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Keeping the baloney rolling

 
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cijil
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Joined: 19 May 2006
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PostPosted: Wed Oct 18, 2006 3:03 pm    Post subject: Keeping the baloney rolling Reply with quote

An exercise in interactive storytelling (or what most people would call role-playing):

This weekend I went out and actually tried out one o' them LARP (live-action role-playing) things. This was significantly less lame than the "Lightning bolt! Lightning bolt! Death! Death!" phenomenon that the internet masses are familiar with. Without going into the plot details or mechanics, I'll jjust say that the premise was all of the players were trapped in a valley by an avalanche, had to figure a way to get out, and there was something big and nasty that was laying waste to everything within that we had to avoid.

So the stage was set. We had an entire 4-H camp to ourselves for the weekend, the weather was nice, and there was all sorts of stuff to discover.

So what do the players do? They sit in the base lodge and talk. Talk, talk, talk. Maybe explore a little bit, then talk for a few more hours. Needless to say, not as much got done as could have been, and as a result a lot of things were left unresolved at the end of the game and the staff kind of had to put an ending together by way of fiat.

Now my question is--especially since I have a feeling this could be applied to more traditional storytelling as well--how does one keep something like that from happening? How does one keep players or an audience sufficiently engaged that they keep moving? I guess there's always the "you have X minutes to complete this task" idea, but I think there should be more innovative things than that. Ideas?
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Lord Xaphan



Joined: 11 Sep 2006
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PostPosted: Wed Oct 18, 2006 7:36 pm    Post subject: Reply with quote

I would think objectives would help. Action for action's sake is okay now and then but usually it's good to think about how can the action advance the story. In your LARPing example it would have helped if there were points in which the story could not possibly advance without some sort of activity from the players, be it fighting twoards some ancient relic or going exploring for some long forgotten mystery. Another idea off the top of my head could be that encounters should not just occur in the central location of the story but in varied locales along the way. This could help keep the players moving and not have them hugging the central camp.

Just my $.02
Xaphan
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Artis
Aurarch


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PostPosted: Wed Oct 18, 2006 10:38 pm    Post subject: Reply with quote

Yeah...I've noticed that that happens alot if there isn't some goal or objective that's clearly in mind. It's a fine line between railroading the group and letting them meander aimlessly. I mean, you obviously want them to do their own thing, but at the same time you do sort of have to herd...er...coax...them to a degree. I guess you need to just nudge them in the right direction if they seem lost.

I remember one tabletop game session I was in when people planned for 8 hours. EIGHT. HOURS. We kept outthinking outselves rather than let the GM do it. Not only that, but too often we went with what would work best rather than what would be the most fun. Contrary to what one might think, this is not the optimum way to go since fun is the ultimate goal.
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cijil
Aurarch


Joined: 19 May 2006
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PostPosted: Thu Oct 19, 2006 5:41 pm    Post subject: Reply with quote

Wow. That beats some of our Shadowrun planning sessions--for a while we were in a rut where odd-numbered sessions would be planning the heist and even-numbered sessions would be executing the plan, but I don't think any of them ever lasted for eight hours. Geez. I mean, geez.

Yeah, the balance between freedom and railroading is, I guess, more what I was going for. Or more subversively: railroading while maintaining the illusion of free will (also known as: all roads lead to Rome).
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Gillsing



Joined: 23 Mar 2007
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Location: Karlstad, Sweden

PostPosted: Sat Nov 03, 2007 11:43 pm    Post subject: Reply with quote

We used to plan a lot of stuff in Shadowrun, but it pretty much always boiled down to a lengthy session of astral scouting, and then the shaman making the mage invisible and keeping out of the badguys' line of sight, then the mage would make the sammy invisible and hang back, but within line of sight of the sammy, who'd kill anyone during looong turns of multiple actions involving automatic fire from a light machine gun. So first the sammy-player does nothing, and then the magic-players do almost nothing. So we had the decker-syndrome without even having one. Razz

Our dear GM didn't like our planning sessions, so he blamed cheap bosses for not equipping their people with thermal vision, either cybernetic or of the goggle variety. That way we didn't have to plan and could just default to the above. Of course, when we did skip planning and just busted in, my character quickly got put into the hospital with a Deadly Wound. So much for doing it the 'fun' way. Rolling Eyes (Though that was an alternative character that I just felt was more fun to play than my regular, min-maxed elven hermetic mage. My elven mage would never have gone it with such lousy preparations.)

I guess it wasn't that much fun, but one problem with Shadowrun is that when you compare the stats of non-super shadowrunners with the stats of the security measures in the game, the runners would have to rely on very lucky die rolls to be able to execute a plan. And then there's the modern world to consider as well. A big city is full of complexity. Anything is availible, both for the runners and their opposition. What information you can get might make everything a lot easier, so runners who want to live try to get as much info as possible. Which leads to lots of things to consider, and plan for.

It's a complicated world, and I've been thinking of designing some sort of rules system that simulates that part of the game. And couple it with a much less complicated combat system, so as to balance the rules so that they cover more of the vital non-combat aspects rather than covering mostly combat and then letting the rest default to the brains of the players. If combat was handled by the same rules as the rest of the game, it would be either "roll your dice to win the fight" (as in most skill use) or "tell the GM what weapon you use and where you aim and how you move, and if you're right you win" (as in, there are no rules for the activity, and the players are basically limited by their own intelligence and imagination).

As for the LARP situation, I've come to understand that LARPers are social people, so sitting around talking is probably their default state. If you want them to move around and try to solve a mystery concerning a big baddie, you may have to make it clear that the big baddie is coming to camp. Or, if you are merciless like me, have the big baddie actually come to the camp and kill a player or two. That ought to show them what happens when they just sit around on their asses and do nothing. If the big baddie comes to camp without succeeding to kill anyone, then it may be big, but it certainly isn't that bad. So while that may seem like a nice way to light a fire under their arses, it can easily backfire into making them feel safer in camp than outside it.

Clear objectives are good though. Clear objectives with hidden alternative objectives, if you want to avoid railroading. I used to design RPG scenarios with objectives where it was up to the players to find a way to achieve them, with at least one path that would have a good chance to work. But that's bad design, since the players may not find that one path and then they're stuck.
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cijil
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PostPosted: Sun Nov 04, 2007 7:15 am    Post subject: Reply with quote

Heh, clearly you found a plan that works; why not stick with it? Smile

It's an interesting idea, bringing combat down to the level of a skill check. I suppose whether it worked or not would depend on what your players were in the game for. There's a lot of stuff that I try to do to vary combat, mostly as a player but usually as a GM too, and I don't know that a skill check would account for all of that. I mean, would you have one skill called "combat" that you'd roll against? Or would you not abstract it quite to that level, saying "okay, do you want to use your guns skill, magic skill, whip skill, or just run really fast?" Or are you just thinking of having something less complicated than allocate-dice-roll-hit-roll-dodge-allocate-dice-roll-soak-roll-knockback? Smile

And have you been playing with the Shadowrun 4 rules? I don't care for them, myself, but they do make a lot of things simpler.

Also, the stats of the other things in Shadowrun depend very much on the GM. I usually tried to keep the game somewhat realistic, giving security systems ratings that people would actually have on their homes, small businesses, or children. A lot of times this ended up being underpowered for the players (you know, stuff in the 3-5 range). Yeah, a lot fo stuff can kill you in Shadowrun; it mostly comes down to hoping the GM uses it all judiciously and not, er, vengefully.

I get to see just how that LARP thing works this weekend. LARPers are generally social people, yeah, but a lot of them are in ti for different things. Some of them like sitting down and planning things out. Others like running around in the woods. I guess it's a matter of planning things for all types.
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Artis
Aurarch


Joined: 30 May 2006
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PostPosted: Fri Nov 09, 2007 9:37 am    Post subject: Reply with quote

Oh man, I've so run into Gillsing's dilemma. Rolling Eyes I remember an eight hour planning session for Shadowrun once. Ugh. I have to say that planning sessions are my least favorite aspect of that game. Not that I don't think you need a plan of action for going on a run, but it tends to get out of hand sometimes. Likewise, I've run into the problem of finding a plan that works and sticking to it at the sacrifice of doing something a little less thoroughly thought out but significantly more fun....such as simulating another Renraku Archology scenario to get people to evacuate a corp building. Twisted Evil

As far as larp...I'm afraid that's why I really don't like it, in general. It's a lot of talking. Then, when the larp ends, people KEEP talking about larp for the next six hours. Or theyr'e stuck in six hours of bluebooking. Nargle! That, and most of the larps I've found have been Vampire, which I hate. I have played in one that's kind of fun, but that's mostly 'cause it's 7th sea based. It's still got a lot of the problems larps in general have, though. Much more talking than swash buckling.

I think that sometimes the GM just needs to give the players a kick in the pants and introduce something new...throw it into the mix, as it were. Without continual stimulation, the players can get caught in a rut. If they develop something on their own and take it in their own direction, you need to go with that and work with them. But that doesn't always happen. If it's all talk and no action, you need to throw some action in there. Not even necessarily a fight- a plot point, a new npc, something that shakes it up a bit.
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Gillsing



Joined: 23 Mar 2007
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Location: Karlstad, Sweden

PostPosted: Sat Nov 10, 2007 11:47 am    Post subject: Reply with quote

cijil wrote:
It's an interesting idea, bringing combat down to the level of a skill check. I suppose whether it worked or not would depend on what your players were in the game for.

You got me there. At least one player is in it for the combat, but personally I'm of the opinion that CRPGs are perfectly suited to cater to RPG combat. So why should I go through the effort of making a PnP scenario if it's mainly going to be a slowpaced CRPG-scenario?

cijil wrote:
There's a lot of stuff that I try to do to vary combat, mostly as a player but usually as a GM too, and I don't know that a skill check would account for all of that. I mean, would you have one skill called "combat" that you'd roll against? Or would you not abstract it quite to that level, saying "okay, do you want to use your guns skill, magic skill, whip skill, or just run really fast?" Or are you just thinking of having something less complicated than allocate-dice-roll-hit-roll-dodge-allocate-dice-roll-soak-roll-knockback? Smile

I wasn't thinking specifically of Shadowrun, and would most likely make up my own setting. But yes, it'd boil down to a single skill for combat, with options for weapons, armour and other stats that can affect combat, such as mobility and perception. With less detail combat can still be varied as much as everyone feels like, it's just a matter of describing the results rather than the efforts. Or, describing the efforts after the results are already known. Though perhaps that'd make the whole thing much less exciting?

cijil wrote:
And have you been playing with the Shadowrun 4 rules? I don't care for them, myself, but they do make a lot of things simpler.

No, never. But we had a mage in our online Shadowrun 2-3 group who had only played SR4 before, and he wasn't too thrilled when he suffered a lot of drain from casting a spell while he was maintaining another spell. Apparently the SR4 rules lets mages get away with acting as if they were in some kind of book. Like those mages in the official Shadowrun paperbacks. I still remember the fireballing mage going "null persp", as if it's even possible to cast a fireball without taking at least Light Drain! Wink (Ok, so it's possible, but highly unlikely. Kind of how my mage managed to dodge a grenade blast and take no damage by rolling a lot of sixes.)

cijil wrote:
Also, the stats of the other things in Shadowrun depend very much on the GM. I usually tried to keep the game somewhat realistic, giving security systems ratings that people would actually have on their homes, small businesses, or children. A lot of times this ended up being underpowered for the players (you know, stuff in the 3-5 range). Yeah, a lot fo stuff can kill you in Shadowrun; it mostly comes down to hoping the GM uses it all judiciously and not, er, vengefully.

I tried to have the runners abduct a baby from a minor executive's apartment, but as it turned out, that whole neighbourhood had such high security rating that drones would've been on the scene within a few combat rounds, and defeating the electronic security would've required some sort of expert technician or very expensive equipment. And that was just the home of a regular rich guy, not even a corp facility. So how are shadowrunners supposed to earn a living? Attacking gangs and steal their stuff? That seems about the best they can hope for.
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cijil
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PostPosted: Sun Nov 11, 2007 5:04 pm    Post subject: Reply with quote

Gillsing wrote:
I'm of the opinion that CRPGs are perfectly suited to cater to RPG combat. So why should I go through the effort of making a PnP scenario if it's mainly going to be a slowpaced CRPG-scenario?


An excellent point; the only things I can think of are A) it's a lot easier to create and describe an adventure (combat) than it is to program the same, and B) it's usually more fun to hang out with friends face-to-face working towards something (even if it is each other's destruction) than do so on the computer. But you know, you're right--computers really do a somewhat more fantastic job of RPG combat than pens and paper do. Wargamers will probably argue. Smile

Gillsing wrote:
But yes, it'd boil down to a single skill for combat, with options for weapons, armour and other stats that can affect combat, such as mobility and perception.


It's not quite what you've described (in fact, very much still one roll per action), but have you ever checked out Feng Shui? It does a pretty excellent job of abstracting combat and really focusing on what the player's doing rather than how good the roll is.

Gillsing wrote:
Apparently the SR4 rules lets mages get away with acting as if they were in some kind of book. Like those mages in the official Shadowrun paperbacks. I still remember the fireballing mage going "null persp", as if it's even possible to cast a fireball without taking at least Light Drain! Wink


Heh, that's strange, because my experience has been the opposite: mages seldom take significant drain in SR2-3, whereas they're almost guaranteed some in SR4. Maybe they just need to be tweaked differently or something that I haven't discovered yet.

Gillsing wrote:
So how are shadowrunners supposed to earn a living? Attacking gangs and steal their stuff? That seems about the best they can hope for.


Well, I did usually start my players out on gangs and move up from there (they got more and better jobs as they got more notorious), but that's certainly not everyone's play style. I guess in situations where it looks like I've thrown them in above their heads I usually try to tweak the security ratings and numbers a little bit in their favor; that does sound a little overpowered, drones showing up in a couple of combat rounds and whatnot. Then again, sometiems it's nice to see how creative the PCs can get under a little bit of pressure. Smile
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Gillsing



Joined: 23 Mar 2007
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PostPosted: Sat Nov 17, 2007 7:35 am    Post subject: Reply with quote

cijil wrote:
It's not quite what you've described (in fact, very much still one roll per action), but have you ever checked out Feng Shui? It does a pretty excellent job of abstracting combat and really focusing on what the player's doing rather than how good the roll is.

I once played in a short-lived PBeM that used the Feng Shui rules for a Legend of the Five Rings game. Since I wasn't the GM I'm not sure how much my choice of actions mattered compared to the dice I rolled, but I got the feeling that the dice were pretty important for success. As important as they tend to be in most games, that is. And to me, abstracting combat is all about letting the rolls determine things rather than letting the players' own rules-knowledge and tactical experience determine the outcome. So that sentence seems like a contradiction to me.

And I wasn't planning on a single roll to determine an entire battle, just having a single die per side determine who's incapacitated (or possibly dead) between one attacker and one defender. That way everyone is a mook, except that PCs also have extra points with which to save their die rolls. When those points run out, there's nothing left to buffer them against the dice. And most special equipment and stuff that is too advanced to balance correctly (as far as I've seen in my days) would be abstracted to points as well. Maybe it's all a really bad idea though. Won't know for sure until I've tried it out.

And it's pretty hard to come up with a way to make it all work, because I keep slipping back into the kind of paradigm I've gotten used to. The one where the plot is largely decided in advance, so if the PCs could just make a single roll to find NPC X, then a large part of the scenario goes away. But then again, when the NPC isn't central to the plot, there would be no harm in letting them find the NPC with a single roll. So how should one handle such things? I guess that I just have to break free from thinking of any NPC as central to a plot, and just design them as participants in a battle, where the battlefield consists of an entire city.

The goal would be to give the players the same kind of certainty that it's possible to have when using ordinary combat rules, and have that certainty extended to the rest of the game. I figure that with clear rules come clear options, and too often I've seen players stare off into the void of the plot and not really know what to do. I guess what I really want is a tabletop game with rules for fighting, social engineering and networking.

cijil wrote:
Heh, that's strange, because my experience has been the opposite: mages seldom take significant drain in SR2-3, whereas they're almost guaranteed some in SR4. Maybe they just need to be tweaked differently or something that I haven't discovered yet.

I don't know about SR4, but yes, it's very possible to avoid drain in SR2-3, but that means sticking to mana spells and avoid physical spells whenever possible. And never cast spells while trying to maintain other spells, and preferably use the exclusive thingy to give the spell +2 power without increasing drain. Basically free +2 power, since you'd take drain if you cast or maintain more than one spell at a time anyway. But that wasn't what our mage was doing. He was constantly maintaining spells while casting other spells, so when the GM made him roll dice according to the rules, he quickly took enough drain to shut him down for the rest of the game. Perhaps his previous GM had let him get away with more than the SR4 rules would've?
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cijil
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PostPosted: Sun Nov 18, 2007 10:16 am    Post subject: Reply with quote

[quote='Gillsing"]
And I wasn't planning on a single roll to determine an entire battle, just having a single die per side determine who's incapacitated (or possibly dead) between one attacker and one defender. That way everyone is a mook, except that PCs also have extra points with which to save their die rolls. When those points run out, there's nothing left to buffer them against the dice.
[/quote]

Ahh, gotcha. That makes a lot more sense to me, now. And it sounds interesting, too; if you do try it, by all means let me know how it turns out. Smile

Gillsing wrote:

So how should one handle such things? I guess that I just have to break free from thinking of any NPC as central to a plot, and just design them as participants in a battle, where the battlefield consists of an entire city.


Yeah, it does cut down on the fun a lot when the PCs come up with a shortcut that circumvents 70% of the game. I guess you could always have a stash of things to throw in their way, like okay, they found the critical NPC, but gee, so did this other group that's also after the NPC (hell, the Mafia's always after everyone for something). My style of GMing tends to be a little too far in that direction, where I give the PCs a goal and let them accomplish it however they see fit, coming up with things to make their path a little more interesting along the way. It's fun and gives the players a sense that what they do actually matters rather than just going to the next stop on a predetermined path, but it seldom results in any sort of epic story.

Gillsing wrote:

But that wasn't what our mage was doing. He was constantly maintaining spells while casting other spells, so when the GM made him roll dice according to the rules, he quickly took enough drain to shut him down for the rest of the game. Perhaps his previous GM had let him get away with more than the SR4 rules would've?


Oh. Oh my, yes. That'll kill a mage right dead, that will. It could be a previous GM was much more lenient, I don't know. But doing that sort of stuff really takes a lot out of a person in any edition. Just thinking about trying it makes me cringe.
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