Saturday, 10 March 2012

Rules-Centric vs. World-Centric Gaming

For this post, I'd like to describe two different idealized styles of play for pen & pager RPGs. The styles are also not tied to any particular rule set, although some rule sets may tend to encourage one style over the other. These styles are idealized in that most actual games being run will contain some elements from each.

Rules-Centric
In a Rules-Centric game, the focus of play is on the game rules, both the general rules as well as any module-specific rules. Much like a board game, the rules lay down the parameters for the characters' interaction with the game world and players state their actions using the vocabulary of the rules, as opposed to the vocabulary of the game world.

World-Centric
In a World-Centric game, the focus is on the game world, while the rules are just a tool for supporting play in that world. The options for character action are as limitless as the game world allows and players state their actions in the language of the game world.

The Computer Game Test
A simple test to check where a games falls out on this spectrum is to answer the question "How easily can it be translated to a computer game?" If it is Rules-Centric, then the translation is simply a matter of writing a program to enforce the rules. If it is World-Centric then the translation will be impossible, since the limitless possibilities of the gaming world cannot practically be expressed to the computer.

ImmersionPerhaps the most important difference between these two play styles is how they effect immersion. Immersion is a subjective experience, however in my experience, World-Centric play tends to be much more immersive than Rules-Centric play. This for the simple reason that focusing on the game-world, rather than on the rules pulls you deeper into that world.

In my opinion, this is one of the major arguments for the continued existence of pen & paper RPG's in the computer-age. For all the graphics, algorithms, voice acting, etc., pen and paper RPG's still have the potential to provide a more immersive experience.

Rule Completeness
There is a trend in game design to produce endless supplements and encyclopedic rule-books covering every possible situation real or imagined. Since rules define the limits of the game world, Rules-Centric games have a much greater need for these additional rules, so that a greater range of situations can be covered. World-Centric games on the other hand, are not limited by their rule-set and the GM(possibly with the help of the players) can just make up a suitable mechanic when needed, so the need for supplements is much less acute.

Mapping to GNS
GNS is a well known theory of game styles based on what players want to get out of the game.

If we had to map these styles to the GNS model, I would say that the Rules-Centric style roughly corresponds to Gamism in that much like a traditional game, the rules define the limits of the game. In this sense, the Rules-Centric style sees an RPG as a highly complex board game.

The World-Centric style is also largely Gamist, but it is a very particular kind of Gamism: Immersionist Gamism. A World-Centric game is unlike traditional games in that the goal is not winning via the rules mechanics, rather on creating an immersive experience for the players. As such, the rules take on a secondary importance.

"It's very 'gamist', but also in its own way very immersive"

Sunday, 11 December 2011

Non-Banal Magic in DnD

I've been thinking about Noism's excellent post about non-banal D&D. The gist is that many of DnD's rules and systematization make otherwise interesting concepts, like monsters and magic, mundane.

DnD magic is already said to be "Vancian". Nevertheless, while reading Vance's, Dying Earth and Eyes of the Overworld, I had a few ideas how to un-banalize DnD magic:

1) Spell Rarity
No one, or at least very few magic users, still have the knowledge required to come up with new spells. Magic spells are found in written form--players don't choose a new spell when they level, and their single initial spell is determined randomly by the DM.

Non-Banal Because: This means that the magic users will need to actively seek out new spells, often times from powerful magic users who guard their knowledge carefully. Similarly, magic users will have to guard their spells carefully. Ultimately makes spells a more valuable and exotic resource.

2) Learning Spell Difficulty
Anyone who wants to memorize a spell for the first time must roll a die to see if they succeed in an hour's time. Chance of success is a function of intelligence, spellcaster level, spell level. They can retry for as many hours as they want, but the chance of success is halved each time(rounding down).

Non-Banal Because: it gives magic more flexibility and less predictability

3) Memorization Limit
The number of spells that can be memorized at one time are the same as DND rules. Characters without spellcaster levels can only memorize a single first level spell. This number can be exceeded, with a chance of going insane.

Non-Banal Because: it gives magic more flexibility and less predictability. Allows players to take chances.

4) Spell Failure
Even once the spell is memorized, there is a chance of failure when using it. This chance is also a function of intelligence, spellcaster level, spell level.

Non-Banal Because: it gives magic less predictability. Spellcasters will be more careful about how they use their spells.

6) Some spells require components.

Non-Banal Because: these spells cost more than the user's time. They may have to seek components from far/dangerous places.

7) Allure of the Unknown
DM shouldn't introduce well-known spells, or when he does, rename them something exotic.

Non-Banal Because: magic is not a closed, well-understood system

Tuesday, 13 September 2011

Piquing Player Interest


The role of DM is not just that of referee, but to create an atmosphere which will draw the players into the game. This is especially important for DnD, which can often turn into a bland exercise in rules and die-rolls. Many a DM has found himself with an every-shrinking player-base as players get worn out or lose interest.

This is hard to to well and easy to do poorly. One of the major pitfalls in trying to create this atmosphere is for the DM to become a heavy-handed story teller, rather than letting the players dictate the course of the game. This often has the opposite effect than the one desired, making the game less engaging for players, rather than more.

So here are a few approaches to creating a game atmosphere which will draw players in:


Curiosity

The thirst for knowledge is a powerful emotion and all exploration-based adventures are built around it. Some methods of piquing curiosity are:

  • Exotic setting to discover. Tekumel uses this approach
  • Remote, legendary dungeon to explore, about which little fact is initially known
  • Ever-deepening political web for characters to become enmeshed in
  • Mystery to solve with strange, sometimes contradictory clues/leads
  • Twists! X wasn't what you expected, though perhaps you should have suspected it. This keeps players guessing, although it needs to be done in moderation

Fear

Fear is another powerful emotion which is easily lost in the plethora of rules and die rolls. It can add a lot of interest and player commitment to an adventure, though you need to counter-balance it with promise of riches, reward, etc. Fear of the Unknown is a big factor in this:

  • Unknown Monsters- this can mean creating your own monsters, or simply describing a monster rather than naming it, so that players don't immediately associate it with a list of statistics. Also, renaming existing monsters, possibly with randomly generated names
  • Unknown Locations- don't give too much background information about a dungeon, just fearful, possibly contradictory hints
  • Variety of Traps- keeps players on their toes
  • Fog of War- don't map unexplored areas, don't show enemies who the player cannot see(even if they've started shooting arrows!)
  • We're walking into a trap! To proceed, players must enter area where retreat is difficult, they can be easily flanked. Monsters take advantage of this regularly.
  • Real Danger to characters- players know you are willing to kill their characters, though not unfairly. Reward caution.
  • The Unknowable- the ultimate fear of the unknown, in the spirit of Lovecraft

Fun


It's still a game right? Isn't that what games are about? Having fun? This factor is perhaps the most variable, depending on your players. One players' fun is anther's tedium. In any case:
  • Puzzle Solving- some players love a challenge to their cleverness/inginuity
  • Mini-Games- there are all sorts of tables and rules to support this. A drinking contest, duelling, hunting, a joust
  • Party Politics- the dynamics between characters, pitting them against one another with a conflict of interest--will they overcome it and work together or constantly plot against one another
  • Player Choice- is a big factor in this, since it allows players to choose what interests them and for them to feel their decisions count. This can be done at the most basic level, allowing players to choose a scary adventure, a political one, one of knavery or heroism, overland vs. dungeon, to fight or to flee, to take risks or play it safe
  • Inspiration- some players want to play adventures inspired by their favorite fiction or historical events. Superhero RPGs and many other specialty RPGs take this approach. Some people want their DnD Tolkienesque, while others want it Pulp Fantasy inspired

Thursday, 18 August 2011

Player Skill

Here is a quote I liked from a recent post on Grognardia describing Ed Greenwood's Refereeing style in a game at OSRCon.

He didn't call for dice rolls a lot and, when he did, they were for things like saving throws or weapon damage. When we encountered a trap or a puzzle, we had to work them it for ourselves; we couldn't just "make a Spot check at DC 15" to find what we needed. The longer I am involved in old school gaming, the more convinced I am that that is the crux of the difference between older games and newer ones. For all the ways that Ed's refereeing might cause some grognards' skin to crawl, he is nevertheless, fundamentally, "one of us." He clearly gets that rolling dice should never be a substitute for individual cleverness and creative thinking.
I think this is spot-on. Games are much more fun when the player is the one playing, not their character's ability scores! For me anyway.

Thursday, 16 June 2011

Polish Resistance: Character Creation

As I mentioned, I'm going to make a number of posts about the Cyberpunk 2020 house-rules I'm using for the All Zombies game.

Character creation is basically a simplified version of the Cyberpunk character creation. I did have to stat-up some WWII equipment, which was fun:

Character Creation:

  1. Set movement=8 for simplicity
  2. No attractiveness(generally a dump stat)
  3. Money (1d6+1d10)x100 Zlote(1 Reichmark=2 Zlote)
  4. Divide 40 ability points among 7 remaining stats 2-10(or roll d10's, re-rolling any 1's)
  5. Run=Move*3, Leap=Run/4, Lift=40xBody, Save=Body,
  6. BTM based on Body stat 2=>0, 3-4=>-1, 5-7=>-2, 8-9=>-3, 10=>-4
  7. Lift=40xBody KG
  8. 40+Int+Ref skill points(You already are at Yiddish level 8)
  9. Write backstory
Here's a sample character sheet:



Starting Equipment:


Weapons(ROF=RPM/18.75)



Name Type Conceal Dmg Magazine ROF Range Price(Z)








Melee






Club Mel L 1d6


Free
Light Knife Mel P 1d6/2


10
Heavy Knife Mel P 1d6


25
Bayonet Mel P 1d6(+2 attached)


30
Axe Mel J 2d6+3


35
Brass Knuckles Mel L 1d6+2


10
Sledgehammer Mel N 4d6


20
Szabla Mel N 2d6+2


50








Exotics






Crossbow Ex N 3d6 12 1 150m 120
Longbow Ex N 2d6+1 12 1 50m 150








Pistols






Nagant M1895 P P 1d6+2(7.62x38R) 7 1 50m 100
TT-30 P P 1d6+2(7.62x25T) 8 2 50m 150
Vis Pistol P P 2d6+1(9mm) 8 2 50m 300








Shotguns






Winchester 1912 SHT N 4d6(12Gg) 5 1 50m 450








Rifles






Karabin wz.98a Rif N 6d6+1(7.92x57mmM) 5 1 400m 450
Mosin/Nagant Rif N 6d6(7.62x54mmR) 5 1 400m 500
Lee-Enfield Rif N 6d6+1(.303Mk VII) 10 1 400m 550
Browning wz.1928 Rif N 6d6+1(7.92x57mmM) 20 20 400m 600








Anti-Tank Rifles






WZ-35 Rif N 4d10AP(7.92x107mm) 4 1 400m 1000








SMGs






KIS SMG J 2d6+1(9mmLuger) 32 20 150m 350
Blyskawica SMG J 2d6+1(9x19Para) 32 32 150m 400
Mors SMG L 2d6+1(9x19Para) 24 24 150m 500








Heavy






Grenade(F) HVY P 4d6(40m) 1 1 Bodyx10m 30
Grenade© HVY P 5/7d6(15m) 1 1 Bodyx10m 30
Dynamite HVY J 6d6/KG 1 1
30/KG








Ammo


Amount
Price(Z)
7.62 Pistol


100

15
9mm Pistol


50

15
12 Gg


12

15
7.92/7.62/.303 Rifle

100

40
7.92x107mm


12

20
Arrows


12

24
Bolts


12

30








Armor

Covers SP

Price(Z)
Heavy Leather Jacket
Arms, Torso 4

50
Steel Helmet

Head 14

80








Clothes






Pants





20
Top





15
Jacket





35
Shoes





25
Boots





50
Glasses





50
Jewelry





10-100








Other






Donkey





70
Mule





100
Riding Horse





200
First Aid Kit





10
Medikit





50
Rations





150/week
Rope





2/ft
Gasmask





50
Magnetic Compass




10
Binoculars





70
Lantern





10
Kerosene





5(1hour)\
Matchbook





1
Cigarette Pack





10
Camera





200
Film(8 pics)





40
Small Tool Kit





100
Lockpicks





100
Wig





50
Morphine(1 dose)





100
Syringe





30
Small Electronics Kit





150
Pack of Cards





20
2 Dice





5
Harmonica





50
Accordion





100
Sketchpad





15
Pencils





5

Polish Resistance: Rules

As I mentioned before, the All Zombie on the Eastern Front: Polish Resistance game I'm running was inspired by one of noism's posts about a game he was running. I'd like to make a few posts about the Cyberpunk 2020 house-rules I'm using for the game.

In general, the move from the Cyberpunk future to the 1940's Eastern Europe involved a reduction of rules:
  • I dropped the character class system since most of the classes don't make sense in this setting(anyway, the classes are mostly just extensions of the skill-system)
  • A few skills are no longer relevant
  • Cyberware is no longer relevant
I was quite pleased with the result, since it made the highly complex Cyberpunk rules much more focused and concise. I also made a few minor tweaks to simplify the rules even more, like a fixed movement rate for PCs.

I'm going to try and make a few posts in the near future with more details about the house rules.

Polish Resistance: Session 3

The latest session of All Zombies on the Eastern Front: Polish Resistance finally demonstrated the deadly nature of Cyberpunk 2020 rules(shortly after one of the players gave the "constructive criticism" that punching out "helpless" zombies was becoming passe). I had pre-generated the random encounters, but didn't really expect the players to fully-engage the first one due to the overwhelming odds against them. As such I was caught a little off-guard, having to keep track of 20 German troops and 5 Russian POW's. There weren't any major hiccups, but in the future I'll also prepare a chart in advance for tracking the status of all the characters in the pre-generated encounters.

Session Summary
After a short rest and being provided with horses and a rifleman from Jodicus Jecanty's band of resistance fighters, our heros departed for the nearby village of Lipnik. Their purpose: to catch up to the mysterious German convoy seen departing from now zombie-infested Gojcow and learn what they can about it's purposes.

This time they traveled by road, a greater risk, but they were in a hurry to reach the the village by sunset and inquire about the convoy, which must have passed through a full day before them. Riding will weapons visible, they quickly left the road when they saw a large group walking toward them in the opposite direction. Andre, Moriah, and Josafat hid a little ways into the forest, setting up a potential ambush.

A column of 20 battle-worn German troops passed them on the road, leading 5 Russian POW's, several of them barefoot. When they saw the prisoners, the party decided they must try to free them, a daring gesture given the odds. The Germans apparently saw the riders head into the forest because they were on their guard, but the column didn't stop.

At first the party's ambush went well, with Andre's heavy machine gun and Josafat's rifle inflicting heavy casualties on the rear of the column, while Moriah raced through the trees, looking for a vantage from which to throw a grenade.

The Germans split up, with several taking over watching the prisoners while some returned fire and others circled around. A German machine-gunner, followed closely by a medic, raced to the forested area on the other side of the road to set-up his weapon and return fire.

Moriah raced up to the edge of the tree-line, bravely taking the risk of being flanked, and throwing a grenade then ducking behind a tree, thus putting several German troops out of commission.

The Germans returned fire, with Moriah's tree absorbing round after round of SMG and machine gun fire, but her position kept her unharmed. The flanking Germans continued to approach Andrei and Josafat and fired several shots with their rifles but missed. Two surviving Stormtroopers charged them head-on from the road, SMG rounds scattering all around the two resistance fighters.

Andrei gunned down the two Stormtroopers with the machine gun, while Josephat repositioned to shoot at the flanking infantry, his shot hitting a tree. Moria drew her pistol as a Storm Trooper flanked her. She shot him in the arm, wounding him, but two of his shots hit her in her unprotected head, killing the Doctor instantly.

Andrei and Jodicus faced the approaching infantry, with Jodicus' grenade killing or stunning 3 of them and his rifle another, just before he too was shot fatally in the head. Andre faced the remaining two grappling with one, then punching out the other, avoiding the combat-knife of the first, then punching him out too.

Finding himself alone with a flesh wound from a lucky shot, Andrei could not see the remaining 4 Germans and their prisoners, who had repositioned themselves in the deep forest on the other side of the road. Not wanting to risk emerging from the relative safety of the wood(wisely), Andre looted an MP-40 from a dead Stormtrooper as well as a good amount of ammunition and German stick-grenades.

When he saw Moriah's body, he couldn't contain the tears, but ran howling to his horse and rode for Lipnik, intent on continuing their mission at all costs. There he successfully contacted the local resistance(Streetwise skill) where he may potentially find new recruits to help him.