With that core engine in place, I can begin looking at the rest of the Shadowitz system and see what needs adjusting. The answer is a whole hell of a lot.
Remove Methods
First of all, it's now gone to a roll over vs a roll under system, and Punk and Demon have become the core character attributes. Methods don't mix into that well, and so I think they've got to go. Just straight out gone. A character now has knacks and a single target number he's looking for on all dice, regardless of his approach.
New Dice Rules
Speaking of which, impairment dice need an overhaul too. If higher dice are better, and the target number is 5, what do we do about injuries. I still think changing the pool composition to keep the possibility of action alive but less likely is a solid mechanic. So let's change the target number to 4, make d6 the base die, d10 the edge die, and d4 the impairment die.
1s glitch instead of 6s.
Finally, I'd like to shift the degree of success away from luck and into the realm of player choice. So I'm going to take the raise mechanic I used in 7th Sea and introduce it here. Any roll gives you basic success, regardless of the margin by which you beat the target threshold. If you want to achieve more, you need to raise.
Remove 1 die from your pool for each raise; it doesn't matter if it's a d6 or a d10, but you can't remove d4s to raise. You're stuck with them. If you succeed in your roll, you can get additional levels of performance based on the raises you made. In combat, this means raising is the only way to deal additional damage. An attack deals base damage + raises.
Fewer Aspects
In the original game, you started with 5 aspects. That's a lot, and they didn't get used much because there was a lot else going on. Now, you get 2 plus your demon. If you want more you can get more later, but start with 2 and learn to work them both.
Likewise, starting karma (which used to be called Edge) now starts at 2 points, not 5. A smaller pool means you're more likely to work those compels more often to earn more karma.
Shot Clock Revision
I've rejiggered the shot clock to give it multiple tracks. Now, your initiative score doesn't reduce the number of shots an action takes, but tells you which track you're on. Higher tracks have more spaces, meaning you still proceed around the clock more slowly, and thus get to act more often than slower opponents. This lets everyone use the same list of shot costs without the need to do any calculations that might foul things up or slow them down.
Knack List Revision
Resources is gone as a knack, since it's now based on your Worldliness score. The knack pyramid remains, but with the loss of methods, I'm wondering if making knacks more specific and increasing their number is a good idea. When making a few NPCs, I ran out of knacks to take a few times. Food for thought.
Contacts Overhaul
With Fixer gone, there needs to be some other way of making contacts important to the characters. Fixer was a neat idea, but it always bothered me that contacts were still only capable of doing the things characters could do already.
So now, every character gets 5 contact aspects. They can use these to build their contacts, giving them access to knacks (probably different ones than the character has himself), as well as certain other abilities like resources and position. These are part of the character sheet though, and a character can spend money and experience to increase his contacts just like he can himself. While the GM might play the contact when the character speaks to him, the player is responsible for the mechanics, advancing the contact, and making all the necessary rolls.
Monday, May 16, 2011
The Inner Demon
Let's move on to the second aspect of the mission statement: the inner demon. This is the means by which the characters maintain their individuality. Characters in Neuromancer did it through drug addiction, death wishes, isolation, extreme body modification, and sheer insanity. There wasn't anyone in that book who was just a little quirky. They were either faceless and forgettable, or they had something really wrong with them. So we need something similar for this game, something to give players the power stay themselves, but to do so in a way that breaks them.
Okay, so there's clearly got to be some kind of disadvantage tied to a character's inner demon, but again, it needs to be mechanical. The 90s were strewn with RPGs that introduced disadvantages that you were just supposed to role play, and while they were a big step in the direction of thinking about your character's personality and not just his combat stats, too often these disadvantages were banks of points that you got for free and proceeded to ignore in actual play. A character's inner demon needs to inflict a mechanical penalty to the character, while at the same time it needs to provide some mechanism by which a character can increase his punk rating.
So, each character has a demon, defined along theme appropriate lines. This gets a variable rating (um... 1-5 maybe?) defined by the player at the start of each adventure (I'm still assuming this being a Shadowrun game, that it will be built around specific missions/jobs). The rating determines how hard the demon is kicking at that particular time. Sometimes it's nice and placid and behind the scenes, and sometimes it's a raging beast. Take for example the demon "drug addict." At a rating 1, the character might feel the occasional pang, but he can pretty much white knuckle his way through the job. At rating 5, he's jonsing for a fix constantly. Time that should be spent gathering intel on the team's target is spent instead scoring a fix and blissing out. He's walking into firefights high, and he's going through withdrawal when they need him driving the getaway car.
A character's Edge is equal to his Punk + Demon. Yes, this does mean that the more messed up a character is on any given run, the better he'll be performing, but we're going to chalk that up to him being less distracted by all the trivialities of the world. Demons are an aspect with only a downside. The GM can compel the aspect, just as any other, and you are free to resist if you like. However, it costs you a number of points equal to your demon rating to avoid succumbing. When it's really kicking, you're going to be spent just keeping it at bay, and if things get too rough, you are going to give in.
That should make the "brokenness" of cyberpunk characters a more front a center thing in this game. With rare exception, players want their characters to be good at what they do. That means high edge. But that high edge comes with a price, and I'm willing to bet people will pay it, which hands the GM the tools necessary to help players explore the dark parts of their character's unique snowflake of a personality.
Thursday, May 12, 2011
The Core Mechanic
So, with a core "about" statement, let's move on to question 2. How is this game about that? First and foremost, if it's going to be about avoiding being a mindless drone, there needs to be some kind of identity score, an "individuality" stat, maybe we can call it "punk" in homage to the literary source. That stands for how far apart from being a mindless consumer you are, and how outside society you are. That, by extension means that being a part of society has to be bad, as in mechanically bad. Remember, it doesn't matter what the flavor text of your game is, if there's no rule for it, your players won't care. Thus if being acclimated into pop culture is a bad thing, there needs to be something in the rules themselves that make it bad.
One of the terms you hear time and again in cyberpunk RPGs is "edge." It's something that you're always after, and even if you're on it one minute, you might slip and fall behind the next. It takes constant work to stay on the edge. I'm thinking the more you're into chasing down the latest Brittany or Justin Beiber video or voting for the newest round of American Idol or whatever, the less you're keeping your edge, so maybe your punk score has something to do with either setting your max skill rating or the threshold over which the cost for increasing a skill jumps dramatically. Or maybe, like tech, you need to work just to stay relevant (think computing speed, and what's considered average now vs, five years ago), so there's a maintenance cost for your skills just to keep them the same (as in relatively effective given a growing world), and your punk helps offset that maintenance cost by preventing you from sinking too much time into consumerism that doesn't promote personal growth.
Hmm... I'm going to flash forward briefly and look at question 3, which asks how that's fun. While the idea of maintaining your skills relative to a growing world is realistic, and there's a thematic resonance between that mechanic and the tech industry to which cyberpunk owes its existence, I don't think working to keep what you have makes for a fun game, so let's jettison that.
Okay, so we're back to punk vs pop culture. I'm a big believer in rewarding player choice rather than penalizing it, so I'd like to make this conflict one that gives the player a bonus of some kind, rather than takes something away. The loss can be the forfeiture of the potential bonus. It's easier to swallow. Since I'm on a dual die design kick these days, I'm going to make some assumptions for the moment just to put some ideas down and move on. Let's say this is a die pool system, and that 5s and better are successes. You roll a number of dice equal to your skill. Dice up to your punk rating are d10s, because that's your edge. Anything over that are d6s. This means that you won't lose your character if you fully acclimate into pop society, but you'll be soft by comparison to those living on the edge. There's a mechanical incentive to staying individualized.
Hmm... maybe we should split the edge and punk ratings. That is, make punk = edge in the beginning, but allow some method of growing edge beyond punk. Punk then creates some sort of insulation, but doesn't create a ceiling. Eh, it's a nebulous idea to let circulate in the idea cloud for now.
Monday, May 9, 2011
Shadowitz: Mission Statement
So... what should Shadowitz really be about? Yeah, there's magic in a modern cyberpunk world gone wireless, and it needs good combat rules along with easy speed tracking and all that jazz, but none of that is what it's about. I remember reading Neuromancer only a few months ago and thinking how much Shadowrun wanted to be like this book, but shot well wide. Why? The why, the thing Shadowrun's missing is what I think Shadowitz should be about.
The game should be about characters living in a world populated in large part by mindless consumer drones drifting through a shallow pop culture that robs people of any individuality. The thing that keeps these characters separate and individual, however, is an inner demon that compels self-destructive behavior. Characters struggle between losing themselves to the wider world and the end their inner punk pushes them toward.
In a nutshell, I think that means the game is about struggling to maintain your identity through the use of an inner demon that might kill you. Everything else, the plethora of guns, the magic, the wireless matrix, the cyberware, the sorcery, the metahuman races, all of it, are irrelevant to the core of the game. All of that stuff is in there, and there will ultimately be rules for it, but first and foremost there must be a mechanical system that represents that core mission statement, and it must be at the forefront of the game. Shadowitz doesn't have that, and that's why it's a failure.
Thursday, May 5, 2011
Shadowitz: Second Edition
A friend of mine introduced me to someone recently who shares an interest in game design, and we've been corresponding, talking shop, for a while now. He's scary smart, and perhaps because of this hasn't read as widely as I have in the area of game design, content to work on his own material without outside help. Thus, when I mentioned the three questions to him, it touched off a long discussion as to what they were really asking and what they meant. It was great.
In the course of this discussion, Shadowitz came up, and through the back and forth, I wound up hitting on the thing that I felt the original design was lacking. Namely, an answer to those questions. Looking back to the beginning of this blog, I see I asked and then chucked those questions almost immediately in the design process. The goal became modelling everything in Shadowrun with an alternate set of rules, but it wasn't about anything. My game ultimately didn't see characters any more true to the cyberpunk genre than I'd gotten before. It worked as a resolution engine, but as for creating a particular feel, it was a failure.
It was the conversations with this new friend that smacked me in the face with that, and then just as suddenly, the answer came to me. What followed was a flurry of ideas that lead to a new core of the old game. I never really finished Shadowitz; the initial draft retains plenty of rough patches, but I decided to go about revising it according to these new answers anyway in the hopes that what came out the other side was closer to what I'd been searching for all along. Stay tuned.
In the course of this discussion, Shadowitz came up, and through the back and forth, I wound up hitting on the thing that I felt the original design was lacking. Namely, an answer to those questions. Looking back to the beginning of this blog, I see I asked and then chucked those questions almost immediately in the design process. The goal became modelling everything in Shadowrun with an alternate set of rules, but it wasn't about anything. My game ultimately didn't see characters any more true to the cyberpunk genre than I'd gotten before. It worked as a resolution engine, but as for creating a particular feel, it was a failure.
It was the conversations with this new friend that smacked me in the face with that, and then just as suddenly, the answer came to me. What followed was a flurry of ideas that lead to a new core of the old game. I never really finished Shadowitz; the initial draft retains plenty of rough patches, but I decided to go about revising it according to these new answers anyway in the hopes that what came out the other side was closer to what I'd been searching for all along. Stay tuned.
Monday, May 2, 2011
Heroes of Destiny: Second Playtest
Our second playtest for Heroes of Destiny was rough. There were a bunch of scheduling snafus that lead some, but not all, of us to gather. Since this was supposed to be the beginning of a short campaign, and a test of the character creation system, I wanted everyone there at once. Not only did I want to avoid having to schedule a second time to walk those absent through the process, but I wanted everyone together to see if they could work out the rules amongst themselves. In that way it was a test of the text as much as the system.
Since we were a man down, I instead decided I'd take the opportunity to run another game from the menagerie of "I'd like to try this" titles I have. I took a few so we'd have options, and headed on over...
...only to learn that we were indeed going to have a full crew, just a hour later than normal.
Well, hell. I hadn't prepped anything. Sure, I had some story notes, but no numbers. That meant play was more than a little halting. But I'm getting ahead of myself, because we started with character generation.
As I noted earlier, the group decided on a fantasy western. One of them was looking for D&D in the wild west, but wasn't very clear about it. Someone else wanted Deadlands with different rules, which is what I trended toward. Our world is less Brisco County than Deadlands, but the idea is similar: rising sorcey and grim magic have made a mess of the United States.
The players all came in with some idea of what they wanted for their characters, some more detailed than others, so we sat down and got to work. Even though there's not many points to spend in character generation, I was astounded at the agony of expenditure. It took a loooooong time to get those points spent. Normally I'd be demoralized, but in this case it wasn't because the rules were too complicated or unclear; they simply gave a lot of thought to point distribution. Hey, some people put a lot of thought into that. It wasn't a failing of text or system, so we rolled with it.
Talents and trainings were a problem, or the concept of them was a problem. One of the players still kept going to skills as a reference, and kept coming up with terms that were too grounded in game mechanics as opposed to descriptive text, and were in general too limiting. However, over the course of about two hours, we had a good list among them all. Some stars of the bunch included:
The big suggestion that came out of this is that the game needs a standardized list of talents and trainings. I resisted this initially. If these are supposed to be bits of description that really display the core elements of the character, picking them from aa pregenerted list seemed counter to their purpose. My players insisted, however, and one pointed out that some people will just pick from the list and that'll be that, but others will eventually make their own, using the list as examples. And he's right. Given that I want to keep the rules themselves genre neutral though, what I'm likely to do is create a list of example talents and trainings that have emerged in our various playtests. People can pick from them if the campaign's appropriate, and they should provide a solid guide to help people make their own.
Okay, so we got our crew together and then had to take a break as I got my hands on some files, and I began scribbling notes and making stats on the fly. As I said, play was kind of halting, and the initial session had a lot of role playing and not much die rolling. That's okay. I do like those kinds of sessions, and given that this game is ultimately about having to make deeply personal choices and scrifices in character, the heavy role play is just as essential as checking the dice.
What die rolling we did see showed that the basic resolution mechanics are fine. They were a little slow at first, mostly on the differences between potencies and everything else, and the idea that your talents, trainings, and gifts applied to your entire pool once per exhange, not to each effort made. The latter only took a couple to tosses of the dice to work out; I suspect potencies will take just a little longer.
As we didn't really get into much heavy stuff, I noticed people were leaving Destiny out of their rolls, which sat just fine with me. Determining if someone was cheating at cards isn't the kind of high stakes risk that calls for the risk of Destiny. All fine.
XP is a little problematic, as players are having a hard time remembering to write it down, and I've missed reminding them a few times. I still like the idea though, so I'm going to hang onto it and hope that we'll grow into that mechanic.
The one combat we had involved guns, brawling, and some dangerous athleticism (a gunfight moved to the roof of a moving train, where it changed to knives and guns). People called on Destiny, risked Dreams, and invoked ideals. It was pretty cool. Damage sounds high when you deal it out, but given that starting characters have so many Hope dice, they take it pretty well. We didn't get a chance to try out healing at all, so that'll be next time.
What did I learn about the mechanics? Not much, I'm afraid. I spent so much time making numbers up on the fly on my end becaus I hadn't statted anything out that I didn't pay much attention to analysis at the time. I know it felt like more work than I intended to run a fight, but NPCs already only have a few stats and don't roll dice, so I can't simplify it much more. We'll just have to try it again with more organized notes. After all, low prep doesn't mean no prep.
Since we were a man down, I instead decided I'd take the opportunity to run another game from the menagerie of "I'd like to try this" titles I have. I took a few so we'd have options, and headed on over...
...only to learn that we were indeed going to have a full crew, just a hour later than normal.
Well, hell. I hadn't prepped anything. Sure, I had some story notes, but no numbers. That meant play was more than a little halting. But I'm getting ahead of myself, because we started with character generation.
As I noted earlier, the group decided on a fantasy western. One of them was looking for D&D in the wild west, but wasn't very clear about it. Someone else wanted Deadlands with different rules, which is what I trended toward. Our world is less Brisco County than Deadlands, but the idea is similar: rising sorcey and grim magic have made a mess of the United States.
The players all came in with some idea of what they wanted for their characters, some more detailed than others, so we sat down and got to work. Even though there's not many points to spend in character generation, I was astounded at the agony of expenditure. It took a loooooong time to get those points spent. Normally I'd be demoralized, but in this case it wasn't because the rules were too complicated or unclear; they simply gave a lot of thought to point distribution. Hey, some people put a lot of thought into that. It wasn't a failing of text or system, so we rolled with it.
Talents and trainings were a problem, or the concept of them was a problem. One of the players still kept going to skills as a reference, and kept coming up with terms that were too grounded in game mechanics as opposed to descriptive text, and were in general too limiting. However, over the course of about two hours, we had a good list among them all. Some stars of the bunch included:
- Small Town Sheriff - you're used to being the law in small communities. This means you know how to dig up information, throw your weight around to get what you want, intimidate those under your authority, and gather up a posse when the need arises. However, you're totally lost in cities, where the red tape and "proper channels" just baffle you.
- I Work Alone - running dusty trails solo to avoid authorities almost all your life has made you very comfortable with adapting your abilities to any situation. Whatever it is, you have a knack for bending your skills to the task, but your mind has no place for others; their presence tends to foul up your instincts.
- I Used to Be a Bad Guy - you've come west to get away from your criminal past, but some of it still lingers. Despite your best efforts, there are going to be people who have heard of you, and while that can be a problem with bounty hunters, it gives you extra leverage when convincing folk they don't want to cross you. Plus, having plied the bandit trade yourself, you have insight into how they think and act.
The big suggestion that came out of this is that the game needs a standardized list of talents and trainings. I resisted this initially. If these are supposed to be bits of description that really display the core elements of the character, picking them from aa pregenerted list seemed counter to their purpose. My players insisted, however, and one pointed out that some people will just pick from the list and that'll be that, but others will eventually make their own, using the list as examples. And he's right. Given that I want to keep the rules themselves genre neutral though, what I'm likely to do is create a list of example talents and trainings that have emerged in our various playtests. People can pick from them if the campaign's appropriate, and they should provide a solid guide to help people make their own.
Okay, so we got our crew together and then had to take a break as I got my hands on some files, and I began scribbling notes and making stats on the fly. As I said, play was kind of halting, and the initial session had a lot of role playing and not much die rolling. That's okay. I do like those kinds of sessions, and given that this game is ultimately about having to make deeply personal choices and scrifices in character, the heavy role play is just as essential as checking the dice.
What die rolling we did see showed that the basic resolution mechanics are fine. They were a little slow at first, mostly on the differences between potencies and everything else, and the idea that your talents, trainings, and gifts applied to your entire pool once per exhange, not to each effort made. The latter only took a couple to tosses of the dice to work out; I suspect potencies will take just a little longer.
As we didn't really get into much heavy stuff, I noticed people were leaving Destiny out of their rolls, which sat just fine with me. Determining if someone was cheating at cards isn't the kind of high stakes risk that calls for the risk of Destiny. All fine.
XP is a little problematic, as players are having a hard time remembering to write it down, and I've missed reminding them a few times. I still like the idea though, so I'm going to hang onto it and hope that we'll grow into that mechanic.
The one combat we had involved guns, brawling, and some dangerous athleticism (a gunfight moved to the roof of a moving train, where it changed to knives and guns). People called on Destiny, risked Dreams, and invoked ideals. It was pretty cool. Damage sounds high when you deal it out, but given that starting characters have so many Hope dice, they take it pretty well. We didn't get a chance to try out healing at all, so that'll be next time.
What did I learn about the mechanics? Not much, I'm afraid. I spent so much time making numbers up on the fly on my end becaus I hadn't statted anything out that I didn't pay much attention to analysis at the time. I know it felt like more work than I intended to run a fight, but NPCs already only have a few stats and don't roll dice, so I can't simplify it much more. We'll just have to try it again with more organized notes. After all, low prep doesn't mean no prep.
Thursday, April 28, 2011
An Alternate Take on Getting Bloody
The other thing that my playtesters for this new game hated was the wounding mechanics. One of them struggled mightily to understand how bloodying Hope points worked, especially the half bloodied points. He eventually got angry over the matter and began suggesting a return to hit points because they were simple and easy to grasp. Everyone eventually got it, but few liked it.
So, in the interest of simplicity, I'm chucking chips as a tracking tool. They're gone. The introduction of ideals into the game gets rid of the need to track dice and points separately, so we can just put a pool of dice in front of each player and they'll grab additional d10s for rolling with their ideals as needed.
But a return to an all dice tracking method brings us back to that issue of half-bloodied hope dice, doesn't it? It would, except I'm getting rid of that too. Now, a die is either clean, bloody, or bruised. None of this half stuff. Now it takes 2 points of damage to bloody a hope die and 1 point to bloody a destiny die. If you've got an odd point and no destiny dice available to take the damage, you ignore the hit. This removes the confusion of having chips AND dice and puts the tracking all in one place.
So, in the interest of simplicity, I'm chucking chips as a tracking tool. They're gone. The introduction of ideals into the game gets rid of the need to track dice and points separately, so we can just put a pool of dice in front of each player and they'll grab additional d10s for rolling with their ideals as needed.
But a return to an all dice tracking method brings us back to that issue of half-bloodied hope dice, doesn't it? It would, except I'm getting rid of that too. Now, a die is either clean, bloody, or bruised. None of this half stuff. Now it takes 2 points of damage to bloody a hope die and 1 point to bloody a destiny die. If you've got an odd point and no destiny dice available to take the damage, you ignore the hit. This removes the confusion of having chips AND dice and puts the tracking all in one place.
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