Showing posts with label FKR. Show all posts
Showing posts with label FKR. Show all posts

Saturday, July 23, 2022

A Primer on Star Wars RPGs

If you've received a link to this article, you may have just asked the question, "what's the deal with Star Wars RPGs?" The first part of this post is a succinct overview of all the major (and some minor) options out there which cover this need.

I decided to write this because in the last two weeks, I've seen at least 4 Reddit posts and a couple Discord messages where people asked that very question, and I get tired of explaining it. So if you see someone asking that question, link them to this article.

Monday, April 25, 2022

Potpourri

Artist Credit: Kieran Yanner
My blog output has been slow this year. Partially this is because I've started several very long posts that are each taking a while to finish, but mostly it's because I spend most of my time working now and have very little time left each day to do anything. I wanted to come up with something a bit smaller that could work as a good blog post to get out before the end of the month that isn't one of those huge posts, but I struggled. Everything I came up with was too small. So why not just offer all of them at once?

In this post you'll find seven really small RPG-related things I'd like to share which are all completely unrelated to one another. I hope the comments are chaos. They include:

  1. An idea I had for a particular take on the "Grit vs Flesh" mechanic
  2. A weird experimental PC I recently tried
  3. Possibly the most famous example of the power of tactical infinity in RPGs
  4. A world map I've slowly been working on
  5. An idea I have for a new monster type to fit into the traditional D&D schema
  6. How I would run a sandbox in a superhero game
  7. Doppelgängers

Saturday, December 11, 2021

A Thorough Look at Skill Challenges (Part 2: Analysis)


After my last face-meltingly long post compiling every variation on Skill Challenges (SC) out there, it's time to do a critical analysis of this concept. When I started this project, I was just imagining that I'd be making a simple pros and cons list. But after all that research, I have a lot of things to say.

So, this post will sorta have three main sections. Firstly, we can talk about Skill Challenges just, like, as a concept. Then, we can start reviewing each of the little variations on rules and deciding which ones are good and which ones are bad. Lastly, the results of this thinking, which ideally should be "the best version of how to do Skill Challenges for a D&D 5E game, at least in the style that Dwiz enjoys," but which is also the part where I note some things I feel like stealing for my OSR game Brave.

Tuesday, September 21, 2021

Model United Nations: the Most Popular FKR Game

We don't actually have the numbers of how popular Model UN (MUN) is but we can reasonably guess there's as many as 180,000 people who participate in it just in the United States alone. It's played all around the world by students ranging from middle school up through university and has been around for many decades. And even if it turns out I'm totally wrong and the number of people playing Matrix Games actually outnumbers the people playing Model UN ten to one, the point is that Model UN has a Parks & Rec episode.

And yet I bet you don't know much about it. I bet you didn't know that it's an FKR game. And yes, it really is. Not in like a "you know, if you really think about it, it kinda fits the definition!" way or something cheeky like that. It's very straightforwardly an FKR game, and if more was known about its history (it's a bit murky tbh) then I strongly suspect we could probably trace its lineage back to the original Prussian kriegspiel games.

I have not written much about my experience with FKR games before. I've mentioned them here or there, and at least once have pissed off some of its fans. But I have actually spent many years using the FKR philosophy of play! Just not in the form I think that most people would imagine.

I've written about Model UN before so if you've read that post, you can skip this. But I decided to write all of this again for 2 reasons: 1) I think it needs another pass and I've written it better this time, and 2) I think it deserves a post of its own, independent of the context in which I wrote about it in that series. And I promise that if, after this article, it is clear that no one in the RPG community gives a shit about this then I'll shut up about it forever.

But if Model United Nations is one of those things you've always been vaguely aware of from pop culture or the club fair at your high school but you never really gave it much thought, then let me tell you all about it and how cool it is.

A rough outline of this post (with each of these containing some sub-sections):
  1. What is Model United Nations?
  2. The "mechanics" of how it works
  3. What to take away from this for RPG stuff
  4. Some fun stories where I gush indulgently

Tuesday, March 2, 2021

A Faction System That Doesn't Get in the Way

I'm following up on my last article but I get tired of numbering every blog post that's related to another because not everything is always part of a planned series, you know?

Once again, I need to credit Gundobad Games for sparking this thought process, albeit in a completely different context from last time. It was many months ago when I was trying to do research on domain-level play and I dug up a bunch of reddit posts about it and read people's game recommendations and blablabla and one of the most fruitful things I found were these blog posts: Part 1, Part 2, Part 3, Part 4. I could say a lot about those posts but right now I'm just gunna focus on Part 3, and I'm gunna re-write everything relevant from it here.

So the writer was putting a spotlight on Chris McDowell's Into the Odd, a nifty minimalist old-school RPG, and in particular, on its faction system. He calls them "enterprises" which is a decent name. Here is the full text of Into the Odd's enterprise rules, reproduced here:

Between expeditions, you can try your hand at business, or muster a military force. DETACHMENTS and ENTERPRISES each cost 10 Gold to establish. Detachments demand a further d6 Gold in upkeep each month, or else they revolt.

Income: New ENTERPRISES generate 1d4 Gold of Income each month. They also face a Threat that will cause 1d4 Gold in Losses unless dealt with. If an Enterprise cannot pay its debts, it collapses. Growth: If an ENTERPRISE ends a month with Profit, its income moves up to the next type of die, to a maximum of d12. However, this larger die also applies to losses from Threats.

By the by, a "detachment" is his name for a group of warriors fighting together, which we won't be discussing here. Maybe another day.

Anyway, today I'm gunna talk about the strengths and weaknesses of this system, the more immediate ways in which I've thought to tweak it, and then how I might go about reconciling it with all those other thoughts I vomited up in my last post.

Friday, February 26, 2021

A Freeform-Based Faction System

This isn't anything concrete, it's just stuff I've been swishing around in my mouth for a bit now.

I've been thinking of posting an article about "freeform mechanics" in RPGs, and I still might. But the basic idea is "resolving stuff in the game using your imagination and judgement rather than actual rules or mechanics," but, like, to the extreme. Like, say, maybe you want to run a war between two armies. On one end of the spectrum, you'd have a military simulation board game that defines each of your assets and unit types and whatever kinds of fictional resources you spend like "action points" or something, and it has a list of moves you can take and blablabla. Nothing freeform about it. On the other end of the spectrum, you'd ask the players to describe what they command their army to do. Just, like, from their creative thinking skills. Intimidating, right? But liberating. Exciting.

[EDIT: I was provided the source for this story so I'm re-writing this chunk to be accurate] 

I've been reading a truly ridiculous amount of literature on the subject and I want to share this anecdote from Gundobad Games:

My favorite example so far: from Tony Bath's old Hyboria campaign - one player was concerned about a potential rival's construction of a naval fleet, but didn't want to openly provoke hostilities. So he asked Bath whether he could arrange an 'accident' - merchant ships sinking [scuttling!] right at the mouth of the rival's harbor, blocking their port for the near future! Bath agreed, came up with a range of likely results, and then rolled the dice...

I love that. I love the freeform potential of RPGs and I keep finding myself drawn to that direction of design. But it's a double-edged sword. Because of the "tyranny of the blank canvas," many players find freeform gaming to be really unintuitive. When you ask them what they want to do, they don't have an answer. They're more comfortable if you give them options to pick from.

So here's something I've found in the middle that I'm working with and I'd like to share. I'm going to give three examples that illustrative something like what I'm approaching. These are all examples of "freeform but with a little bit of structure, just, like, for help."

Tuesday, December 15, 2020

Campaign-Level Play Part 4: Setting Up The Campaign


I spent a lot of time trying to define two separate styles of gameplay, for the purpose of elucidating one of them to you. But I want to stress that I like to mix the two styles. I have created many tools for campaign-level play, but there are locations on my world map that are big plot-heavy adventures. I warn the players ahead of time. They see “Castle Ravenloft” on the map and they know that if they choose to go there, they’re initiating an adventure module that they’ll be kind of locked into for a decent number of sessions. That’s okay. A lot of players really like being taken on the rollercoaster ride of an awesome story you've prepared, so don't be afraid to trade places for who's driving the campaign at different times. The extent to which you do player-driven action versus DM-driven action is up to you, and it's important to figure out your preference because it determines the prep workload you create for yourself as the DM. All those tools I talked about last time are probably things you'd need to make before the campaign, and it'll be a waste of your time if you don't then tell the players "take advantage of this stuff and base your decisions off of it."

Let's say you decide you want to include all the moving pieces, but you might not be sure how to start. So the question is, if you want to use these structures of campaign-level play, then how and when do you incorporate them?

Tuesday, December 8, 2020

Campaign-Level Play Part 3: Tools for Campaign Systems


So I've described a level of gameplay where the PCs are in a position to do all kinds of ambitious activities that can be resolved without needing to spend time walking through each step, moment-by-moment on a small scale. That you can safely assume the player can accomplish these tasks without needing to throw them into a dungeoncrawl first. There can definitely be obstacles, for sure. You don't have to just say, "yes, that works exactly as you wanted it to" for everything they ask to do. But recognizing a level of decision-making that tends to happen on the scale of days, weeks, or months is something that players can greatly enjoy taking advantage of.

Many groups dabble with this in some forms. For example, here are some subjects of gameplay that lend themselves well to this: economics, politics, war, and maybe espionage. Notice that these are the types of things you do in board games a lot. But you could totally have something like construction, conservation projects, running a business but focusing on the non-financial parts (e.g. running an opera house and managing the actors, the playwright, the stage production, etc.), going through religious rituals and sacraments, forming relationships, and so on.

While plenty of people have made downtime mechanics, and plenty of others recognize the fun of this sort of thing, it’s very rare that I find games that actually equip the DM to run this. There have been resources and websites like Obsidian Portal or World Anvil that cover a lot of what I'm about to describe, but most groups don't realize how to take advantage of the potential. All too often, these are treated as resources for the DM rather than the party. So I'm sorry 5th Edition, it's not enough to create an inflexible minigame for every specific "downtime activity" that occurs to you. The only way you'll ever achieve a true player-driven sandbox campaign is by letting their imaginations drive the car and merely providing the fuel and tools to guide that. 

So lets talk about the fuel and tools.

Tuesday, December 1, 2020

Campaign-Level Play Part 2: Model United Nations (and Other Competitive Simulations)

The story behind this painting is hysterical, btw

Last time, I introduced the idea of "campaign-level play," where activity is conducted on a larger scale than the moment-to-moment action of high-intensity scenes, but also as a space for players to drive the story themselves rather than respond to a story offered by the DM. I began explaining some of the ways that RPG products and DMs will toy with this playstyle, but concluded by introducing (through Matt Colville) a pretty unintuitive approach that I think has a lot of potential. To build on that, I'm dedicated an entire article to an adjacent form of play that I think we have a lot to learn from.

Friday, November 27, 2020

Campaign-Level Play Part 1: Maybe the Best Thing that D&D Has to Offer

How often does your character
choose to write a letter?
This is one of the trickier-to-describe qualities of running the game I know of, because it has to do (once again) with presentation and flow. I hope it makes sense.

I perceive a distinction between a common and, seemingly, modern way of running the game and an older way of running the game that has to do with the structure of the activity itself. And it seems obscure enough to me that I don't believe that even most OSR gamers play in this "old style" because they don't know about it. Like, adventures and RPGs from OSR designers that are clearly built with old-school sensibilities in mind are often nonetheless ignorant to this quality. I'm gunna call this old structure "campaign-level play" because of the following reasoning:

"Campaign" is a residual term brought over from the wargaming hobby. But it wasn't just a meaningless word used for its familiarity, like some other terminology relics. See, something like "Armor Class" is called that because the AC rules were borrowed from an old naval wargame, where every ship had an "Armor Class" rating like "first-class armor" (the best quality) or "fourth-class armor" or whatever. That's why we use a weird name for something that refers to a character's ability to not get hit or damaged. But "campaign?" As in, "me and the bois are gunna start up a new campaign of 5th Edition"? That comes from a time when the hobby was about a series of grand Napoleonic battles strung together by the same strategic and political forces that define a real military campaign. While, yes, a single session does just look like some homies getting together to have an isolated battle on a pre-crafted terrain map with their respective armies... they were playing what modern gamers would call a "legacy game." Today's battle is determined by the outcome of our last session, where the army general has a macro-scale plan for the direction of the army's campaign to conquer the enemy. You suffer losses in one battle and it carries over to the next. You write a treaty forming an alliance today and that matters tomorrow. You make a crucial victory and you take advantage of the opportunity by carving up the map of the countryside into chunks that will be allotted to each of your allies and yourself, which then shapes the next campaign when another war inevitably breaks out. These could be thought of as "meta elements" that shape the campaign itself, rather than elements you play out during the session (the battle).