Tuesday, July 14, 2009

Game Balance

One of the slipperiest concepts in game design is that of balance. It actually comes in two flavors, so I'm going to discuss them separately.

The first component is character balance. When dealing with multiple characters or character types, each one should have something different and interesting to recommend it. But at the same time, if an option is too good, you've made all of the other options look bad by comparison.

This is the problem I ran into with my first draft magic system. Magic was too effective and too easy to do. If things got tough, the sorcerer could simply cast a spell and the problem would be solved. While you could argue that that's how the Oz stories work, it's not very fun in a game. Every player wants their "spotlight time", the chance to do something cool that only they can do, or only they can do well. To have a wizard in the party would mean that everyone else would pale in comparison. Hopefully, the redesign closed this gap.

While balance should be on the mind of every designer, it should also be part of the Game Master's responsibility. Make sure that each character that a player proposes is unique and interesting and doesn't step on another character's niche or schtick. Make sure that challenging one character doesn't mean invalidating other characters.

The next part of game balance is scenario balance. This means balancing the challenges that a character will face against their abilities. A well balanced scenario is one that makes the players work for their success, but avoids making it impossible. If a particular challenge is too hard, players will give up in frustration. If a challenge is too easy, players feel like their success was handed to them. I'm sure we've all played enough video games to appreciate that feeling of beating a boss battle once we'd figured out how to fight him. Same basic principle.

Wednesday, July 8, 2009

Fantastic Racism

There's enough racism going on in the real world; do we really need racism in our fantasy? But there it is. Whether people are pointing out the differences between elves and orcs or exactly what horrible practices make the Evil Empire so evil, it's all about who's better than who because of ethnic affiliations.

Oz is surprisingly un-racist. While most of the heroes are Caucasian, no one is looked down upon due to their physical nature. The Cowardly Lion and Scarecrow were both valued friends of Dorothy during her original adventure and long afterward. The bad guys are never representative of their fellows. Ugu the Shoemaker was not a typical Herku. The Su-Dic of the Flatheads is more tolerated than loved by his people.

The most racist parts of Oz lore are incredibly tame. In "The Patchwork Girl of Oz", Ojo is subjected to a "ragtime" song in which the singer wails for his "coal-black Lulu". Later in the story, Dorothy, Ojo and company meet the Hottentots, who are playful little people who are intended to resemble African tribesmen. In the Books of Wonder edition of this book, "coal black Lulu" is simply "cross-eyed" and the Hottentots receive much less description and no illustration. Surprisingly tame stuff. I found "The Woggle-Bug Book" more offensive.

Racism does tend to turn up in the fantasy film industry quite often. Not in obvious ways, of course. Remember "Kung Fu Panda"? The backdrop was ancient China, the older characters (Po's father and the ancient kung fu master) had very Asian-sounding voices, but the hero of the film was Jack Black. Not just voiced by Jack Black, but the character was very much Jack Black, to the point of using the word (if word it be) "bodacity."

Apparently, someone in Hollywood thinks that we can't empathize with a hero unless he's "American." Notice that Jackie Chan is almost never the lone star of his American-made films. He is typically paired with an American actor, like Owen Wilson or Chris Tucker.

Some of you might be aware, the popular Nickelodeon animated series "Avatar: The Last Airbender" is being made into a live action film. Well, it seems that they're making a similar move, casting Caucasian actors in "heroic" roles while giving the villain role to an ethnic actor. While the characters are of different ethnicity on the show, it's nowhere near as glaring, as the two ethnicities are much more closely related.

Check out racebending.com for more info and the latest details on this controversy.

Friday, July 3, 2009

America's Fairyland

I'm actually trying not to blog about Michael Jackson this week. Everyone else seems to be saying what there is to be said about it. Almost makes me wish Farrah Fawcett had an Oz connection. For those who are easily distracted, Farrah Fawcett died the same day.

In case you were unaware, Micheal Jackson played the Scarecrow in the movie version of "The Wiz". This leaves only Lena Horne and Diana Ross as the surviving stars of this film. Lena Horne is somewhat surprising, as she is currently in her 90's.

With Independence Day approaching here in the US, Many Americans are thinking all things American.

Oz has been dubbed "America's Fairlyland" and it's true. Of all the fairylands out there, Oz was the only one created in America. Most of Disney's animated films are based on distinctly European fairy tales. Snow White and Sleeping Beauty are both creations of the Brothers Grimm, who were German. The Little Mermaid was the creation of a Danish man, Hans Christian Anderson. Middle Earth, Narnia, and Hogwarts were all created over in the UK.

While there are certainly other notable American fantasists, very few have managed the appeal and longevity of L. Frank Baum and his Oz stories.

Friday, June 26, 2009

I'm Late! I'm Late! For a Very Important Date!

First late blog entry in quite a while. I also missed last week's art update, too. Things are just slowing to a crawl here at F. Douglas Wall HQ.

The big delay is the Narrator's portion of the book. For one thing, my SneakerNet (JFGI) crashed a while ago, so my time to actually write is somewhat limited. Also, I've never written Narrator advice before. To a degree, it's like writing down how to ride a bicycle. Just because you can do it doesn't mean that you can readily explain it using only words.

The next challenge is that I'm not sure who I'm writing this for. Is it for Bill Walton, who's been running RPGs with his kids for quite a while and just needs a few tips to keep it Ozzy? Or is it for Jared, an Oz fan in long stading who has never played an RPG in his life?

I'm working through it, and I am seeing light at the end of the tunnel. However, it might mean an ultimate delay in the release of the game. My current plan relied on all of my content being generated by the end of June, a deadline that is looming on the horizon. Depending on how fast I can make it up, I might have time to get the book laid out in August, just before my publication goal.

Either way, I'm working on a new YouTube video as a birthday tribute for Ozma. Even if I don't get the game out on her birthday, there will be an Ozma's birthday treat for you all.

Thursday, June 18, 2009

I want my Free RPG!

Just a reminder that June 20th is Free RPG Day and game and comic stores around the country will be stocked with free quickstarts of new games and free adventures for games you might already have. If you've been intimidated by the price of RPGs these days, or just want to try before you buy, here's a great opportunity. Check the store locator to see if a game store in your area is participating. If your favorite game or hobby shop is not participating, tell them "I want my Free RPG!" This is an annual event, so there is a good chance that your retailer will get the message and sign up for next year.

I would love to have participated this year, but I am very much a one-man-band here and can only do so much. I'm going to try to have something for next year.

Yesterday, Oz blogger Jared Davis celebrated his birthday. Happy birthday, Jared!

Thursday, June 11, 2009

What am I supposed to do with all of this?

Well, I've been blogging for over a year now but I haven't really answered one of the most basic questions my readers may have: What the heck is an RPG and how do you play one?

In a roleplaying game, each player controls a single character. This character is defined by a set of stats, traits, or abilities written down on a piece of paper. More modern games typically include personality traits of some kind, giving you an idea of not only how strong or fast a character is, but how they are likely to respond in given situations.

The Game Master (a generic term. Adventures in Oz uses "Narrator") presents the players with a scenario and adjudicates their responses. They do this with a mix of die rolls, judgment and common sense.

For example,

Game Master: Your house has just crashed down after being lifted away by a Kansas twister. You hear some voices outside. What do you do?

Player: I KILL THEM AND TAKE THEIR STUFF!!!!!

Okay, seriously now

Game Master: Your house has just crashed down after being lifted away by a Kansas twister. You hear some voices outside. What do you do?

Player: What are the voices saying?

GM: You can't really tell. Make an Awareness roll.

Player: Let's see. I've got Awareness 3. (rolls dice) 1 and 4. Looks like a regular success to me.

GM: You don't know exactly what they're saying, but there are a few very nervous male voices and a reassuring female voice. It sounds like she's in charge.

Player: Oh good. I'll step out and introduce myself.

GM: There are 3 men and one old woman. At least you think so. Even though two of the men have beards and the woman looks quite old, they're all only about as tall as you. As you approach, the old woman steps forward and says "You are welcome, most noble Sorceress, to the land of the Munchkins. We are so grateful to you for having killed the Wicked Witch of the East, and for setting our people free from bondage."

Player: Woah. First of all, my character's, like, maybe 10 years old, so these people have to be pretty short. And who did I kill? This isn't like the last game you ran where I woke up with amnesia and I found out I was some kind of CIA hitman, is it? I'll tell her, "You are very kind, but there must be some mistake. I have not killed anything."

GM: She replies "Your house did, anyway, and that is the same thing. See! There are her two feet, still sticking out from under a block of wood." She points at something under your house. Sure enough, there are two feet sticking out wearing silver shoes. And it looks like your house squashed the rest of her flat.

Player: Holy crap! So it's not like I can pick up the house and free her, huh?

GM: Nope. Since you're a little girl and only Size 2, and the house is Size 5, that's a -3 penalty to your Athletics skill.

Player: And I've only got Athletics 2. With that penalty, I'm at less than zero. Right, no chance.

(For an embellished Actual Play log of the rest of this session, check it out here.)

Thursday, June 4, 2009

Empowering Fantasy

Many people think of RPGs as a form of "power fantasy", in which the goal is to be awesome and powerful. This is an easy assumption to make, since many RPGs allow characters to wield magic, psychic powers or the Force or play with awesome futuristic technology. Sometimes all at once.

But then you get little oddities, typically in horror games. Both Call of Chthulhu and World of Darkness (without splats) feature characters that are remarkably mundane. In CoC, characters can learn magic, but only at the cost of their sanity. Even specific campaigns can create this effect. Over on the Steve Jackson Games forums, William H. Stoddard and one of his players will recount a game they played in the Transhuman Space setting in which the characters were marvelously mundane people and the game was all about the drama of ordinary people living in a very big, scary, technologically advanced world. No heroics, no earth-shattering revelations, just people leading very complicated lives.

Where's the fun in that sort of thing? Where's the epic awesome? You're not going to find it. Because when you get down to it, roleplaying is not "power fantasy", but "empowerment fantasy." Action oriented games allow us to play the hero, letting us be the one who saves the world, slays the dragon, and wins the heart of a princess. In more mundane genres, we might simply acheive a cathartic "safe space" in which we may explore things that we can't do in real life. Much like a horror movie, a horror RPG lets us experience the horror from a safe distance, allowing us to walk away at the end of the show and laugh about it. A dramatic game can also benefit from this, as an unmarried player might try out married life and its trials and tribulations. The player can make all the mistakes he wants in the scenario with the knowledge that he can get up from the gaming table and be his freewheeling, single self again.

Exalted is a game that actually plays both sides of this fence. Characters wield charms and spells that make them quite powerful, playing neatly into power fantasy. But because of this level of power, characters are very much their own masters. Which can make the experience rather empowering, as well.
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