Tuesday, September 12, 2023

WIR 13th Age #4

Though I forgot about this, did you? It's just that a lot of my writing time was taken up by RGPaDay. And now I'm back to this.

Now that all of the character details have been described, it's time for the combat rules.

Like a lot of other things in 13th Age, there's not a lot of detail, but for the most part, that's fine. It's supposed to be the "good parts" version of D&D, and obsessiveness about tactical detail is "unfun."

A couple of things that I didn't mention in the characters section do become relevant and discussed in more depth here. First of all, weapons do their damage die per level, so as you advance, even the fighter needs to worry about rolling buckets o' dice. That longsword does 1d8 damage at first level, but 5d8 once you make to 5th. Once you get to 10th level, you could be rolling 10d8 for a successful attack with an ordinary longsword. So this is where the book offers tips to manage large amounts of dice.

Also, characters have different Defenses instead of saving throws. Whoever makes the attack, whether it's a strike for damage or a mind affecting spell, rolls the dice instead of the subject of the effect rolling to resist it. I think this was a 4e innovation to make everything consistent, but 5e got overtaken by nostalgia from earlier editions and saving throws came back.

Then we get to the next big innovation of 13th Age: The escalation die. It doesn't have to be a die, just a way to track a value from 1-6. Basically, it goes up every round of combat until 6, where it stays if the bad guys aren't dead yet. The number on this escalation die is added as a bonus to PCs attack rolls, giving them a little boost even if their dice aren't on their side. There are also character and monster powers that engage when the escalation die reaches a certain point.

The GM chapter opens with advice on using the Icon relationships, which more or less demonstrates that the whole idea is really neat, but not fully baked. They suggest that GMs can use Icon relationships to add in plot twists, or allow players to add plot twists (more as a "get out of jail free" card), or even just have them manifest as cool stuff that the Icon connection gives the character access to. They then take this lack of clarity even further by openly suggesting "Once we publish this, people will figure out their own way to make this mess sort of work! Check the internet!"

We spend spend the smallest amount of time possible on some topics that the designers don't care about, dealing with skill checks and traps/ Then something that the designers care about: building battles. D&D has had encounter building rules in several editions intended to create a sense of balance or fairness into the proceedings, and this is no different. Though they do follow up their "fair fight" rules with suggestions to make things "unfair" and therefore more interesting.

Now we get to the rules for leveling up and one of the things that kinda kills my interest in this. And that is the fact that there is no XP. I understand the reasons behind this. It reduces the bean-counting in the game and the longstanding convention of XP for monster kills is not conducive to productive play. which has been known and understood pretty much since it was first implemented.

Maybe I'm spoiled on storygames, but even more traditional games will offer up some sort of Drama/Fate/Cool Point for leaning into the genre, doing cool stuff, or just making the GM laugh. While Icon Relationships can kinda sorta be that, it's also kinda sorta a lot of other things too.

Earlier in the book, it mentions that it uses alignments throughout the book as a way to define characters, but you don't have to. In fact, you can borrow the character description tools from other RPGs if you want. They mention Burning Wheel's Beliefs and Instincts, but you could also do things like character Aspects from Fate. And that's a problem, because those aren't just methods of describing your character's personality, but are also backed by those sorts of Drama Point mechanics.

It's just another point in the "Did they really think about this before writing it down?" column, really.

So the lack of XP sets up two issues for me.

1) The lack of mechanical incentives reduces player engagement/agency. While there are many ways to reward characters and get them involved in the action of the campaign, 13th Age leaves that largely in the hands of the GM rather than the rules. Not that this is necessarily bad, but it puts an extra burden on the GM, in my opinion.

2) If advancement isn't about rewarding players, it instead acts as a pacing mechanism, setting up how quickly the campaign escalates. Making the call on how quickly to advance with only 10 possible steps can be a challenge for the less experienced GM.

They do address some of this by providing for incremental advancement, breaking each level into 5 or so stages, so there are 50+ breakpoints instead of 10. They also discuss the idea of the 10-session campaign, where the party advances after each session. 

Now they get talking about treasure acquisition. And again, because it's a major source of bean-counting, they do their best to avoid it. You can get minor loot from various things, but magic items are serious business. They're not detailed here, but we are assured that they are.

Then there's a small discussion about rituals, which are basically spells that are cast out of combat. Some of the designers here worked on D&D 4e, so having the game focus on cool combats and kind of shoving everything else off to the side feels about right. So spellcasters have their combat capabilities well structured, but ritual casting is much more loosey goosey.

There are also small sections discussing the Icons and the gods of the setting. Icons are big, but also kinda vague. You can also make up your own Icons if you want, but the ones that are there make a pretty good set. The gods are just sorta there. They need to exist for the cleric and paladin classes to work, but most of their role in the setting is taken up by the Icons. If you want to use them in a story, you can.

Thursday, August 31, 2023

RPGaDay 2023 #31 FAVOURITE RPG of all time

I'm going to go ahead and say OSRIC and the OSR.

While I haven't done a lot of dedicated gaming over the last several years, as I've been thinking and planning about campaigns that I could be running, this is what I keep coming back to.

Part of it is the feeling of accessibility. You're more likely to get players if you say you're running some flavor of D&D, and it's a flavor of D&D that I've become familiar with.

Secondly, there are the storygame elements. It's a game about killing monsters and taking their stuff and that's supported by the mechanics. It can feel janky and limited if you try to treat it as a generic game, but let it exist in its element and it can sing.

Third, there's the wealth of resources. Not only could I run entire campaigns of published modules from nearly every decade, but there are also setting creation and random generator tools for every need.

There are other games that I enjoy playing and other games that I'm eager to try. But in terms of that go-to, pick up like you never left game, for me that's OSRIC.

Fiasco also hits a lot of those points, being easy to pick up and amazing at doing what it does. I think the only reason OSRIC is edging it out right now is that I've played Fiasco more recently, and it's not terribly easy to do a Fiasco campaign.

I have yet to run a campaign this year, in spite of it being one of my New Year's Resolutions.

Wednesday, August 30, 2023

RPGaDay #30 OBSCURE RPG you've played

I've mentioned The Great Ork Gods, which is probably the most obscure game I can think of. When other events brought it to mind, I had to use the Wayback Machine to track it down.

I did also manage to play in a game using the Arduin system, which was notable in its heyday, but has faded into obscurity. It was run by Mark Schynert, who was a major organizer at DunDraCon and responsible for the assembly of The Compleat Arduin, which has been on my shelf for some time. We didn't use the Arduin fantasy setting, but engaged in a bit of meta fun as we played fictional characters who were pulled from our books. I played a Wonder Woman-esque Amazon (because I am secure in my masculinity and am not threatened by taking on other gender roles), while my wife (who was also in the session) played a romance novel heroine with Mary Sue powers.

Tuesday, August 29, 2023

RPGaDay #28 SCARIEST game you've played

Posting a little out of order because this was a tough one to write.

I'm not a big horror fan, so I haven't done any real horror gaming. As much as it's a nerd staple, I've never played Call of Cthulhu.

I did have a con-friend at DunDraCon who ran "CthulhuTrek" a Star Trek/Lovecraft mashup, though he wasn't particularly looking to scare anyone, Just enjoying geeking out about his two favorite things at the same time.

Another time, I was honored to play in a one-shot of Vampire: The Masquerade run by Kris Newton that was set in our (at the time) home turf of Humboldt County. My character was the shadow owner of the Eureka Inn and our adventure took us out to an illegal marijuana grow. At the end, my character got cocky and careless and lost his daughter (and human agent) to the machinations of a big city vampire muscling in on our rural turf.

Again, not scary. It was however, a good dramatic time. It set the bar for what I want a Vampire/World of Darkness game to be like.

RPGaDay 2023 #29 Most memorable ENCOUNTER

It might not really be accurate to say Tina, but I'm going to say Tina. While our initial encounter with her was only fairly memorable, the main thing was that she became an information resource as we explored Kris' megadungeon.

Tina was a pixie, which meant that she could cause amnesia with one of her magic arrows. And that's how we encountered her. She hit our party rogue with an amnesia effect, then immediately rushed to his side and begged him to defend her from the rest of the party since she was his wife. It was a tense moment that almost went badly, but thankfully, the sorcerer reminded him of all the times that we made money together. Even if he didn't remember us, he knew that he liked making money and if we knew that too, we were clearly friends.

She escaped, since pixies also have invisibility powers. But whenever we needed some information about what's going on inside the megadungeon, we sought her out.

This amused Kris, because apparently, this fixture of the campaign was something that had started as a roll on a random encounter table.

Sunday, August 27, 2023

RPGaDay 2023 #27 Game you'd like a new EDITION of...

 D20 Modern. There have been imitators, but none of them really hit the same spot. Even the most recent successor, which claims some of the same designers isn't really what I'm after. Everyday Heroes, I think it was called.

I had heard about it while it was on Kickstarter and could have backed it, but there were a couple of things that just made me turn away.

Strongly Archetypal Character Options: One of the strengths of D20 Modern was the ability to built the sort of character that you want to (within certain limits) by multiclassing into various broadly themed classes and maybe aiming yourself towards one of the advanced classes as you leveled up. But Everyday Heroes disapproves of multiclassing, setting your character on a path from the beginning. And it's not such a long path either. The classes in D20 Modern only went to 10 levels because it was assumed you would be mixing and matching to potentially make it all the way to 20th level. Everyday Heroes classes have 10 levels and that's the top of your progression.

In it's day, it was a slightly crunchier alternative to something like Savage Worlds, but not as heavy as something like GURPS.

Lack of Cross Compatibility: While Everyday Heroes borrows the chassis from D&D 5e, it does not claim compatibility. One of the perks of D20 Modern is that it was compatible with the then-current edition of D&D, so I could potentially throw my modern day, real world heroes up against a beholder or displacer beast or sewer kobolds.

If they were to do a new version that was wholly compatible with 5e, or just gave the old game a quality of life upgrade, I think I would buy that in a heartbeat.

Saturday, August 26, 2023

RPGaDay 2023 #26 Favourite CHARACTER SHEET

It's been a long time since I ran Savage Worlds and swore "Never Again!" But one of the things that appealed to me as I was getting started with it was the character sheet.

There were a couple of things that needed to be tracked in the game, like Wounds levels, Fatigue levels and Power Points for characters with powers, and rather than go the conventional thing and expect players to scratch them out and write in a new value several times a session, they printed those things on the edges of the character sheet. This allowed the player to clip a paperclip to the side of the page and slide it up and down to track Wound levels.

My view of Savage Worlds might be softening, so it might happen that I get to use that character sheet in another game.

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