Showing posts with label 7th Sea. Show all posts
Showing posts with label 7th Sea. Show all posts

Wednesday, September 14, 2011

Game Findings: 7th Sea

This post might seem a little unusual. After all, 7th Sea is hardly some small indie game that no one's heard of, and it's been around long enough to generate tons of reviews. I'm willing to bet that any gamer who is both old and ecclectic enough has at least given this a short go.

So why the hell am I talking about it here? Because in the course of finishing up my campaign I encountered a few things that I'd not read about, nor ever experienced in all the 7th Sea games we'd played previously, and those things caught all of us by surprise. That sounded worth talking about here.

In a nutshell, high-level 7th Sea is a very different game from low-level 7th Sea (if you'll forgive the rough nomenclature). Now sure, there's an excellent argument to be made that if the game doesn't change at all as your chracter advances, then there's no point in advancing at all. If you're prepared to say that, I'm prepared to agree with you. Statistical analysis of the 4th edition of Dungeons & Dragons showed that the average hit percentage stayed the same and even dipped a little bit as you progessed from level 1 to level 30. You opposition ramped up in pace with you, meaning that while you were doing math with larger numbers, your actual performance wasn't changing much at all. What's the point then?

Well, in D&D, you get access to more and better powers. These things open up avenues of action that you didn't have previously, making you a little broader in addition to numerically taller. But we're not talking about D&D, we're talking about 7th Sea. The thing is, 7th Sea does that exact thing as well, assuming you're either a swordsman or a sorcerer. In all the time I've played and run this game, eery character has always been one or the other (usually a swordsman), so that shouldn't be much of an issue. But you can in fact make a character who is neither, which happened this last campaign.

I'm rambling, so let's break this down a bit, and start with the basics. The roll and keep system is a good one. No, it's a great one. It's simple, it's flexible, and raising is still the single most awesome game mechanic that I've encountered in a decade. 7th Sea takes roll and keep and makes heavy use of it to great effect. However, at the end of a long campaign where most people are rolling pools approaching 10k5 or more, things begin to slow down. With rasing and well placed bonuses, those pools can shoot close to the 10k10 range, especially when dealing damage. Add in exploding dice, and suddenly you're dealing with a whole lot more math than you were at the beginning of the campaign where people were tossing 6k3. Actions began to slow down, and while the size of the pools finally convinced most people to throw everything away once they reached their target number, anytime we had opposed rolls there was no choice but to add everything up. This would have been muchworse had we done raising by the book, which drove target numbers ever higher instead of reducing the pool size. We could still move the game along, but there was a noticeable lag. In short, the roll and keep system didn't scale well to the high end of the game. It worked, but it didn't work as well as it once did.

High scores impacted combat in another way: panache. For those few out there unfamiliar with the system, combat has 10 phases, and you get one action per point in your panache score. Roll those dice, and each one tells you which phase you get an action on. If you've got a panache of 3, you're going to have 3 actions, the phase of each determined by the results of the dice. It's a cool system and one I found got things moving quickly and cleanly. There's an easy sub-system for dealing with ties, and certain options to let you act out of phase. It's good, and well designed.

When most the combattants have 3+ actions though, the nature of combat changes. Obviously, there's going to be more ties that need to be resolved, but more than that there are a lot of abilities in the game that build up over rounds or require rounds to recharge. Swordsman schools are big on this, and they're what I was getting at when drawing a comparison to D&D, but I'll deal with them more specifically in a moment. For now, suffice to say that when you've got an ability that takes a few rounds of combat to really develop power, there's a big diference in its effectiveness if your opponent is going twice this round or if he's going five times. And Theus help you if you're ganged up on by two panache 5 opponents. You've got no chance.

Therein lays the big scaling problem with this game. The way your character grows mechanically in ways more intesting than larger numbers is his accrual of special abilities, granted by either his school or sorcerous heritage. However, when you factor in the average die pool size getting chucked around by the time you can lay hands on many of these abilities, they lose a lot of luster. The best example of this is an ability one of my players wanted from the very first session of play. It was the ability to begin administering last rights to your opponent in the middle of a fight, and the process was so unnerving that it gave you a mounting fear factor in the combat. In terms of imagery, it's phenominal, and I wanted to see it in play as badly as he wanted to use it.

As the game grew to a close, he amassed enough experience to earn that power. Each round he was in a fight, his fear rating would increase by 1. Unfortunately, by the time he got it, each round was so chocked full of actions that the fights would be over in a single pass, or two in extreme cases. Everyone was doing so much that the party could lay waste to the opposition, who also had a ton of actions, before his fear factorcould grow to anything meaningful. He hung his head after several fights like this and proclaimed he'd dedicated his character to gaining a useess ability.

Normally I don't pan things so quickly, but he really did seem to be right in this case. His ability still looked phenominal on paper, but because to much action could be packed into each round now, it was useless, especially since fear is a resisted thing in thi game, and high level opponents had appropriately high scores, which meant you'd need a high fear rating to shake them. This proved true of many swordsman abilities (though certainly not all of them). The bredth promised in that style of advancement wasn't keeping pace with the power level of the game, which drove several people to begin concentrating strictly on numbers, and within that stats. The power of stats over skills is a widely known quirk of the system, but that stats outshine everything else, including schools and sorcery, was something none of us were ready for.

In short, 7th Sea remains a fantastic game with a rich world anda great system filled with simple innovative rules, but the game tops out long before anyone maxes out their scores. Just because the character sheet goes to 11 (or, really, 5) doesn't mean you can play that same game all the way through.

Thursday, December 2, 2010

Madness Made Real

I had a chance to put the madness rules discussed earlier into play, starting with explaining them to the players. The good news there was that they were easily absorbed, and the player most likely to use them most heavily liked them right away. Score!

We got down to the business of play, and things chugged along without a hitch. The group was in a pirate town trying to keep their heads down while making repairs to their ship before heading out in search of a lost relic when the group scholar, and budding madman, was singled out by a scoundrel for a high stakes game of chance in a tavern. All proceeded normally until a wager went sour and a fight broke out.

C'mon. It's a swashbuckling game, there was an inn, and it was in a pirate port. Who didn't see that coming?

At this point there are two party members in the bar. There's Mr. Suave, the budding madman who prides himself on fabulous hair and is even better known for his relative frailty and aversion to melee combat (though he's rectifying that), and then Dr. Destroyer, who's a little bit of a scholar and much more of an ass beater. Everyone knew what Dr. Destroyer was going to do, but Mr. Suave had a plan. We rolled initiative and he began to describe in cool, confident tones exactly how he was going to twist this situation.

That's when I tossed him a madness point, and, like a scene from Jacob's Ladder, he begins to see... things among the press of violent human flesh. Vile, loathsome things. And not just any things, but things. You know. Them.

I invoked Mr. Suave's fear insanity, and instead of whatever "I'm so cool I don't need to fight" thing he was going to do, he spent the round curled up in the fetal position under the table screaming.

Next round comes, and Mr. Suave asks me if he can act if the action is based on fear. That sounds fine by me, so I let him declare. In his panic-addled mind, he fixates on the scoundrel who started the fight. Clearly he summoned them, and thus needs to be put down. So he draws a pair of knives and proceeds to tackle the man and cut him to ribbons. He even throws in his madness point in order to emulate insane strength. He does so much damage he kills the scoundrel. That even came with a "Sorry, Clifford. I know you don't like these games to go killer, but I'm kind of crazy right now." As it turned out, I completely agreed with him.

The following round I let him recover his senses, and the rest of the brawl just realized someone had been killed. Mr. Suave beat a hasty retreat (burning a drama die, and thus getting rid of the madness point in the grip), while Dr. Destructor held the door long enough for him to get away. Or, that was the plan anyway. Instead, Destructor decided to brawl the whole bar himself, 1 on 20, and won. He's like that. He got himself a drink before heading out to find Mr. Suave.

This has been the only time we've used madness so far, but the initial impressions are good. All of the mechanics associated with this little rules bundle seem easy enough to use at the table, and parallel rules everyone's already familiar with, which means almost no learning curve. The one thing that's different, the grip of madness, has so far presented no difficulties. Mr. Suave asked once for a refresher and from then on seemed to have it well in hand. I anticipate getting an opportunity to use these a lot more in the future, and we'll see how they stand the test of time. For a maiden voyage though, so far so good.

Monday, November 29, 2010

The Cost of Madness

Last time I introduced the idea of madness points as an alternate reward for invoking insanity "hubris." But in that post I said that I wanted madness points to be darker than drama dice, to have a few thorns of their own that make handling them uncomfortable. Even the boons of madness come with a price. Let's talk about that now.

Mind you, said price can't be too steep. Madness points are supposed to ultimately be a good thing, remember. As much of a good thing as any reward for slowly losing your mind can be, anyway.

There's one other consideration when coming up with these rules of which I remain cognizant: simplicity. If I overly complicate the rules the player who dives most fervently into these madness rules will let me hear about it. He's a big fan of simplicity, not because he's lazy, but because he thinks overly involved rulesets detract from gameplay and, ultimately, are stupid. He still touts red box D&D as having 14 pages of rules and being a complete game unto itself. We argue over "complete" all the time, since he says filling in the gaps is a GM's job, but that's not a discussion germane to this post.

So, bad but not too bad, and mechanically simple. That's a pretty broad set of parameters. What can we do with that.

After much pacing and conversation with Boaz, my dog, here's what I've got: Boaz is very supportive but not a deep well of ideas. In the end, his contribution was a request for a belly rub. As for the game, I'm thinking that madness points have two stages to them:


Mad Strength/Clarity
These are the unspent madness points. Until they're spent they don't do anything. They just sit there. If you never want to use them, don't. They won't hurt you. The way I figure it, these are the things that take a little of the edge off the pain of suffering a madness attack. If you're willing to suffer those penalties without reaping anything for the bother, that's bad enough. So hoard your points all you like.

The Grip of Madness
Once you spend madness points, they go into a separate pool. Put them in a cup or a bowl or something like that to separate them from the unspent ones. This represents the downside of the madness rush that granted you a bonus. If the 1k1 bonus they gave you on a roll is like an adrenalin rush, the grip of madness is like the weak, trembling comedown off that rush. You will overcome this eventually, but in the meantime it eats into your capacity to function. 

Every time you roll a drama die, remove one die from the cup. Don't roll it, just take it out. That drama die doesn't explode. Note that you only reduce the madness dice in the grip for rolled drama dice, not drama dice spent on sorcery or swordsman techniques. If you don't roll the die, and thus don't have the opportunity to see it explode, this penalty isn't a penalty, and thus doesn't apply.

You also remove one die from the grip each time you roll a 10 on any other die. For each normal die that comes up 10, take one madness die out of the grip and throw it away. That 10 also doesn't explode because of this.

Once your grip is empty, all of your dice explode normally.

Now, there's one other part to this that I should note, because it's a way around the penalty for being in the grip of madness: spend a madness point. 

That's right. Any roll in which you spend a madness point, and thus tighten the grip, you're not subject to the penalties of the grip. Sure, it dooms you to a spiral of accumulating and spending madness points until you're largely incapable of accomplishing anything but the most basic of tasks without resorting to that gibbering strength you've been cultivating, but hey, that's voluntary insanity for you.

It's important to note that madness lingers. This means that your madness pool, along with your grip, carry over from session to session. So there's no sidestepping this penalty by hoarding your madness points all night and then blowing through them in the last few rolls of the evening, filling up the grip right before packing it up for the night and then starting the next session with a clean slate. It doesn't work that way. 

Thursday, November 25, 2010

Madness Points

Last post I talked about introducing a creeping insanity system into 7th Sea, and how I modeled it after the hubris system. In that, I said a player would have to spend extra in order to counter my offer of a drama die. I'm currently rethinking that. While the underlying idea is sound (make madness more insidious than any other purely human character flaw), the mechanics still feel like they softpeddle the idea they're trying to convey. Drama dice are all about heroism and drama. Something about giving a madman the ability to jauntily vanquish a cluster of inquisitors seems wrong to me at a fundamental level.

Clearly, there should be some kind of benefit to having an insanity attack; being able to roll a mythos lore knack now and again to recognize certain rites or translate arcane texts is not tradeoff enough for suffering an ongoing malady of the mind. Yes, yes, I understand that Lovecraftian horror stacks the deck against the investigators and that Call of Cthulhu is one of the most fundamentally unfair games on the market because the genre itself is very much unfair. I know that. But I'm not running CoC. I'm running 7th Sea, and I'm bleeding in mythos elements gradually. Therefor, I want a more give and take kind of mental flaw system. Yeah, I really want to pound foolhardy scholars in their frontal lobes, but I want to give them a hard candy afterward to entice them to do it again. More than that, I want to give them that sucker to make the overall experience fun. If all that waits for them is madness and death with nothing good along the way, they'll do that annoying player pragmatist thing and stay away from the death trap.

Players, man, all looking to preserve their characters. I tell ya....

I'm sure my work with Fate's aspect system has no small part in this desire. The idea that if you offer the right incentive, players will willingly crank their own thumbscrews is one that resonates deeply with me. I love anything that promotes greater player investment in the game and their character. I have what I think is a largely typical group of players. Nearly all of us cut our teeth on red box D&D and moved through the early TSR offerings, ultimately each picking unique paths of later games from other companies. One thing that nearly all these games of the 80s and 90s had in common, however, was the game structure that the GM was in charge of everything, and the PCs played their character. Good players were ones that picked up on the crumbs the GM threw out and played nice with one another.

It's a tried and true method of gaming, one that goes all the way back to its roots, but it's one that leads to player passivity. Even today, most of my players tell me things like "this is your story, and I'm really interested in seeing where it goes." That's great that they're into it, but it's not supposed to be my story. It's supposed to be theirs, and I'm just helping tell it. At least that's where I am right now.

What's this got to do with giving out drama dice? Aspects, drama dice, these things are rules designed to encourage greater player activity in certain ways. They're rewards for playing penalties, and they're rewards that happen right then and there, on the spot, that can be used immediately or stored away for later. Bonus xp is great, but if the flaw gets you killed, you'll never get to use it. But bonus dice, well, you can use them whenever.

So I want to give out dice for madness penalties, but I don't want them to be bright and shiny things indistinguishable from drama dice. I bought a handful of gold colored dice just to hand out as drama dice last time I ran 7th Sea, so we're talking literally bright and shiny. Madness dice should be darker. They can provide a bonus, but I want them to feel edgier, prickly, less wholesome and maybe not entirely safe.

This brings us to madness points. They'll work like drama dice, but they're separate because the devil, or in this case the Old Ones, are in the details. Spending one still gets you 1k1 to a roll, but you can't use them to buy off a madness attack. You can still use drama dice for that, but I have a feeling in the end that'll be all you're using drama dice for in that case.

You can use madness points for just about anything, but not quite everything. They can apply to nearly any physical action, representing a sudden manic burst. You might not look suave when bolstered by insanity, but it can get the job done. You're in a fight and the shadows flicker in just the wrong way. Suddenly the mask of sanity slips and you glimpse the true face of your opponent. These aren't church men after you, but deep ones. You fly into a berserk rage, madness flooding your muscles with insane strength as you rip your foe apart. It's not pretty, but it works.

Similarly, you can use madness points to help you in any mythos check, be it recognizing a particular beast, deciphering some scrap of foul pictographic script, or gleaning some buried truth from historical record. In this, it's a simple matter of your mind becoming more accustomed to the alien thought patterns necessary to make sense of the sanity blasting truth that most remain blessedly blind to.

You can also use madness points when making fear checks, provided the check's not against some mythos monster. You've had a peek of the true horror of the universe. How can a master of the Rogers school possibly stand against that? You're so numbed by the overwhelming truth, nothing else can make you quake.

You can even use madness points to assist in wound checks. Sure, those wracked with madness in Lovecraft's stories tend to be frail and ill of health, but if we expand our view to something a little wider than Lovecraft's own world we find many examples of the mad exhibiting not only great strength, but great resilience as well. Again, this is 7th Sea, not CoC. I'm willing to make that stretch in this game.

Monday, November 22, 2010

On Madness

You knew this was coming. You can't play any game with Lovecraftian mythos involvement and not eventually talk about losing your mind. To leave that part out is simply inappropriate.

I knew I'd have to deal with some kind of sanity system in 7th Sea eventually. What I didn't expect is that one of the players would latch onto forbidden texts right away and spend every last moment of free time plumbing their blasphemous depths for every kernel of forbidden knowledge he could dig out. Serves me right for beginning yet another campaign without having every last mechanical contingency planned out.

So far I've been winging it. I knew that I didn't want the mythos lore skill to be something that you picked up like anything else in the game. Spending xp and getting additional points in it made the entire thing too mundane, too normal. So I tied it to an open research roll. The player's been rolling his research knack and I've been keeping tabs on his total across all the rolls. As he hits certain benchmarks, I award him with a new dot in the skill. So far he's managed to get two dots.

As for the downside, well, that turned out to be a little more elusive, but as of our last game I believe I've gotten it. Each point in mythos lore now comes with its own arcana. As soon as you gain the point, you also gain the arcana. These are like hubris, in that I can toss a drama die at the player and he'll suffer the effects, but unlike normal hubris, he can't buy these off with a drama die of his own. I might allow a 2 for 1 buy off so as not to remove all control from him, but I'm designing these to be deeper and darker than your standard heroic foibles.

I have a little work left on the list of madness arcana, but here's what I've got so far:

  • Obsession - you've uncovered something. You don't know exactly what yet, because you don't know enough to make sense of it, but it's clearly something, and something big. It gnaws at your thoughts constantly with the promise of amazing knowledge, especially when you're doing something else. When this arcana activates, you must drop whatever else you're doing and devote yourself fully to furthering your research into the unknown. 
  • Fear - you've uncovered something, and now what has been seen cannot be unseen. You still don't know what's out there exactly, but you understand enough to know that the world is nothing like you thought it was, and it's not safe. Anywhere. There's something out there, something sinister, unresistable, and while your prior ignorance didn't protect you, it did protect your peace of mind. Things, crawling, sucking, things lurk... somewhere, and one day they're going to, well, that's not entirely clear, but it won't be pleasant. This arcana functions similarly to the Cowardice hubris, but can be activated at any time, since it's not man you're afraid of, but things far beyond his ken. 
  • Insomnia - your mind won't stop anymore. It runs through the litany of blasphemy you've learned in the day, and puts on plays of horrors in your dreams every time you sleep. You awake not refreshed, not even exhausted by night terrors, but trembling to the core from the sensation that every time you dream they can see you, and they draw you to them. The dream world is theirs, and you are sucked closer to their forbidden cities awash in nightmares and insanity with every slumbering breath you take. When this arcana activates, you cannot sleep that night. You do not rest, and therefore cannot heal.
  • Illness - The forbidden lore you've uncovered inflames your mind. The knowledge is so overwhelming, so conceptually difficult, that it takes tremendous amounts of will and mental contortion to make sense of what you're discovering, and even then you only get half of it. Perhaps it's the late hours and little sleep, perhaps it's a physical reflection of your fevered mind, but you're not well. You're pale, bedraggled, you have a fever, and might be a little shy of lucid sometimes. At least that's what others tell you. In those fugues you feel you're at your clearest, and the jumble of knowledge begins to crystallize. When this arcana activates, you lose 1 die from all Wits tests other than mythos rolls but gain 1k1 to mythos rolls. This adjustment lasts for the scene. However, every mythos roll inflicts (1+x)k1 of flesh wounds, where x is the number of raises you make. 
The list isn't in a set order, though I think the order presented above is pretty good. That leaves me one short, but I've got a little while before I'll need all 5. Back to the notebook....

Thursday, November 18, 2010

Changing Raises

One of the things that the roll and keep system introduced to our group was the idea of raises, deliberately increasing your own target number in order to get better results. It was revolutionary for us at the time. All of us had grown up looking to see of that magical "natural 20" popped up on the attack roll, and while other games, among them Shadowrun, had long ago introduced the idea of incremental success, putting that power in the players' hands was wholly new. Needless to say, my group took to it immediately.

The problem I've had with it as a GM is that players often refuse to stop when they hit their target number. When rolling 5k3 and looking for a 15, it's been my experience that they'll reroll every 10 they get and tabulate the result all the way to 63, even though all they need is that 15, and in fact it doesn't matter mechanically if they rolled 15, 16, 63, or 163. Hit you TN or don't. All that incremental stuff got taken care of when it came time to raise.

I get the thrill of the high roll. Really. It doesn't happen often, but I do occasionally play an RPG instead of run one, and my luck with dice is such that any time I break into double digits I'm elated. So I do understand how awesome it is to roll high. But the thing is that it takes time to tabulate those towering results, and if you already know whether you've succeeded and how well, everything else is wasted time. I've tried to push on as soon as I know that the player made the roll, but I've actually been shushed with a "I'm not done yet!" before.

And then there's the fact that even though the roll and keep system has been around for a decade now, it's still close to unique, which means that my players consistently forget to do it because it's unlike any other rule they're exposed to. This often leads to much head smacking and cries of "I should have raised," right after the dice clatter on the table.

So I took a page from one of Mr. Wick's more recent games: Houses of the Blooded. In this, there's a still a raise mechanic. It's called wagering, but in effect it's the same thing. However, instead of inflating your target number, you remove dice from your pool. Your target number remains unchanged.

I began using this rule for a few reasons:

First off, it keeps target numbers low. The average target number is 15, and it's always 15. You want to raise 5 times? Drop five dice out of your pool and look for a 15. You don't have to calculate that 5 raises on a 15 makes the TN a 40, and then begin adding your dice toward that number.

By extension, it makes high raise rolls faster, not slower. Since a pool in which you made a lot of raises is now smaller than normal, there's less dice to count. And my players like to raise, a lot. They're good at what they do (by my design; I prefer stories about competent heroes, not bumbling idiots, though I do know some people who prefer the latter), and they want to show it off. It's not unusual for them to call 4 and 5 raises in their area of specialty.

By requiring the player to modify his die pool before he rolls, it places the focus of the raise not on an abstract target number, but on a collection of dice he holds in his hand. Every time he picks up those plastic bits, he's got a physical reminder to raise. Since we've switched over to this method, some players have complained that they didn't raise high enough, but no one's forgotten to raise on a roll.

Finally, and this is purely a taste thing, it places a limit on raises. I don't have a problem that 7th Sea lets people raise to the heavens, and sometimes I even encourage a little outrageous raising as the GM. However, this particular campaign swings back and forth between two tones. Most of the time they're galavanting about the globe on missions for the Explorer's Guild. However, they're actually members of Die Kreuzritter, and they occasionally have to bury artifact finds or make scholars hewing too closely to a dangerous discovery disappear. More than that though, they've discovered some cult activity that's far more sinister than the typical Legion cults. These cults have sporadic appearances in obscure historical records, such as an ignored field report found in Explorer archives about something called the LeGrasse expedition to the Midnight Archipelago. It seems LeGrasse encountered natives performing blood rites while chanting about something called Cthullhu, or R'yleh, or something like that. My own party stumbled onto this only after rescuing someone from a group related to some sea beast called Dagon.

I do love me some near-super swashbucking action, but when horrors from beyond time and space begin to creep in, I like that the die drop method of raising places some mortal limits on the players. It's something I can play up as they sink deeper into the horrors they uncover in an attempt to protect the world.

Monday, November 15, 2010

And Now for Something Completely Different

It had to happen eventually. I haven't run a session of Shadowrun in about a month, maybe six weeks. We're in that long rear view that makes specific dates a little hazy. On top of that we're now into November, which means holiday season. Between now and sometime after New Years, my group won't have a single weekend available to them. I think we're at a point where we won't be laid up until after Valentine's Day, though that used to happen too.

I can tinker with Shadowitz more, but I've already played around with a lot of fundamentals of the game. I've adjusted target thresholds, wound penalties, and healing rates. I've also expanded the rules associated with the heal spell, for all the use that'll get. After I tossed out my take on technomancers and physical mages I started running dry on ideas. At this point I can't realistically revise the system without playing it, and for that I need a group. I won't have a group for another 3 months at the earliest.

That doesn't mean I haven't been gaming, however. It just means I haven't been running Shadowrun. I'm actually running a pair of games at the moment. Shadowrun meets on weekends, when it does, and the other game meets every Wednesday after work. We play for 3 hours, then go home. The sessions are short, but they're frequent, which lets us make progress. It's less tolerant of messing around because of the short game time, which means that sometimes the group doesn't make any appreciable progress, but by and large they chug along just fine. It's a schedule that's worked out a whole lot better than meeting on weekends. I might be kissing the idea of a weekend game goodbye next year and only run something on weeknights (one game at a time though; I've got limits).

What this means is that I've been running a 7th Sea game pretty consistently for the past several months. In fact, it's seen a ton more action than Shadowrun has, by a lot. I didn't redesign this system from the ground up like I did with Shadowrun. I have made a few adjustments to the rules, but we all went into this game thinking the rules worked just fine. They were, after all, designed by the esteemed Mr. Wick, and our group tends to like his mechanics (even if they'll rib me about saying so).

While I don't have a ton of material to post about modifications to the mechanics of this game, I figure it's worth posting about, given that it's most of what I'm doing in gaming these days. So, the next few posts will involve the tweaks we've made to that system and why.