematician and creative writer that calls upon every spare neuron in your brain.  However, it takes both to make a great game.  A game tied too heavily to its mechanics feels generic and like math homework.  A game tied too heavily to its theme feels ephemeral and tacked on.

Think of game mechanics in terms of a tool box.  If you were going to hang a picture, you'd use a hammer and a nail.  You might instead use a drill and screws.  However, you probably wouldn't decide to use a wrench and spackle, even though they might possibly be able to hold the picture up.  The same thing goes for game mechanics.

This guy just lost some SAN points...

The best games use their mechanics to support their theme.  Call of Cthulhu encourages diverse skill use by tying advancement to using skills throughout the game.  CoC emphasizes the descent into madness through its ubiquitous "sanity spiral" wherein failing Sanity tests not only can drive you crazy now, but also makes you more likely to fail further Sanity tests.  Cold Steel Wardens emphasizes brutal combat and psychologically damaged heroes, spending an entire chapter (in a nominally superheroic game) detailing Injuries and Psychoses.  Dresden Files uses Aspects and very broad skills to emulate the flexibility of its arcanely-powered characters.

In the end, you've got to use the best tool for the job.  And, while something like d20 or GURPS or d% might be able to do the job, why not choose a more specialized tool that makes your job easier?  In this brave new world of digital publishing, there are games to emulate nearly every genre imaginable:  don't be afraid to give something new a try!

Saturday, October 12, 2013

30 Days of GameMastering--Day 10!

All righty...today is Day 10 of Lindevi's "30 Days of GameMastering" challenge and we've reached the last of the "prep" questions.  Starting tomorrow, we'll start on what to do while at the table, but for now...

What are your tips for running a low or no-prep game?

The older I get, the less I find that I want to prepare for games.  Between the responsibilities of writing professionally, working a full-time job (well, hopefully shortly), and maintaining a house, the idea of running a high-prep, high maintenance game simply no longer appeals.  It's why I do most of GMing extemporaneously, using some of the utilities I mentioned earlier.

But, if you're going to skip on your campaign prep, there are numerous ways to make your life easier.  Firstly--and I can't stress this one enough--pick a system that emphasizes light prep and that you know particularly well.  Systems like Savage Worlds and ICONS work well for me, as NPCs can primarily be made up on the fly.  Is he a big, burly fighter?  Give him a d8 or a d10 in Fighting and you're good to go.  While modern game design has emphasized unified mathematical systems (which typically feature, at least, verisimilitude), a system like d20 or Pathfinder simply doesn't have that flexibility, with its emphasis on numerous bonuses and fiddly modifiers.  If you're comfortable with a mechanical system, you'll start finding those patterns in the numbers that will let you make up an NPC's stats without even writing a thing down.

Let 'em play in the sandbox for a while!
Next, set your players free.  Allowing your players free reign over a sandbox encourages both you and your players to play things "off-the-cuff", allowing players to pursue their own goals and for them to move into a more reactive role, rather than forcibly driving the story.  While a sandbox game does rely on having motivated, active players, ensuring that your players have a great background--perhaps through the aforementioned Dramatic Interludes or through a background sheet such the Journeyman GM's Quick and Easy Character Background.

Lastly, get used to saying "Yes".  While it's easy for a GM to shut down ideas or offer penalties, it's often in that same GM's interest to instead let the players come up with creative ideas on their own, then simply going with the flow on those players' ideas.  Let your players surprise you--their creativity is just as valid as your own!


Friday, October 11, 2013

30 Days of GameMastery--Day 9!

I'm a touch late today, but it's the same drill:  Lindevi's 30 Days of GameMastery challenge:  let's get right into it!

Player "homework" between sessions
My Friday night game group is a pretty diverse set of characters.  Two of them are graduates of Rose-Hulman Institute of Technology; one has his doctorate, while the other will likely have his in a year.  The PlatinumChick is a biologist and professional reptile breeder.  A fourth is a single mother (and has been roleplaying for longer than even myself!) while the last is a grad student at Wright State specializing in English as a Second Language.

As you can imagine, this gang has a lot of homework as it is.  And, because of that, I'm typically very reticent to provide them any additional paperwork on top of that which their normal lives provide.  However, given the right circumstances, any GM can find ways for even the busiest of players to think about their character's actions out of game.

While I typically request a character background before a campaign starts, it's not mandatory for me, as long as that player provides some vehicle into their background in each session.  Chris (the first of our two doctors!) typically goes this route, while ChaoticFrederick prefers a fully fleshed-out, lengthy, written background.  These backgrounds provide you, as the GM, plenty of conflict beats and ideas for adversaries without even much work on your part!  If you emphasize the importance of conflict, your players will respond!

A single email can go a long way!
Get those players engaged, away from the table!
But, be judicious and flexible.  Any work that you pile onto your players outside of the game table can really add up, so try to avoid giving players additional work from week to week.  One great way that I've found to do so is through private, e-mail based conversations.  This worked particularly well with one of our former players:  FridayNightWill.  Will wasn't particularly a great writer, though his characters often had a penchant for ending up in shenanigans while separated from the group.  In responding to his in-character desires, I'd often say "I'm going to send you an e-mail later this week--keep your eyes peeled!"  His responses to a brief, private e-mail conversation would provide the impetus for countless great adventures for our entire group when back at the table.

Lastly, a great way to assign homework without adding to your players' bookkeeping, try using the "Dramatic Interlude" rules from Savage Worlds Deluxe.  Similar to a "campfire scene", Dramatic Interludes allow the players to regale one another of exploits in their PCs downtime as well as times before the party got together.  With a simple flip of a card, you not only provide the players a vehicle into one another's backgrounds, but you also monetize that effort on their party, by providing a mechanical benefit as recompense for their creative energy.  That monetization encourages their creativity, getting them to think deeply about what they can bring to the table the next time you whip out a Dramatic Interlude.

The key thing, though?  Don't overwhelm your players with paper.  Remember, this is all a game--something we do to relax and escape from reality.  Done with a light hand, a little bit of homework can add great dimension to your roleplaying experience, but don't go overboard!  A little goes a long way!

Wednesday, October 09, 2013

30 Days of GameMastering--Day 8!

You got it:  Day 8, Lindevi's challenge, GameMastery go!  Today's question:

How do you prep for each session?

So, once you have a solid campaign outline, your session prep becomes a ton easier.  Your first step for any individual session is to reference that document and start identifying beats of conflict.

Let me diverge momentarily.  When I studied abroad in Liverpool, my Chaucer professor taught me one singular element which drives how I game, how I write, and how I design.  He said:
"Conflict is at the root of all literature.  After all, what would King Lear be like if everyone just sat around saying, "Pass the cornflakes,"?
Most traditional rpgs revolve around conflict--whether armed or diplomatic--as the players attempt to find a solution for that conflict.  In a fantasy game, that solution usually centers on axes going into orcs and bugbears being scorched with fireballs.  In a sci-fi game, blasters are drawn and lightsabers go whoosh.  In a horror game, conflict becomes more subtle, centering on investigation and a slow reveal of clues towards a horrific end.  The pace slows, the conflict goes from a raging bonfire to a slow burn, but it still remains.

Your task as a GM is to facilitate that conflict:  to ensure that it has a steady, enthralling pace and challenges your players without overpowering them.  By identifying potential "beats" of conflict, you can then hone in on the minutia that you need to make that conflict work:  stat blocks, maps, environmental hazards, and the like.  While you can't possibly anticipate every move by your players, try to hypothesize typical scenarios that your players might take.  Are your fantasy players seeking an aquatic treasure?  Pull a few stat blocks for Deep Ones or krakenfolk, then ready a map that builds upon that conflict.

Conflict!  Conflict!  Conflict!
You can then use those beats of conflict to structure your story.  When you've figured out what the proverbial "highs" are, it becomes easier to figure out how to get to those highs, letting the PCs themselves actively seek out what comes next, budgeting their downtime and investigative inquiries as they need.

Lastly, start building in those NPCs (particularly the villains) that you painstakingly built earlier.  Use a light touch and find ways to include those NPCs into your PCs' path.  Using the above example, if your heroes are seeking an aquatic treasure, consider providing a foil for a ranger PC by including a rival relic hunter who has an edge after that treasure.  If you give that relic hunter a chance to one-up the PCs, you can drive the action from a normal dungeon delve into a race against time.  And, if the PCs lose, they have another adventure ready and waiting for them:  track down that dastardly relic hunter!

One of the best things to have on hand for this sort of GMing, I find, is a good NPC database.  A simple Google search brings up massive databases for most major systems:  Savage Worlds, Pathfinder, d20 and more.  Having these guys in hand makes your life so much easier, as the databases are largely searchable and easy to navigate!

Thursday, February 21, 2013

In Which The Warlock Advocates Awesome-Sauce...

One of the biggest issues leveled at D&;D 3.x was the concept of "rules bloat". After only a few years, the game was stuffed to the gills with sourcebooks, splatbooks, accessories, and "Complete" guides that were anything but. Each of these books tried to lure in players with promises of new prestige classes, new skill uses, and new feats.

Ugh. The feats.

How many Feats does
a Hero really need?
Feats, in concept, are a glorious idea. An independent sub-system allowing you to customize your skills and combat options? Sounds great! The problem lay in the fact that most feats simply weren't worth taking. They were either too convoluted or too situational to justify regular use or the bonuses they provided were simply bland. Countless feats providing a ubiquitous +2 bonus to two skills took up page after page of text, nearly all of which went unused.

Other games aren't immune to this trend. Savage Worlds has Edges, Ubiquity has Talents, HERO System has Advantages, and nearly every other saga me out there has some kind of feat-resembling mechanic. And that's fine, but rarely do these feats do more than provide basic mechanical bonuses. The "Ace" Edge, for instance, provides a +2 to Driving, Piloting, and Boating rolls in Savage Worlds. Yes, it's a great bonus, considering the default target number is 4, but it doesn't really fill your head with visions of hairpin turns, ramp jumps, or barrel rolls.

When I sat down to write Cold Steel Wardens, I wanted to ensure that an unpowered vigilante could hold their own against a powered metahuman, using their skills, gadgets, and wits. A good portion of that feel came in creating a skill-driven system.  The majority of any character's points in CSW will be sunk into various skills, not the least of which are the three combat skills:  Unarmed, Armed Ranged, and Armed Melee.

Masteries, however, I wanted to be different.  Rather than simple skill bonuses or the like, I wanted Masteries to represent new and alternate uses for skills, opening new combinations and avenues that could provide entirely new methods of crimefighting.

Unfortunately, I fell into that same trap as so many other games.  The overwhelming feedback I'd received about Masteries is that they were simply too situational and not worth the points.  Why take a +4 bonus to picking locks, when you could spend those 3 points to increase your Fine Manipulation skill and reap a +3 on all uses of that skill, not merely lockpicking?  In revising the CSW beta draft, Masteries had to become more than that.

Batman, leaping into the middle of trouble!
Take, for example, The Batman.  I wanted to have a mechanic that represented Batman's ability to leap down into a crowd of thugs, intimidate them all, and start taking them out without dying under a hail of gunfire.  Batman in CSW might have taken the Brute Strength Mastery, which allows him to get a free Intimidation test at +2 dice, any time he succeeds at an Athletics test in front of a foe.  Pairing with that, The Dark Knight could take the Untouchable Mastery, which penalizes those hapless mooks on any attempt to hit our paragon vigilante.  With only two Masteries and two actions, the Dark Knight can leap down from the rafters, scare the crap out of a group of goons, and even start laying into them with his various combat skills.

If I accomplish one thing through Cold Steel Wardens, I hope to make a game that allows players to walk that line between awesome comic-book invulnerability and the emotional weight of their actions' repercussions.  It's been a long time coming, but this book is going to be amazing!

Wednesday, February 13, 2013

In Which The Warlock Blathers on Balance...


As you can imagine from my prior entry, I'm pretty high on Sentinels of the Multiverse right now.  Our Friday Night group has played it for two weekends straight, with FridayNightWill picking up the base game and both expansions!

So enthused, I decided to register on the Greater Than Games forums, where discussion between playtesters and the community at large has really sprung up.  One of the most vociferous and heated arguments thusfar has centered around three heroes:  the mechanic-themed martial artist Mister Fixer, the gunslinging vigilante Expatriette, and the icebound avenger Absolute Zero.  This argument centers on balance:  simply put, Fixer and Expatriette are viewed by many as underpowered, while opinion on Absolute Zero swings drastically between over- and underpowered, depending on who you ask.

Six of one, one of another?
Somehow, a designer has to make it all balance!
Now, there's an interesting conundrum running in the background here.  What, actually, does balance mean? Are two characters balanced if one person can sit down to play each and still have fun?  Each person's definition of fun varies drastically.  I tend to shy away from playing "cleric-type" characters in RPGs, while favoring charismatic, arcanely-powered blasters.  That doesn't mean that a cleric-type is imbalanced while in my hands, though my personal investment in the character may equate to a difference in gameplay.

Does balance imply mechanical equity?  When different mechanics are in play, the very nature of mechanical equity becomes a qualitative assessment.  Is a universal "+2 to damage for one round" buff equal to a power that deals 6 damage?  Thinking mechanically, one might figure that if at least 3 attacks are made using that buff, it would be as good as, if not better than, the single damage power.  But when chance enters the picture--perhaps through SotM's Villain and Environment decks, or through the machinations of a Wicked GameMaster--that simple equation goes out the window.

Absolute Zero, with two of his key pieces of equipment.
Does his reliance on them make him underpowered?
Or do his maxed-out combos make him king of the hill?
What about opportunity cost?  Decision-making certainly comes into play in terms of balance.  Using the aforementioned heroes, Absolute Zero hinges on having several key pieces of equipment out on the board in order to function on a basic level.  Zero's base power does not affect others--it actually damages himself though additional pieces of equipment allow this damage to be magnified and redirected to foes or even used to heal himself.  However, putting these pieces of equipment into play requires several turns of dedicated actions; actions which aren't spent dealing damage, conquering villains, or removing hazards.  This becomes particularly dangerous when many of the villains in SotM have cards that eliminate equipment or remove heroes' cards from play.  However, when fully equipped with his arsenal, Zero can throw down absurd amounts of damage, wiping the field free of minions and laying the hurt on a would-be supervillain.

Mister Fixer, on the other end of the spectrum, has little set-up time and is much less reliant on equipment and cards in play.  Fixer's base power deals damage to a foe:  very straightforward, though at slightly-lower damage than other heroes with similar powers.  Almost every card that Fixer can play adds to his base damage, though many criticize Fixer's deck for being repetitive--a large proportion of his deck consists of martial arts styles or "tools", each of which Fixer may only have one in play at a time.  In turn, this repetition limits his overall maximum damage, resulting in a lower maximum than other damage-dealing heroes, even as his damage requires less set-up and is more "consistent".

Is simplicity power or weakness?
This is getting a little Zen...
Does Fixer's lack of complexity imply that he's less powerful than Absolute Zero?  Does Fixer's speed of play mean he's more powerful than Zero?  What about his limited options?  Does Fixer's limited damage mean he's less powerful?  Does Zero's complexity and length of set up make him underpowered, or does his optimal upper-range combo push him into overpowered?

Answers to questions like these don't come easily in game development.  Savage Worlds attempted to quantify its racial abilities, putting them on a +/-2 point scale.  However, even when quantified in this way, imbalances still arrive.  Is the ability to breathe underwater equal to a free d8 in Vigor?  Is a free choice of Edge equal to a +2 bonus to get out of Shaken?  Who knows?  

This sort of question has recently arisen with a vengeance, as we've been moving ahead with Cold Steel Wardens revisions.  While metahuman powers seem to be in a good place and the base skills are solid, CSW's Masteries have been somewhat on the weak side.  Masteries are intended to allow additional uses of skills--using the Scientific skill for the purposes of computer hacking or using Athletics as an active defense, tumbling away from enemies.  However, in many cases, they fell into the ongoing issue of providing additional skill dice, given a particular situation.  That's not 'fun'.  That's not 'interesting'.  As such, we're going back to the board with them.

And that's not a bad thing!  We're still locked and loaded to hit our deadlines, with layout samples and art pieces coming in throughout the month.  I'm devoted to putting forward a great game, and I don't intend on being complacent in ensuring that the best possible Iron Age comics game hits the shelves.  We forge on, friends and neighbors!

Thursday, October 04, 2012

In Which The Warlock Lauds the Commendable...


So, last post was something of a downer, no?  It's easy to criticize, easy to point out the negative.  By nature, I tend to be a bit cynical--then again, who among my generation isn't?--but there's a lot to love within the pages of today's roleplaying games.  Let's pull some of my favorites!

The Doom Pool!

Roll that Doom Pool!
Chalk one up for Margaret Weis Productions' Marvel Heroic Roleplaying for an absolutely fantastic mechanic.  Even the most experienced GMs sometimes balk at having to make a judgement call on complex environmental actions, and even the most worthy of players sometimes chafe at the concept of 'GM fiat'.  For me, the Doom Pool mechanically addresses this difficulty in a simple, but effective manner.

Making your way through a burning building?  Roll against the Doom Pool to avoid falling debris or smoke inhalation.  Weaving through girders while flying?  Roll against the Doom Pool!  Need to make that super-science device extra-fast?  Doom Pool!

While it's not a be-all, end-all device, the Doom Pool serves as a quick outlet for all those times where a GM might be stuck.  It keeps play at the table moving and keeps the GM with his players, rather than referencing a rulebook.  Really, any mechanic that provides a quick resolution fits here:  the Savage Worlds "common knowledge" roll, the WEGS "frozen roll".  They're great!

In Text Fluff!

Now, this one's a spot of divisiveness.  Some gamers love the atmosphere and mood that in-text fiction brings, while others tend to loathe it.  While I tend to view rpg books more as instruction manuals than fiction collections, the occasional bit of in-character fiction really hits home the ideas and themes behind the game itself.  Plus, it pushes those archetypal ideas that form the core of a setting.

While I have issues with their fundamental rules-set, the Fantasy Flight Games' publications of Dark Heresy/Rogue Trader/Deathwatch really capture the essence of what it means to live in the Warhammer 40K universe.  While they have a ton of material from which to generate this setting info, the tone and descriptions in these books blend the world and the mechanics together beautifully.  If only the rules themselves weren't such a mess...

Focus!

This, above all else, is something that I've been reveling in.

Burned spies kill vampires?
There's a game for that...
So many games for so long have been about "universal" mechanics.  d20, GURPS, even Savage Worlds, all try to wear so many hats that they fail to focus on one particular sort of game.  As I mentioned last entry, Savage Worlds makes for a great system for pulp and action, but I'd never want to use it for a horror game--it's just not built for that genre.  But GURPS?  What's the purpose?  Why this system?  Yes, I'm sure you could run a horror game, a sci-fi game, and a fantasy game with it, but why would you?

The print-on-demand and PDF era of publishing has granted us not just the freedom of choice, but also the ability to enter new genres and tell new stories using systems built specifically for genre-emulation.  Want to run a game about down-on-their-luck boxers?  There's a game for that.   Want a game that focuses on the backroom dealings of Japanese samurai families?  Yup, a game for that, too.  Want to be a former CIA agent hunting vampires?  Yes, you're covered.

The Kickstarter Revolution!

Yes, print-on-demand and PDF are great.  But, as I'm finding out more and more, getting a product off of the ground takes start-up capital.  Kickstarter and other crowd-sourcing sites like it have become great ways for rpg designers to not only come up with said capital, but also to publicize their works.

That'd be great in and of itself, but what's best comes right alongside the Kickstarter revolution:  the discussion and analysis of an industry that, for a long time, really hasn't had any intellectual critique at the marketing and distribution level.  Now, it's a daily occurrence, through Facebook groups and message board discussions aimed not just at the design and development end of role-playing games, but also how to take a game and make it into a clean, published product in a cost-effective, efficient manner.

It's that type of discussion that really pushes forward revolution and innovation.  While I can't say that every product has benefited from these discussions, they're a massive benefit to any would-be developer.

Wednesday, September 26, 2012

In Which The Warlock Picks Nits...


Having a "real job" does have its perks.  While I'm still up to my eyeballs, between grading, planning, writing papers for online classes, and the struggles to finish out Cold Steel Wardens, the best perk of having a real job is undoubtedly the cash...which, in gaming terms, means gaming swag!

Since graduating and entering the workforce, there's hardly a doubt that my gaming library has increased.  It's overflowing our game room shelves, to the point where we swiftly need to rearrange our collection!  That said, I do try to be judicious in my spending--after all, there's only so much that one can spend on gaming!  I check out reviews on RPG.net, and try to read sample chapters or previews before I actually make a purchase.

But, even among the best of gamebooks out there, there are certain nitpicks that just drive me up a wall:

No Index!

Oh, man!  This one's an unforgivable sin.  You see, a game manual--particularly a core-rulebook--is, in essence, a reference book.  While full of flavor text, fiction, and setting material, a well-written game manual should make it easy to find information quickly and easily.  Indexes make character creation easier, rules referencing swifter, and overall organization more...well, organized!  With this age of print-on-demand and numerous print utilities, it's easier than ever to include an index any work.

Heroes Unlimited, the old warhorse that brought me into the gaming in the first place, is the biggest offender on my shelf in this regard.  While the Palladium rules set overall is messy enough, the lack of an index makes the rules almost impossible to navigate swiftly during a game session.  Situational rules become hard to find, which slows down the pace of a game.  A simple index could easily solve the problem, but such isn't the case.

Bad Font Choices!

Cursive!  Curse you!
As I'm learning, fonts are an incredibly powerful thing.  In choosing fonts for Cold Steel Wardens, I've been trying to find ones that exude a gritty, urban feel but are still legible and easy to read.  Fonts have a tendency to inspire irrational rage in certain people--just see the crusade against Comic Sans!

In this case, All For One: Regime Diabolique was the biggest offender for me.  While fancy cursive calligraphy perfectly fits the Musketeer-milieu, the cursive font chosen for chapter sub-headings came out gritty and grainy, making those sub-headings difficult to read, and impossible to discern at a glance.  I can't imagine how these headings look in PDF format--it certainly can't be legible!



Uber-NPCs!

NPCs are important.  We all know this.  I have a massive chapter in CSW devoted solely to populating the world and giving unique hooks and elements to base campaign sessions around.  That said, NPCs are there to provide opportunities for PC interaction.  They may be major players, yes, but they should never be the most major.

As much as I love it, Deadlands is a big offender here.  While significantly toned down in the Reloaded version, the Classic Deadlands rules made major NPCs into invincible killing machines with literally every power and skill in the book.  Worst of all was the time-jumping Jackie Wells, whom The Journeyman GM railed against in his sessions of the "Heart of Darkness" trilogy.  On the plus side, though, the current rules at let you destroy those NPCs in the Plot Point campaigns!

Kitchen Sink Gaming!

Great system.  Great setting.
Can't say that I cared for them together...
I'm a big believer in mechanics supporting a specific method of play.  While generic systems are neat and viable for some things, I find that they tend to leave the flavor of the game in the hands of the GM, rather than bringing it to the table through mechanics.  For example, Savage Worlds makes for great pulp games and, with its gambling and poker elements, fits the Weird West of Deadlands.  But, after reading through both Realms of Cthulhu and the Horror Companion, I'm more and more convinced that I never want to run a true horror game with Savage Worlds--the game simply isn't built around that concept, especially when games like Dread or Call of Cthulhu are available.  You can surely hammer a nail with a wrench, but wouldn't a hammer be easier?

The d20 glut was a huge offender here, but it's Mutants and Masterminds that gets my goat the most.  While I respect the game greatly--and, for Justice League or Avengers-style adventures, it can work very well--every time I've played M&M, I find that the rules just add nothing to the experience.  That, in my eyes, is a problem, but it's one I intend to fix...


Okay, so this post was a touch negative.  Next time out, let's take a look at some of my favorite schemes in game design!

Thursday, September 13, 2012

In Which The Warlock Rolls Again, now with Advantage...



This past Friday, the current Wittenberg Guildies hosted a "Beginner's Luck" one-shot, focusing on introducing new gamers to both the hobby and roleplaying as an idea.  While we originally had an array of three one-shots prepped--a D&D Next playtest, a Savage Worlds conversion of Firefly, and a Marvel-themed ICONS game--demand and an unlucky power outage reduced us down to two sessions of the playtest.

Now, you might recall that I wasn't exactly kind in my previous playtests of this rule-set.  Both as a player and a GM, massive flaws became quickly apparent, which really led to difficulties with the game as a whole.

Since then, those rules have undergone a fair amount of revision:  two sub-classes were added (the Warlock and the Sorcerer), character generation rules were included, and the Fighter's basic mechanics were altered to include an "expertise die" that refreshed each round.

Mind you, I wasn't planning on running D&D that evening, much less the new playtest rules, which I had only skimmed over.  While the new playtest packet contained an adventure--"Reclaiming Blingdenstone"--I was barely able to glance at said adventure before game had started.  Plus, we didn't exactly have a balanced party for a dungeon crawl.  My four players ended up rolling a Warlock, a Wizard, a Sorcerer and a Fighter; nary a Rogue nor Cleric to be seen!

And you thought they were bad,
before they were wizards!
As such, I had to improvise.  Figuring that our three arcanists probably knew each other, I decided to run a riff on the immortal Harry Potter series, placing our erstwhile adventurers in the library of Ikksplatt University of the Arcane Arts, something of a combination of Hogwart's Academy and Faber College, from the immortal frat-boy hit, Animal House.

And, oh my...we had a blast.

After a swarm of stirges ambushed some thirsty co-eds outside the library--which were fought off by our intrepid investigators, naturally--Headmaster Gornash offered the group a  "book stipend" if they could infiltrate the Theta Gamma Delta fraternity house and find out what was causing the stirge infestation on campus.

This led to a crazy showdown at a "wizard's mark" party at the fraternity house, some rather...unorthodox...uses of the Charm Person spell, and a series of encounters with a drunken half-ogre invoker.  In the end, the players managed to make it down into the cold dorm, where the fraternity president and his stoner elf frat brother were keeping a hungry Gelatinous Cube as a pet!

While everyone at the table had fun, I think that the fun came as a result of the absurdity of the scenario, rather than the rules themselves.  The Fighter, despite numerous mechanical changes, still felt significantly underpowered compared to the arcanists.  While he could dish out and avoid damage, that was pretty much all the class could do.  The arcanists seemed fairly well on par with one another, though few spells were cast.  I'm a touch worried that the Wizard could easily outstrip its compatriots at higher levels, much as it did in 3e/3.5e.

Further, the class write-ups for the Warlock and Sorcerer show their newer, less-refined nature.  The character generation rules for both of those classes were particularly vague, and both players at my table--one of which was the PlatinumChick, an experienced gamer if there ever was one--had issues understanding how much access to spells they actually had.  The Warlock character, in fact, played the first half of the game believing that he only had access to one spell:  Comprehend Languages!  That lack of clarity there is absolutely unacceptable in a finished product, but as playtest material goes, I suppose it's to be expected.

I'm still very much on the fence about D&D Next, as you might imagine.  While I'll likely pick up the most basic set, I can't imagine picking up much more of the line than that.  Simply put, it's got a long way to go before I start really being interested in D&D again.

Monday, September 10, 2012

In Which The Warlock Lauds the Journeyman!


I'm pleased to report some fantastic news:  our good friend and fellow Wittenberg alum Will Herrmann--head of Journeyman Games--has officially funded his Savage Worlds Wild Card Creator!

Will's success thusfar is truly one to remember.  His program shattered every funding and stretch goal that Will could throw at it, raising a grand total of over $10,500 in his first time out of the box.  His program will now include full Android and iPad support, support for Savage Showdown factions (the Savage Worlds miniatures game), art from both Storn Cook and Cheyenne Wright, and more.

I've got to say, the thing that excites me most has to be the addition of Cheyenne Wright's artwork.  You see, Wright made Will a spectacular offer--everyone at the Heroic and Legendary tiers (myself included) gets their character drawn specifically for the Wild Card Creator.  For me, that means that my Deadlands huckster/fencer--Ramon Perez Francisco Villa-Nueva--will not just be realized, but also featured!  I can't wait to see him in action!

While it's too late to support the KickStarter, you can still donate/pre-order the Wild Card Creator at Will's site, which is now on my sidebar.  If you haven't done it already, get on board!

Thursday, September 06, 2012

In Which The Warlock Avenges the End of the World...


With our sessions of "The Flood" now at the end, our Friday night group has had one major question for a while:  What comes next?!

Well, the answer is a very positive one for me.  The PlatinumChick has opted to take the GMing reins for a while and will be running Hell on Earth Reloaded!

I thought long and hard on my character concept for this one, but with so many options, I found it truly hard to decide!  I toyed with the idea of a Heretic Doomsayer for a while, and even thought of running a kung-fu Librarian for a time.  But, eventually, I came up with this--my newest creation:


Jason Arrington was a corporal in the US Marine Corps before the Big Bang. While he hadn't seen much combat duty, his time spent as an artillery repairman on bases throughout Ohio and Michigan made him more than technologically apt. It also provided Jason a good deal of free time, during which he indulged in his favorite hobby: reading comic books. 

Jason's favorite character was Hawkeye, the brash archer from Marvel's Avengers. When asked why, Jason was quick to reply, "Because he's always got a trick up his sleeve..." 

When the Union began implementing Operation Damocles Soldier, Jason was one of the recruits selected, due to his technical expertise. However, when Jason was placed in cryogenic stasis, something went slightly amiss. Maybe the oxygen flow to Jason's brain wasnt quite right. Maybe some interfering gremlin introduced some technological mischief. 

Welcome to the Wasted West, Mr. Barton! 

Regardless, when Jason awoke after the Big Bang, the entire cryo-shelter was blown to smithereens. Jason himself was barely clothed, could not remember much to save his life, and could hardly walk due to muscle atrophy. Crawling back into the ruins of the cryo-shelter, Jason began scavenging all he could and began putting together the pieces of his awakening...just not in the right order. 

You see, Jason now believes wholeheartedly that he is Clint Barton, the peerless archer of Marvel fame. Finding a compound bow--a hunting bow left in a locker by a careless sergeant--Jason convinced himself that he had survived an attack on a top secret SHIELD facility, and that he is the only surviving Avenger. 

Jason/Clint thinks he has things pieced together, though his perception is warped and stilted. He believes that Apocalypse (the Marvel mutant menace) caused the devastation in the world and that his Four Horsemen are actually corrupted versions of former heroes, who can be redeemed. (Obviously, we know this not to be the case.). Jason regularly calls ghost rock "vibranium" and uses a means at his disposal to try to contact non-existent heroes like Tony Stark, Thor, or the X-Men. 

The tech spirits in the Hunting Grounds have done nothing but foster this grand delusion, granting Jason the abilities of a Junker, which manifest as Jason/Clint salvaging parts to "build new arrowheads" and piece together the gadgets Jason remembers from countless comics. Grapnel arrows, stun arrows, explosive-tipped arrows...if they're in the comics, they're in Jason's subconscious, and they're in his quiver. 

Jason/Clint wants desperately to build a new SHIELD and, with it, a new Avengers team, in the hopes to avenge his losses and take down (the totally fictitious) Apocalypse. So far, Jason's only clue has been a set of dog-tags, found upon his awakening. 

The tags belong to a 1st Lieutenant Gordon Eriksen. Eriksen was the commander of the Damocles facility where Jason was frozen, and may be the one man who knows Jason's true identity. Unfortunately, Eriksen has been turned into a Combine cyborg... 


Honestly, I can't wait to play this character.  Nothing like bringing a bit of cross-genre action to the Wasted West!

Oh, and one last thing!  If you're a Savage Worlds fan and you haven't supported Journeyman Games' Wild Card Creator Kickstarter yet, your last chance is going to be this week!  Three days left, and we're only about $150 short of the final stretch goal--full iPad and Android support.  Check the link on the right sidebar to donate!

Monday, September 03, 2012

In Which The Warlock Goes Swimming...


End of the line for Reverend Grimme!
It's time for a flood!
(For those of you Deadlands fans out there, this post contains MASSIVE spoilers for the end of The Flood plot-point campaign.  If you're not prepared to know how the Right Reverend Grimme gets what's coming to him, don't read any further!)

Finally, after nearly a year and a half of near-weekly session, my Friday night posse managed to finish their epic campaign to take down the Cult of Lost Angels and its master, the Reverend Ezekiah Grimme.








For those of you playing along at home, who might have forgotten our cast, let me give you a brief refresher:

  • Jayne Cobb--a gunslinger from Maine who had fled to the Great Maze after some unfortunate deaths.  In addition to being the posse's de-facto wheelman, Jayne found himself possessed by the spirit of a long-dead pastor devoured by Grimme's ghouls.  This spirit caused Jayne to pursue the ancestral daisho of Warlord Kwan:  a relic set of swords enchanted by the spirits of Kwan's ancestors.
  • Paqua--a Hopi shamaness who joined the group upon their arrival in Shan Fan. Paqua served as the party's "native liason" as well as a healer.  After escorting the undead-raising Amulet of Rahashimir to Virginia City (the first time...it eventually ended up back in Shan Fan, in the hands of Emperor Norton!) Paqua garnered the attention of a certain Servitor of Death...
  • Dr. Albert Noble--a Confederate veteran mad scientist, Noble's devices served the group well as he maintained their steam wagon and provided well-timed explosions when necessary.  Noble's liasons with the Confederates at Shannonsburg netted him a swanky position at the secret Confederate labs at Roswell, New Mexico!
  • Angus Cole--the hideously disfigured gunslinger (and hexcaster!) supposedly hailed from the Confederacy, but rather a Union agent in disguise!  Angus's continued attempts to contact his higher-ups in the Agency were good-intentioned, though his telegraphs had a distinct tendency to be intercepted by everyone from the Confederates to Warlord Kwan to Grimme himself!
  • Tara Jenkins--a rodeo gal from North Texas, the most notable thing about Tara was her death!  Squished into the ground by a Mojave rattler, Tara rose up as a Harrowed.  But, little did she know that her demon-rider had complete control over her, and was just biding its time to betray the party.  With the party entrusting the Amulet of Rashashimir to her on their way to Fort 51 (the second time!), they were in for a rude awakening!
  • Eddie Van Horn--a bare-knuckles boxer from Boston, the posse found Eddie in Rock Island Prison, trapped with Samuel Q. Hellman.  However, none knew much about Eddie's true nature--he was a werewolf!  The posse managed to cure Eddie, with the help of Mr. Eddington and Mr. Andrew Lane at Fort 51, but he still provided a ready right cross whenever they needed him.
  • Mary Ellen Hardigan--nominally the star of our show, Mary Ellen grew up in Lost Angels.  In their early adventures, the posse saved Mary Ellen from one of Grimme's corpse carts and she was given a steam-powered arm by none other than Dr. Darius Hellstromme himself!  Mary Ellen's opium-fueled vendetta against Grimme led her to ally with Big Ears Tam, the Confederates at Shannonsburg, and numerous others...


Now, our version of The Flood has taken several left turns of the base plot point campaign.  First off, we did very little with Santa Ana's invasion of California, saving it for a "montage" style series of attacks provoking the one-legged Mexican to send his army against Grimme.

However, much of our action centered around a theme of possession and control--with three of the posse members (Eddie, Tara, and Jayne) all having some "rider" in their brain, we focused on what the repercussions of their state of mind would be.  Eddie was quick to take up any possible cure, believing his lycanthropy to be a curse.  Jayne, though, worked towards an equilibrium with the spirit inhabiting his brain, working together towards a greater good.

This theme worked well in tandem with the other major theme of the campaign--addiction.  Mary Ellen's major hindrance was her addiction to morphine and opium, which she later managed to spread to Dr. Noble and very nearly to Paqua, who resisted her addiction vociferously.  While the others had a "literal" rider in their brain, Noble and Hardigan had a more figurative "monkey on their back", which brought huge amounts of trouble, particularly in a region beset by Famine and Pestilence.

It's in our last few sessions that things really started hitting the fan, so to speak.  After recovering the Amulet of Rahashimir for a second time, the posse decided to personally escort the relic to Fort 51 and turn it over to the Agency, via their liaisons Angus Cole and Marcus Black.  However, while there, Tara's manitou took over, stealing the Amulet and ghosting through the floors in an attempt to escape!  Unfortunately for her, Jayne lost control of his own spiritual rider, who responded to Tara's betrayal with a katana to the skull.

After a side trip to New Jerusalem and a few months aggravating Santa Ana in Mexicali, the stage was set for our heroes to return to Lost Angels.  Sneaking into Perdition, Paqua was shocked to see a familiar face--that of the cybernetically augmented Charley Bill Buckner, the Wasatch Rail Foreman at Ore Collection Station #37.  Buckner curtly told the group that their old friend--Ronnie Clum, the photographer for the Tombstone Epitaph--was captured by Guardian Angels in Ghost Town, the flaming remains of the LA suburbs.

Inspiration, perhaps?
Quickly, the posse managed to contact their allies in the area--a small group of Texas Rangers conscripted by Admiral Birminghamton, after the posse handed over Fort Jackson (or, Fort Formerly-Known-as-Norton), and a handful of ninjas, courtesy of Big Ears Tam.  Formulating a plan, they prepared to sneak into the city, but not before activating the final Apache petroglyph and saving Ronnie Clum, who had a surprise for them.  You see, following up on some leads from Tombstone, Clum managed to find something of real worth:  Ezekiah Grimme's walking stick, long thought lost within the Great Maze!

With walking stick, katana, and tomahawk in hand, our posse snuck into the Grand Cathedral of Lost Angels at dawn on August 23rd, 1880.  With a storm swirling overhead, the group dripped their blood onto the stones of the cathedral as a peal of thunder let loose.  Grimme, his Angel of Death Garrett Black, and his Immortal Thirteen clawed their way out from the depths of the cathedral's crypt and sacristy, spattered with the blood of their unholy feast.

And, with that, the battle was joined.  After an epic struggle, the Thirteen lay dead on the floor of the cathedral while Jayne Cobb stood over the crumpled, broken form of Grimme.  Lightning crashed through the massive stained glass window of the cathedral, shattering Grimme's unholy altar, as a massive wave of water rose up before the wickedness and debauched city below.

So, as you might imagine from the title, Lost Angels vanished beneath a massive tsunami, summoned by the ancient magics of the Apache.  While our heroes somehow--miraculously, perhaps?--managed to survive, the Servitor of Famine and his followers have been eradicated, and the Weird West is a safer place.

But what's next?  That, friends and neighbors, comes next entry...

Wednesday, August 08, 2012

In Which The Warlock Lauds a Journeyman Achievement!


It's a great time to be a Wittenberg gamer, friends.  You see, I'm not the only one who's been busy...

My good friend (and the man who got me hooked on Savage Worlds in the first place!) Will Herrmann--better known here as the Journeyman GM--has been working on a secret project in his spare time.  Titled the "Wild Card Creator", this computer utility allows users to generate characters for Savage Worlds and its various settings in record time.

Will has just begun a Kickstarter campaign to fund the completion of his program. 
If this is something that interests you, jump on board now!  His press release follows:

Introducing Wild Card Creator. Any PDF, Any Setting, No Extra Cost!

Journeyman Games has just announced a Kickstarter for their Wild Card Creator, a computer program that helps gamers quickly and easily design characters for the Savage Worlds tabletop roleplaying game. The program enables you to generate, save, and print characters in both stat block and character sheet formats, enabling you to access them whenever you need, in a fraction of the time it takes to do it by hand!

Because Wild Card Creator comes pre-loaded with the full text of Savage Worlds Deluxe, you can start making characters right away. But what if you want to make characters for a supplementary setting like Deadlands, Agents of Oblivion, Hellfrost, or any of several dozen other settings? Other character creators would make you type it all in yourself or force you to pony up $5-$10 for the same content you already own. Not Wild Card Creator.
If you own any published Savage Worlds PDFs, Wild Card Creator will be able to import any new Races, Edges, Hindrances, Gear, and other character options without you paying anything more! If you've got the PDF, you've got the content. Pinnacle Entertainment Group and 14 other companies have already given permission to allow Wild Card Creator to work seamlessly with their full range of PDFs, so your favorite settings are sure to be supported.

Wild Card Creator will be available for Mac, Windows, and Linux and has an estimated release date of November 2012.
Kickstarter: http://www.kickstarter.com/projects/657350477/wild-card-creator
Website: http://www.JourneymanGames.net
Twitter: @JourneymanRPGs
Oh, and I haven't been quiet this week, either...while I'm taking just a short break from work on Cold Steel Wardens before finishing revision, I'm still pumping out nearly 4,500 words a day on....well, you'll see.  :D

Thursday, July 26, 2012

In Which The Warlock Walks The Golden Mean...


The Oracle at Delphi
The so-called “Golden Mean”—as a philosophical concept, mind you—dates back literally thousands of years to the days of Aristotle and Plato.  Supposedly, as one entered the revered Oracle of Delphi, two sayings were inscribed on the doorway:  on the way in, “Know thyself”; on the way out, “All Things in Moderation”.  And, sure as anything, gaming tends to take a page from greater themes in life and in philosophy in general.


On its most basic level, balance must be achieved in terms of theme—even in the most dire of horror games like Call of Cthulhu or Kult, moments of success, lightness, and even humor must break up the oppressive atmosphere.  Even in a light-hearted or humorous game like Paranoia or ICONS has to come with degree of threat, else the players have no reason to actually play.  Role-players role-play to have fun, but also to tell a unique, collaborative story.  If there’s no story, the game loses focus and falls apart.  If there’s no fun, well…what’s the point?


I’m going to avoid going on another “Wizards of the Coast has it wrong” rant, but I will cite another of Rodney Thompson's editorials, this time as a grand step in maintaining balance in design.  Here, Thompson expounds upon the ratio that the 5e/D&D Next team intends to hold up in their coming rules-set.  Essentially, they’re shooting for a 1:1:1 split between exploration, role-playing, and combat.  While I think that that ratio can work well for D&D, it’s obviously not a sure-fire ratio for every game—just try having that much combat in a Call of Cthulhu campaign and see how long your investigators survive!


General Treister:
The inspiration for our Admiral Birmingham
Our weekly Deadlands game, in many ways, has walked both venues of this treacherous balance for the duration of the game.  Interestingly enough, I think that’s one of the reasons I’ve become such a fan of the setting:  while nominally a horror setting, it’s one where the players can achieve real victory against the forces of darkness; while full of ‘wacky’ mad scientists and hexslinging hucksters, Western genre tropes are played straight to the hilt.  In our sessions, we regularly drift directly from the high action of steam-wagon chase scenes and gunfights, to creeping investigative horror, to outright comedy—just ask ChaoticFrederick and Chris II about Confederate Admiral Birmingham’s waffle iron! 


Without that variety, without those alternated scenes, our game just wouldn’t be the same.  And, fittingly enough, Deadlands (and the Savage Worlds rules behind it) provides ample opportunity for flexibility in this regard.  Players are able to pick the skills, the edges, and the powers that provide them the most “awesome” for their XP.  And, that’s really the way it should be.


As I’ve mentioned in some of my prior design previews for Cold Steel Wardens, I’ve spent a good deal of my original design work establishing a degree of parallelism in my first draft.  Physical and Mental Strain run on parallel tracks—literally on opposite edges of the character sheet—and contribute equally to a burgeoning Hero’s well-being.  Skills are broken up into five categories of five Skills each, making them easy to manipulate and remember.  Those Skills have a nearly even distribution of linked Vitals, ensuring that no “dump stat” arises and that every choice—every XP spent and every choice made—matters.


But what about theme?  Surely, Cold Steel Wardens would suffer in this regard, as the game itself revolves around the rain-spattered dystopia of Iron Age comics?  Well, yes and no.  While maintaining mood is going to be of great import for any would-be Warden, the comfort and enjoyment of the table must always remain paramount. 


As for maintaining that Golden Mean?  Well, it seems I’ve already come across an answer for that…


Pendulum Theory!
While Pendulum Theory isn’t going to be part and parcel with Cold Steel Wardens, it’s a near and dear thing to carry over the innovations of The Pendulum Method into running a solid session of Cold Steel Wardens.


Stay tuned, friends and neighbors!  Grand things are in store!

Sunday, July 15, 2012

In Which The Warlock Polishes off the Six-Pack...


Whew!  Fitting title for this one today, cats and kittens.  The PlatinumChick and I love entertaining, and we just held our mid-summer barbeque last night.  Friends of ours streamed in from all over Ohio to raise a glass, enjoy some burgers and brats, and enjoy a glorious fire in our firepit.  Luckily enough for us, we haven't been under a burn ban!

But, all that hasn't stopped me from finishing out a six-pack of a different sort!  Just a few moments ago, I've finished off my present to you, faithful readers:  the final touches on the "Reno Six-Pack"--a ready to play set of six pre-generated characters for Hell on Earth Reloaded setting by Pinnacle Entertainment.

You can access the full Reno Six-Pack through this link:  Reno Six-Pack!

Inside, you'll find our six adventurers:
  • Doc Neutron--a Heretic Doomsayer
  • "The Main Man" Marlow--a chainsaw-wielding road warrior
  • Edward Castellan--a mighty Templar
  • Carrie Ann Waltrip--a Harrowed gunslinger
  • Leslie Marvin--a plucky Junker
  • Garrett Walker--an intrepid Librarian, with his faithful companion Felix, the Bobcat
All six characters are built at Veteran tier (40 XP) and are equipped and ready to play.  Naturally, you'll need the Hell on Earth Reloaded book and Savage Worlds Deluxe to make the most of these.

Enjoy, gang!

Saturday, July 07, 2012

In Which The Warlock Presents The Main Man...

I finished him up a little early, so I figured, "why not?!" 

Here's my latest entry in my Reno Six-Pack:  "The Main Man" Marlow!

And, if you missed out on his predecessor, Doc Neutron, here's the link for the full stack!

Monday, July 02, 2012

In Which The Warlock Posts a Pre-Gen...


A few weeks ago, DigitalKat decided to put out a great little utility for all those Savage Worlds/Deadlands players:  a folio of eight pre-generated archetypal characters, complete with backgrounds and motivations,  ready to use in your favorite one-sheet or plot-point campaign.

Her work is really spectacular and it served as a really great idea so, deciding that imitation is the sincerest form of flattery...the recent release of Hell on Earth really needs some supplements, like pre-generated characters!

As such, enjoy the first of the pre-gens I originally created for my classic "Ravenous in Reno" scenario, now updated for the Hell on Earth Reloaded rule-set!

If you'd like me to complete the set, just drop me a comment down below.  If I get enough interest, I'll write up the full posse for you!

"Doc Neutron"--Heretic Doomsayer!