Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Monday, July 18, 2022

How to Steal Ideas and Not Get Caught

 We have long advocated for a style we call Make It Your Own.  We know that as game masters and world builders, you get the sparks of ideas from all sorts of places and then incorporate them into your world.  The trick is not making it obvious about where the ideas come from.  More importantly, by the time you are finished making it your own, you will know it and remember it far better because it is your own.

You may or may not believe this, but the following mission idea is based on Smokey and the Bandit.  What’s the real plot of that movie?  These guys are bootlegging - a major crime.  In order to get away with it, they have a guy who’s job it to be the distraction.  He’s speeding, a tiny crime when compared to illegally transporting alcohol.  (Remember the good old days when they kept that crap in cans on the other side of the Mississippi?)  But he is committing his little crime so “loudly” that he is attracting all the attention and keeping the police away from the far bigger crime being committed by Snowman.

Cat and mouse is not all that original an idea for a mission, but we think we can turn this into something cool!  So, we’re in the middle of a war.  We’re going to use the Elf Dwarf War for an example.  The dwarves have been pushing their way through the Slyvanian Forest.  The dwarves were losing in the early stages of the war.  The elves were in their element and were easily picking off dwarven soldiers from behind trees.  The dwarves need to retreat before they get slaughtered.  But they can’t because the elves are pressing them too hard.

So, time to bring in the “Bandit” to distract the elves while the main army (what counts) gets out of the forest.  Admittedly, this is not a light-hearted, funny adventure, but instead something really dark.  That actually helps, because even though the movie was the spark of the idea, the players are not going to equate this mission with Burt Reynolds.

The party is brought in to be the distraction.  They are going to race around the woodlands finding small elven villages and lighting them on fire.  A risk that big is going to bring every elven soldier in the region to help put out the fire and save the villagers.  By the time they get that one out, the party should have started another in a different spot - leading the elves away from the retreating dwarves.  If they can trick the elves into thinking that the dwarves are retreating in the other direction (the direction of the fires) all the better!

Just like in the movie, Bandit never expected he would have one enemy willing to follow him far out of their jurisdiction, so how do we put Frog in here (the motivation)?  At the second village, the distraction party discovers that the elves have dwarven slaves.  Maybe they are slaves or prisoners of war or possibly dwarven criminals (at least in the eyes of the elves).  This is good, because it will slow the distraction party down because they now have non-adventurers tagging along.  But the former captives know things that are of benefit to the party.  And come on - You can’t leave them behind!

So, whether we replace Buford T. Justice with an angry elven lord who just lost his slave work force or with an elven commando who has been dying for the chance to stop training soldiers and go out hunting dwarves, there is someone willing to pursue the party across the entire forest if necessary.  They may have only counted on the locals being after them, then giving up the chase to go attend to the fires, but now they have a true enemy hunting them.  Hey, why not have both - the psycho assassin and the slave owner?  The assassin is a sniper, so he will be very difficult to spot and kill, making him last much longer.  The slave owner will have a lot of guys, allowing for a bigger battle when they eventually lock horns.

Few players are familiar with their characters being chased.  They are typically the aggressors and on offense.  This should be a whole new aspect of gaming for them, something new.  There is nothing “dungeon” about this one, nor does it feel anything like a more standard wilderness exploration adventure.
 

This post was written as part of the recently released Horror in the House of Mystique aka All About Non-Standard Adventures, the latest in our Small Bites editions.  Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject.  This one details everything having to do with those monsters that are typically huge, super strong, but also not so bright, and how this will affect their actions and tactics, as well as other game mastering tricks, but within a fully defined mission showing both the stats for point-based characters (like in Legend Quest) and class-based characters like in most of the die-20 games.

We hope we’re getting you interested.  If you want to see the World Walker edition for FREE!! click the link here.  If we’ve hooked you and you want to get the full 61 pages of content in the Game Masters’ edition, click here.

Sunday, July 17, 2022

Why Shadowrun Sucked

 Let’s get something established right away.  When we are talking about Shadowrun, we mean the first edition (first two editions?).  We haven’t so much as looked at a Shadowrun product in a couple of decades.  Maybe they fixed some of this, but they probably didn’t.  Someone besides FASA owns it now, and we wish them the best of luck, if somewhat half-heartedly.

But here’s what sucked:  There were two aspects of the game that broke the golden rule of RPGs:  Don’t split the party!  Deckers could hack their way through the matrix, and mages could astral project.  While they were doing this, anyone who wasn’t a decker or a mage couldn’t follow, couldn’t participate, typically couldn’t even watch.

The problem was that hacking your way through the matrix was pretty cool.  It was a major part of the game.  In a lot of situations, you might have needed to have the decker(s) handle the hacking piece in order to move to the next stage of the adventure.  What do the rest of the players do while the decker is handling things inside the internet?  They sit around bored, that’s what they do.  Use of the astral plane was far less often, but if used, the exact same thing happened - most of them sat around bored.

It is important as a GM to keep the players involved and entertained.  Having the majority of them sitting around while someone else is “adventuring” isn’t why they came.  If that was what they wanted, they could watch that on the internet performed by people who do funny voices.

As cool as running through the matrix can be, it should be something the party can share.  Establishing a non-standard adventuring site like this is exactly what we want to encourage, but not when only a small part of the party can participate.  The same can often be true when trying to run adventures in dreams or some of the other strange places.  While we are going to continue to encourage all GMs to use non-standard adventures, only use ones that all of the player characters can participate in.

 

This post was written as part of the recently released Horror in the House of Mystique aka All About Non-Standard Adventures, the latest in our Small Bites editions.  Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject.  This one details everything having to do with those monsters that are typically huge, super strong, but also not so bright, and how this will affect their actions and tactics, as well as other game mastering tricks, but within a fully defined mission showing both the stats for point-based characters (like in Legend Quest) and class-based characters like in most of the die-20 games.

We hope we’re getting you interested.  If you want to see the World Walker edition for FREE!! click the link here.  If we’ve hooked you and you want to get the full 61 pages of content in the Game Masters’ edition, click here.

 

Thursday, March 10, 2022

Do Lifestyles Matter?

 Board Enterprises has spent a lot of time working out “Lifestyles”.  To us, a Lifestyle is the details about how a character lives.  Where do they live?  How do they eat?  How do they dress?  What kind of stuff do they have at their home?  The point is, we think we are giving you a whole bunch of this type of information, while only asking the player to make a few decisions based on some charts.  Easy is a HUGE part of this!

But do they matter?  Some players think they are just a device for the GM to pull money off the character sheet.  Because, yes, you need to pay rent, and for food, and to replace worn out clothing.  Yes, there is a cost to it.  There is also supposed to be a payroll to it if the character has a part-time job between adventures.

We all know there are a lot of players out there who would prefer it if their characters were put into cryogenic sleep immediately after every adventure, and then woken on the doorstep of the next dungeon.  That isn’t all that crazy, because it is how some of our most famous action heroes live.  The first time we saw James Bond’s home was after like 30 years of books and movies, and then they blew it up.  Not a lot of home life there!

But we do think it matters.  It is difficult to lay out reasons without just getting into examples, so let’s at least start there.  You are an adventurer.  Your party has been eradicating the city’s assassins’ guild for the last three months of game time.  Now you have won, and they are gone.  Really?  None of them escaped?  Come on, some of them escaped, and they are now looking for the people who killed all their buddies.

How does the GM handle the assassins coming after the PCs?  Does he just decide how they live?  That is going to cause huge arguments, because the players will insist all sorts of harebrained things.  “No, my character lives at the top of a 20 story tower and you have to teleport to get up there.”  “No, my character never goes to the market.  I have a service where the imps/fairies bring all my groceries to me.”  “No, I have never been in a tavern before in my life, unless I was dressed in my most powerful armor, with my ten most powerful weapons, and my pet hellhound.”  Yeah, we wish we were just making this stuff up.

Knowing where and how the player lives, the Lifestyle, allows the GM to know what is going on in the player’s life.  This gives everyone the fair chance of spotting a tail on the way how from the bar, granting the PCs contacts in the marketplace, and knowing what would be available if a fight erupts in the PC’s home.  Not knowing these things makes urban adventures nearly impossible.  Even urban adventures in another city, still require knowing about the PCs’ hotel.

For that matter, how would a party fight against an assassins’ guild on the guild’s home turf without knowing these types of things.  Did the assassins really sit in their headquarters like it was a dungeon setting?  There were several in each room and they waited patiently to be slaughtered by the invading adventuring party, just like good little monsters.  We know there are players who don’t think they care about any of these Lifestyle issues, but isn’t it time to bring a little reality into a role-playing game?  We’re not pre-teens anymore.

Sunday, January 31, 2021

Cosmic Horror Themes in FRPGs

There is a wonderful thing about cosmic horror:  no one knows what’s going on.  OK, some people know something is going on, but 99.99% of the people have no idea.  Usually, the concepts fall into three categories:

#1  The vast majority of the mortals have no idea what’s going on.  So what if a 3,000 years ago some ancient spirit/monster/god crashed into the world?  If a person was lucky enough to survive to pre-adolescence and therefore had the ability to begin to consider philosophy and other big thoughts, they only have another 50 or so years to worry about.  If nothing has changed (in their opinions) in 3,000, the next 50 look pretty safe.

This is the farmer who must worry about plowing, seeding and harvesting.  He is not going to waste his time wondering if the chaos magic on the other side of the world might be a beacon to similar cosmic entities.  He cannot see this affecting him.  Oh, things are different if his neighbor sacrifices his daughter to one of these cosmic crazies and then hides the demigod-like thing in the barn, but other than something like that, he just doesn’t care.

#2  The intelligentsia have a habit of dismissing things outside their books.  These folks have studied so they “know” the limits and boundaries of magic, and they refuse to think that something could work outside the rules that they have set in place.  Substitute science for magic here, they both act similarly.  Unless their professor told them it could be true, they are going to deny that it could be.  They would rather be condescending towards those attempting to learn than accept that their understanding of how things work might not be accurate.  (Please note the use of the term “intelligentsia” here.  You may define this word differently than we do.  We are not dismissing all scholars or scientists, just the ones with the attitude described here, and there are too many of those!)

#3  There is a tiny percentage of the people who, probably because of something absolutely horrifying happening to them, know that there is something out there and it is beyond dangerous.  But even among these people, there are those who want to hide away from this knowledge, some who have been driven insane by it and are therefore no longer reliable sources of information, and a few who want to learn more.

These few trying to understand face enormous obstacles.  Not only do the cosmic horrors often like to work in secret, but they may have secret cults who worship them, and these cults will act to keep the secrets.  Add to this the concept that most mortal minds cannot fully grasp the magnitude of what the cosmic horror represents.  As we see in so many stories, the more you learn, the less your grasp on sanity.  (We aren’t saying reality here, because the insane just might have a better grasp on that than we’d like to give them credit for.)

Why does this matter?  Because as a world builder, you can run dozens of campaigns in your game world without once drifting into the cosmic horror style, and then run a full-on cosmic horror campaign, and it makes sense.  The PCs and NPCs in those other campaigns - They weren’t in the know.  They had no idea and no glimpse of what was going on behind the cosmic veil.  You don’t even have to retcon anything to make this work.

And if you choose to, once the cosmic horror campaign is over, you don’t have to make any future campaigns venture in there if you don’t want to.  It’s tough to close that barn door once opened, and the players may be clamoring for more, but if the PCs aren’t aware of what’s going on around them, they don’t get to know.  Besides, cosmic entities work in terms of centuries.  What are the chances that multiple cosmic horror events would happen near each other in time?  OK, they’re pretty high, because they are happening all the time, but the PCs shouldn’t know that.

But who are these entities?  That is a much bigger question.  Well, who can we compare them to?  The best comparison is the gods.  Both cosmic entities and the gods have incredible amounts of power - enough power to make miracles happen.  Both dwell outside of the mortal realms.  Both have worshippers on the mortal worlds.  In fact, the cosmic entities are often called “old gods”.  So, are they gods then?

Honestly, we’ll leave that for you to decide.  The question we think needs to be asked is, “Why are you treating the gods that the religions of your world worship differently than the cosmic entities?”  What makes the old gods mean and creepy, but the pantheon gods happy and helpful?  Think that the “good” gods can’t be mean and spiteful?  Read more about Hercules and Hera.  She’s often considered helpful to humanity.

We think the point here is that the old gods are considered mysterious and unknowable, but the religions find their gods to be understandable and even predictable.  Who’s right?  Well, we think both styles of gods need to be mysterious and unknowable.  That doesn’t change the assumption of the religious.  They believe that they understand their god(s).  They have communicated with these gods, and they believe they are on the right track and following the gods’ will.  And maybe they are on the right track, but that has nothing to do with understanding the gods.

The gods are immortal beings of enormous power.  A mortal cannot think like a god and therefore cannot understand one.  A god’s plans could easily take a century or more to come to fruition.  Over the course of that century, the god will have been revising and improving the plan.  There should not be a means by which a mortal can foil it, unless another god has been interfering and arranged it so the mortal is in place to foil the plan.  That’s perfectly understandable.

Would a god intentionally let a plan fail in order to position themselves for an even bigger plan a generation down the road?  Absolutely!  After all, they need to fake out their rival gods, and how better than to appear defeated?

But what do the gods want?  We have made it pretty clear in a lot of our writings that the way we run divine beings is this:  Divine creatures survive by consuming the adoration or fear of mortals.  The concept of eating or consuming is probably just a mortal’s mental paraphrasing of what is actually happening, because we cannot fully understand, but in any case, they need this fear or adoration.  Adoration comes from mortals sending prayers, love, awe, etc.  One of the best ways they can receive this is to establish a religion and get tons of followers to send prayers.  Of course, the gods usually need to help these religions or they don’t thrive, so it is a give and take.

But the bad guy divines live on fear.  They too might have religions, but instead of happily praying to their god(s), they are making sacrifices in hopes of avoiding their wrath.  This could be organized religions (think about the Aztecs), or demons pulling stunts, or cosmic entities causing fear simply by being powerful, scary and unknown.  Let’s face it, the unknown is scary!  If you were trying to install fear into a group of mortals, staying “unknowable” would be a good way to accomplish it.  Of course, you can’t be so unknown that no one fears you, but there is a delicate balancing act in there.  Plus - they don’t need to know what they’re afraid of for the being to gain.

Maybe you want your cosmic entities to be more powerful or more mysterious than your gods.  That’s fine.  But we really think that you need to make your gods a bit more mysterious than what has been used in some past RPGs.  Once your gods have hit points, they have ceased to be the powerful beings they should be.  You need them to seem a bit more cosmic horror than that!

 

This post was written as part of The World of Sylansse aka All About Highest Fantasy, the latest in our Small Bites editions.  Each Small Bites book looks deeply at one subject, a character archetype, a race/monster, a style of questing, or some other role-playing/world building subject.  This one is showcasing a world where nearly everyone has access to magic.  No, not every sharecropper can cast spells, but they can hire rain makers or consult herbalists.  And most of the adventurers have something more fantastical up their sleeves, whether it be magic or racial.

We hope we’re getting you interested.  If you want to see the World Walker edition for FREE!! click the link here.  If we’ve hooked you and you want to get the full 55 pages of content in the Game Masters’ edition, click here.