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Tuesday, August 28, 2012

Seraphine the Night Cat - Mutants & Masterminds 3rd ed.

I recently bought Mutants & Masterminds 3rd edition (gosh, what a dreary page to introduce this RPG...)

It's funny in a way because I had peeked at the 2nd ed. PDF a long time ago and was all "bleh, d20". I had a weird relationship to the d20 system back then since I had discovered FATE and other more narrative-based games. Since then, though, after quite a few sessions of Pathfinder with a friend, I've learned to appreciate what d20 offers (more on that later maybe).

So maybe it's because of this... or because I just found myself in a superheroic mood at the time (was reading Spinerette quite a bit), but looking into the 3rd edition yielded much enthusiasm. I was surprised. It was d20 all right, but it didn't feel like it. It really felt like a cool superhero simulation system. And maybe most important of all, it seemed to get everything right. Utterly customizable powers? Check. In-genre action rules? Check. Lots of freedom and a focus on reproducing the "rules" of superhero stories? Check!
I spent some time reading up reviews online and forum threads as well as listening to an actual play podcast... then grabbed the PDF to confirm my suspicion... and then finally bought the book.

Admittedly I haven't yet played the game, so I might still be in for a huge disappointment, but I doubt it. There's even some stuff I might bring into Pathfinder, because it fits exactly what I've missed there.

For now, I have tried to create my very own first superhero character. Nothing too original, but hey :)


SERAPHINE, THE NIGHT CAT

(Felicie Amise)

BACKGROUND SUMMARY

(more detailed version follows stats)

Felicie, a brilliant but rather unlucky scientist, was working on a molecular manipulator of her making when her cat, Seraphine, climbed onto the machine. An accident later, Seraphine is nowhere to be found and Felicie realizes she's changing day by day, gaining new abilities and... new feline body parts!
At first distressed by such a development, she then realizes, during a nocturnal stroll, that she's now skilled enough to face bandits. Maybe she can help people this way, under the new identity of...

... Seraphine, the Night Cat!


STATS

Abilities

  • Strength : 4
  • Stamina : 4
  • Agility : 6/2 (when tail and whiskers are "nullified")
  • Dexterity : 1
  • Fighting : 5/3 (when tail and whiskers are "nullified")
  • Intellect : 5
  • Awareness : 4/2 (when cat ears are "nullified")
  • Presence : 1

Cost : 4+4+6+1+5+5+4+1 = 30x2 = 60


Defenses

  • Dodge : Agility + 4 = 6 + 4 = 10
  • Parry : Fighting + 3 = 4 + 3 = 7
  • Fortitude : Stamina + 0 = 4
  • Toughness : Stamina + Def Roll = 4 + 4 = 8/4
  • Will : Awareness + 0 = 4

4+3 = 7

Other
  • Initiative : Agility + Improved Init = 6 + 4 = 10

Offenses :
  • Claws : +11 (FGT+Close Attack+CC Claws = 5+2+4)
    • DC 15+3+4 = 22 (Penetrating 3, Crit 19-20)
  • Unarmed : +10 (FGT+Close Attack + CC Unarmed = 5+2+3)
    • DC 15+4 = 19
  • Melee weapon : +7 (FGT + Close Attack = 5+2)
    • DC 15+4(str)+? = 19 + wpn dmg


Advantages

  • Agile Feint
  • Animal Empathy (Limited to cats -- no buy back possible)
  • Close Attack - 2
  • Defensive Roll - 4
  • Evasion I
  • Improved Disarm
  • Improved Initiative - 1
  • Improved Trip
  • Instant Up
  • Luck - 3
  • Move-by Action
  • Second Chance - Acrobatics
  • Skill Mastery - Acrobatics
  • Uncanny Dodge

1+1+2+4+1+1+1+1+1+3+1+1+1+1 = 20

Linked to...
Balancing Tail : Defensive Roll, Evasion, Instant Up, Skill Mastery Acrobatics
Whiskers : Defensive Roll, Evasion, Uncanny Dodge
Cat Ears : Uncanny Dodge

If one of the parts is "nullified", the corresponding Advantages disappear, even if another part linked to them is still "active" (this is meant to simplify things...)


Skills
  • Acrobatics - 6/2 + AGL = 6+6 = 12/8
  • Athletics - 5 + STR = 5+4 = 9
  • Close Combat - Claws - 4 + FGT + Close Attack = 4+5+2 = 11
  • Close Combat - Unarmed - 3 + FGT + Close Attack = 3+5+2 = 10
  • Expertise - Medecine - 4 + INT = 4+5 = 9
  • Expertise - Science - 4 + INT = 4+5 = 9
  • Insight - 2 +AWE = 2+4 = 6
  • Perception - 6/2 + AWE = 6+4 = 10/6
  • Persuasion - 2 + PRE = 2+1 = 3
  • Sleight of Hand - 2 + DEX = 2+1 = 3
  • Stealth - 6 + AGL = 6+6 = 12
  • Technology - 2 + INT = 2+5 = 7

6+5+4+3+4+4+2+6+2+2+6+2 = 46/2 = 23

Powers

Feline Speed: (=4)
   Speed 4 (30mph / 64kmh)

Claws : (=7)
   Damage 3, Penetrating 3, Strength-Based, Improved Critical I (3+3+0+1)

Balancing tail : (=21)
  Movement - Safe Fall, Limited to Distance rank 6 (1) (subtle??)
  Movement - Sure-Footed 1 (2) (subtle??)
  Leaping 5 (5) (subtle??)
    Running Long : Rank 4 (125m, 500ft)
    Standing Long : Rank 3 (65m, 250ft) (base)
    Running High : Rank 2 (30m, 120ft)
    Standing High : Rank 1 (15m, 60ft)

10+3+1+2+5 = 21

Source of : (ability boosts linked to the body part, becomes penalties if the part is "nullified")
Agility +4
Fighting +1
Acrobatics +4

Cat ears : (=2)
  Senses
    Extended Hearing (1) (-1 / 100ft)
    Ultra-Hearing (1)

Source of :
Awareness +2

Whiskers : (=1)
  Senses
    Ranged Touch (1) (Accurate and Radius by default) (-1 / 10ft)
    Limited to Moving objects displacing air (would give back 1 rank but I have nothing else to use it on)

Source of :
Fighting +1

Cat's Eyes : (=2)
  Senses
    Extended Vision (1)
    Low-Light Vision (1)

Cat Scent : (=3)
  Senses
    Extended Scent (1) (-1/10ft, considered "close range" for regular smells)
    Acute Scent (1) (identifies)
    Tracking Scent (1)

4+7+21+2+1+2+3 = 40


Equipment

None for now, but in the future she might acquire/make a special yarn ball, a set of extremely strong wire to entangle foes and bind them.



Total Cost

Abilities : 60
Defenses : 7
Skills : 23
Advantages : 20
Powers : 40

Total : 60+7+23+20+40 = 150


Complications

  • Power Loss : Seraphine get all her powers only if her cat ears, whiskers and tail are unimpaired. As such, she is weakened in her civil status (parts squished in disguise) and if an opponent restrains any of these parts.
  • Secret Identity : No one knows Felicie is Seraphine the Night Cat, nor that she had the accident and the results it had. Her new feline parts are hard to camouflage and could be discovered if she's not careful.
  • Motivation - Doing Good
  • Quirk : Cat-like behavior

BACKGROUND

Felicie is a young scientist woman working on a machine design capable of changing molecules, for medical purpose. One day that her female cat, Seraphine, was around (reason TBD -- she either brought her at work, or she lives in the lab), she ran a test on the machine and realized the cat was sitting on the pad, intrigued by the food sample Felicie had put there. The test procedure is somehow impossible to stop now, so Felicie runs to the pad to get the cat out of there, but it's too late, and they're both struck by rays of energy.

When the young woman wakes up, she sees no hint of her pet. She looks for her everywhere, in vain. Did she flee or...? In any case, Felicie is devastated by this loss.

She's also worried for herself and what the rays might have done to her body. Worse! The machine seems to have short-circuited during the test and will need thorough repais. The exact calibration from the test might be lost forever.

In the following days, the young woman slowly notices changes. She does not need to turn on the lights at night and her pupils are dilated, her nails have become especially sharp and long (and soon retractible)... and the worst is when a new pair of feline ears pop up on her head, as well as a cat tail sprouting from above her butt. Her perception and agility have reached inhuman levels in a few days, too, but Felicie is mostly concerned with hiding her unusual looks.

To do so, she takes a few days off to adapt. Everyone thinks it's to mourn her cat, whom she loved very much.

Felicie gets that something happened the day of the accident. Her molecules, or her DNA have been modified somehow, and she's turning into a cat person!
Moreover, she's started dreaming things from a strange point of view. She *is* Seraphine. She recognizes events she's lived with her, but sees them as the cat did. Could... Seraphine and herself have... fused together?
Her mind does seem to be acquiring strange new feline traits: new food tastes, a need to sleep durnig the day and walk around at night, being easily distracted by flies and bouncing balls...

At first panicked, the young woman ends up convinced that her cat did not disappear, but lives through... in her. Woman and animal are now one. As such, her idea to try and reverse the experiment slowly disappears as she fears she might definitely lose Seraphine this time (and herself maybe).

Though this is not easy to live, the scientist accepts her condition. Taken by this new need for nocturnal strolls, she makes a simple disguise with hood and a simple mask, just to be on the safe side, but otherwise relishes at the opportunity to let her cat parts free. She feels like she's fully herself at these times.

One night, she randomly stumbles upon a gangster dealing on the roofs. Immediately being chased after, she's surprised to not only survive the ordeal, but end up with a bunch of knocked out bad guys! Looks like she got some amazing huntress instincts.

That's when she realizes that the accident may be a boon. She's always wanted to help people, which is why she tried to make a machine capable of healing them. But now she could help people while fulfilling her new instincts. Thus, inspired by all the superheroes popping up in the news lately, she decides she'll become one too! And to honor the source of her new powers, she becomes the nocturnal feline...

... Seraphine !


DESCRIPTION

  • Her hair slowly took a coloring similar to Seraphine's beige fur, along with cat markings. She hides it under a wig.
  • She has a cat tail which she twirls around her leg to keep it hidden.
  • She has cat ears in addition to her regular human ears. She hides them under a hat or head scarf, or simply her wig.
  • She has whiskers. This was the most annoying for her to hide. Initially she tried cutting them off, but not only do they grow back, it also makes her feel diminished and dizzy at times. She found a way to keep them stuck on her face under a layer of skin-like silicone. It's rather uncomfortable though.
  • Her pupils strongly dilate at night and reflect light at some angles. They are also almond shaped, which Felicie hides with special lenses.

She's otherwise of average height or build, though her new powers (and activities) have made her more fit.


PERSONALITY

As usual for me, this part is the least clear so far. I picture her as helpful, though probably introvert, maybe a little naive. She definitely has a heart of gold.


POWERS & ABILITIES

  • Sharp and retractable claws (looks like regular nails when retracted)
  • Night vision (requires a modicum of light)
  • Great agilty and balance
  • Super jumps
  • Almost always falls back on her legs
  • Improved hearing (wider frequencies and better range)
  • Air movement detection thanks to her whiskers
  • Improved sense of smell
  • Great running speed, usually in sprints

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Thursday, August 23, 2012

HeroQuest 2 with mom

It has been a while. A long while. But I'm still out there! I just haven't played solo or used Mythic *that* much lately. I have been involved in quite a few RP sessions with a friend though (using Pathfinder mostly), and it might lead to new posts.

For now, I wanted to mention a new attempt at playing with parents, my mom in this case.

During my last vacation, I thought it'd be fun trying a game again, and since I don't see my mom often, it's also a way to "have done something together". I had the Mutants & Masterminds 3rd edition with me, as well as HeroQuest 2. Superheroes definitely NOT being her cup of tea, HQ was the only plausible solution... and it's generic enough that I would be able to do mostly anything with it, right?

So I tried to find something that she could actually enjoy and approve. She does not like violence, nor much of fantastic stuff. The last time I managed to make her play through a pulpish adventure and I'll suppose that's the most she'd accept in that regard (and only if it barely has anything weird and not too much combat, gosh ^^;). After a while of discussing it, I suddenly came up with something: hikers!


The Hikers


Simple enough: we would both play as guides for a group of hikers. This definitely makes us PCs, with responsibility and, no doubt, a heap of trouble ahead :). And yes, we would play. That is, I also decided I wanted to play along rather than GM for one person. In retrospect, it might be better to fully GM a game once when one doesn't know the system, but eh ^^;... So this means we used Mythic to ask questions, and a on-the-fly made up system with tables to generate trouble.

As such, I also hoped she could contribute to the content by providing ideas for the tables. She did, but I realized at that point she had trouble just coming up with things. I insisted a bit and we did manage to fill out tables appropriately. I also decided it would be fun to create two hikers each, in the simplest way possible: an occupation/archetype and two personality traits. Here's what we ended up with.

The four tourists:
  • Judith, the pessimistic but helpful student
  • Marianne, the young ecology-oriented idealist
  • Ronald, the fat and disrespectful American tourist (ahh, clichés...)
  • Charles-Edouard, the whiny but physically fit bourgeois

They were actually randomly generated out of a list of archetypes and traits we had provided. And yes, the lists were meant to give up trouble-prone people, of course.


The guides


They were created using the on-the-fly method HQ2 provides. It seemed the best option to avoid bogging down things from the start. And I knew mom would have trouble creating a complete character beforehand. Actually, I would have too, since it's not my usual setting.

Of note for HQ connoisseurs, I mark Masteries as "+" instead of the weird W. That symbol is just something I never managed to grok. I actually dislike the whole "12W2" notation, but eh ^^;


Nicolas "Nico" Bourget

(played by me)

32yo, short brown hair, not well shaven, wearing sandals and sporting a generally relaxed outfit and attitude.

  • Hiking guide 13+3 = 16
  • Diplomacy 17+7 = 4+
  • Motivation: Regain confidence after "the Incident" 13+5 = 18
  • First Aid 13+2 = 15
  • Flaw: Weak against trouble 4+
  • English Language 13+3 = 16


I admit I don't remember if he got any of these along the way or if I just came up with them as we established the first scene (HQ2 on-the-fly mode requires only 2 traits and 1 flaw I believe). Also, English because we were playing French guides.

Motivation and Flaw explained: Nico was a regular guide until a recent incident where his group got lost and injured in the process of getting back home. This made him lose confidence in his abilities and he had to stop for months. Just now, he's about to go back into the fray with his first group since that Incident. He really wants... needs this to succeed. But as such, he's also afraid something will go wrong and bring the trauma back up.

Ninon "Ninette" Charette

(played by mom)

40yo, light brown hair, hiking shoes, shorts, hat, shirt. Definitely a more "pro" look than Nico.

  • Hiking guide 13+5 = 18
  • Survival 17+5 = 2+
  • Flaw: Bad direction sense 2+  (yeah, I know, isn't that great for a guide? XD)
  • NOT a pushover 13
  • Cheery 13+5 = 18

I'm pretty sure she had no specific backstory and I was not going to force it on mom, so...


The Game


Admittedly it's a bit blurry since this took place a few weeks ago, but I'll try to remember and not any HQ-related comments along the way.

We started with an intro scene which I deemed necessary to bring to life our characters and the hikers. This didn't use any of our tables. I remember we were not terribly inspired and I was already feeling that "blank page" feeling Mythic gives me at times.

Scene 1

From there, we had planned to have three random scenes before the epilogue and we went and generated the first one: Stream, Fall(ing), Fog. The group had come upon a clearing with a stream gently flowing among the trees. What a quiet little place! Oh but some fog had come up as we went.
I generated who would be "falling" since it was to become the main trouble for the scene. It fell (ha!) to Charles-Edouard to trip on a rock as he crossed the stream. Slip, splash, oh dear. C-E is NOT happy. This is NOT a good hike. We are NOT good guides! Why bring us here? Wasn't there a safer way? Couldn't you warn me about the dangers of this stream?!

That's when we switched to HQ2 for the first time. HQ works by establishing the scene (done), reaching a conflict (done) and defining goals for each party. Charles-Edouard, our antagonist, is out to discredit the guides to shift the shame off himself. Nicolas wants to keep the fuss to a minimum as not to spoil the mood. We then define the difficulty of this obstacle in a very abstract and narrative fashion: based on previous events and the current "feel" of the story. Since we've just started, we're on neutral ground and pick the average difficulty which is 14.

Now how this works is that Charles-Edouard, the obstacle, rolls against 14. It is as if he suddenly gained a "Being an Annoying Jerk" ability at that rating, for the purpose of the scene. You could also say The Plot itself gained an "Obstacle" ability at that rating. Again, it's very abstract: the system doesn't care to explain what "14" truly entails, nor whether an opponent is truly skilled or whatever... it's really just "plot power". Moreover, the roll isn't made against Nicolas for now. It's d20 VS 14 (rolling low is better).

On the other side, Nicolas will be rolling d20 VS his most appropriate ability. I picked Diplomacy. It's at 4+, meaning he's rolling against 4, and will bump the result up later thanks to his Mastery (+). If the opposition rating had had a Mastery, they would have cancelled each other out.

I don't have the exact rolls but Nico failed the overall conflict. This could, for example, mean he rolled 10, over his 4, making his attempt a success (failure, bumped to success by Mastery) and that The Plot rolled 5, making it a success too. If you compare both results, success VS success has the lowest roll win. The Plot has 5, so it gets the upper hand and earns a Marginal Victory.

This also means it's a Marginal Defeat for Nico, and it means he gets some lingering penalty. I decided that C-E's rant, while supposedly uncalled for, manages to raise a few good points about the hike so far and cracks the group's confidence overall. Trust in Nico as a guide is weakened and he takes a -3 penalty to any future roll where trust is important.

Scene 2

After more walking and a slightly heavy mood, we find ourselves stepping careful along a mountain path, next to a dangerous drop. We randomly got "Storm" as color for the scene but forgot to use it, oops. As for our trouble this time, it's "Lost Object", meaning one of the tourists loses something. We randomly generate who, and... it's Charles-Edouard again, joy!

This time, he managed to have his cellphone fall out of his chest pocket as he was tying up his shoes. And since luck is on our side, it's fallen off the path, down to a flat chunk of rock jutting out from the cliff side below. Once again he gets all pissy and wants to blame us for this. We get into a very similar conflict as before except this time Ninon is getting fed up with his attitude and joins Nico in trying to shut him up. I believe we managed to get a Marginal Victory out of this, finally making a point. As in other systems, I like to treat "near successes" as "yes, but..." situations. For this, I imagined the whiner did not succeed in blaming us for his own carelessness, but managed to have us help him get the cellphone back. We were very insistent that he got down there. We would be holding him with ropes.

I thought this would make another nice opportunity for trouble and turned it into a challenge. This time, C-E is not our opponent anymore (he wants this to succeed), and so it's The Plot against us, clearly this time :). The Plot wants something bad to happen / us not to get the cellphone back.

Thankfully, this resulted in a Marginal Victory for us, but since it was a group challenge (Nico & Ninon), we could each get different results. Ninon failed her own roll badly and ended up with a lingering penalty of -3. It was decided that she hurt her arm as she was pulling C-E back up. This would impact any physical actions using that arm.

Scene 3

Since we had forgotten about the storm, we decided to have it in this scene, saying it had been building up across the previous scene. This time, we find ourselves in a pine forest, following a trail. But... the path is blocked! And... someone's phobia comes into play!

How we interpreted this is that the storm had gotten quite bad and lightning hit a tree which fell across the path. Also, our (randomly rolled) American friend happens to be scared shitless by storms. Woop!

At that point we had two separate challenges going: Nico was gonna try to reason with the tourist while Ninon was going to try and find an alternate path for us to keep going. Also, I don't remember when exactly, but I tried to use First Aid to reduce Ninon's hurt arm penalty. I failed thoroughly and added to her penalty. SWEET...

So, reasoning the tourist does not go well, even using English to reassure him in his native language: he's so scared he does not listen to me (lalalala!) and even reflex-punches me in the face as I try to hold his shoulder. Nico ends up shaken, with a -6 penalty. Things are just going down the pooper too much for him now and he's losing hope fast.

What about Ninon? Not doing much better! She searches around but rain and lack of light make it very difficult. She ends up giving up and coming back to the group, also starting to lose it (-3 penalty).

At that point, things are looking pretty grim. Will our guides find a way out? Narratively, HQ2 was doing its job: we started with average difficulty and got failures and successes. Suddenly though, we kept getting bad stuff happening (possibly also because of penalties). HQ2 variable difficulty system meant that at this point, things were going to get easier so we could possibly get out of it, coming out of hell in time for the climax.

And that's what happened: Ninon tried her hand at cheering up the American and it did work out! Then one of us (can't remember) also managed to find a path we had missed up till now and we were able to lead the group out of the forest.


Epilogue

Admittedly I don't quite remember what we had for the epilogue. It was getting late and I wanted to stop things at that point I think, so we might have made it very short: we reached the rendez-vous point and left our tourists. Things could have gone better, but we had soldiered through.



The System

So, HeroQuest 2 uh? Well, it was... special. I had been eyeing the game for a long while because it looked really original and not bogged down in specific contextual rules àla d20. Also loved what I saw of character creation: absolute freedom. I like absolute freedom. I was a bit scared of the abstract level, though.

Now that's I've gone through, I can say it's not bad, but I don't know if it's good either. It definitely has flaws. It feels like a very good idea only somewhat well executed. Of course, part of it might come from me not knowing the system, doing mistakes and so on. Since it's such an "alien" among RPGs, I'm pretty sure I missed stuff or misused concepts.

One big thing I realized as I wrote this is that I don't remember using the penalties that much, even though we had plenty of them. I don't know if lingering penalties are to be used everytime one fails a challenge, or only if "it makes sense". In this game, I had them every time. This does mean our characters were technically bogged down by them. And yet, I have this memory of ignoring most of them because our chances of success were already pretty low. It felt like we were losing more than winning a lot of time. I actually made the "up/down" chart they have in the rules and we went down quite a bit towards the end (scene 3 mostly).

On the other hand, I appreciate how the system gives you an abstract result (marginal victory, complete defeat, etc...) and lets you interpret the how of it. Penalties are also free form: you decide its representation based on what you failed at and what makes sense... and then you apply them to tasks where it would make sense that they impede your progress. Since you pick things that make sense, it remains logical. And it's also very adaptable to various settings and tones. What makes sense in an epic space opera might not in a gritty noir investigation.

I did not use the Extended Contest rules here, partly because I wanted things to go quick (it had to be a one-shot) and because the example they give in the book is....... underwhelming. It takes a LOT of time, and yet looks boring as hell. I've read similar opinions on the web, so it seems something might be wrong with these. It's sad too, because it looks like it has potential.

I believe Augments were used a few times (you make a sub-challenge to help your main ability with another ability). It's an interesting mechanic, but I barely touched it so I don't have strong feelings about it.


Overall conclusion then? I don't know if the system is really for me. Parts of it is. The philosophy itself might grow on me, but it's difficulty to get into (I love narrative systems, and yet I keep having simulationist reflexes -- mostly I want things to make sense). While narrative, it still has quite a few rules to keep in mind and, a pet peeve of mine, lots of tables. Thankfully a few of these can be memorized easily.

I think the biggest issue with HQ2 is that it relies on the GM to know precisely what's best for the game at any time and which sub-systems to use to make the most out of it (simple challenge? group challenge? extended contest?). If the GM makes the wrong choice, I have the feeling it can be catastrophic. It's a system that would deserve a LOT of examples. Long actual play examples with mechanics and choices explained. Though I'm scared the extended contest example is just that... I really hope they failed at it and the system can actually do much better than that.

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Tuesday, September 15, 2009

In the meantime...

Wow, uh... it's been a while!

No, the blog isn't utterly dead, but I have not found interest nor courage to post about new things in detail. So here's a summary post instead!


Tired

First thing of note : I've been veeeery tired lately. Might be my allergy, a lack of vitamin or something else. In any case, it definitely affects my output.


DBZ game + Mythic

It's a strange thing but I have been having fun with it! I picked up Dragon Ball Z - Budokai Tenkaichi 2, a fighting game on PS2 which I've played quite enough to be almost bored with (I know the story from the manga, the anime and playing the game multiple times).
And then it occured to me I could use Mythic to create a whole new story. Instead of using a RPG ruleset, I'd push the story towards brawls and use the game (which is customizable to an extent) to play through the fights.

It worked rather well, providing a pace very similar to the source, with surprisingly lots of talking and searching around and not that many fights (in spite of my pushing!). What I really liked in the end was how it breathed life into a game I barely played anymore (a few fights once every two months) and how losing a fight is actually a possibility with an impact on the story (the provided story mode, of course, has you retry until you succeed... even when the characters are supposed to lose in the story).

I might apply this to other games in the future.


Planescape Torment

Got back into it after a lot of thinking back to how fun it was but how I never finished it. I had a renewed blast dicovering Sigil and its incredible setting and meeting so many interesting characters. Sadly, after some time, the game seems to throw a lot more dungeons at you than story and it's already making me less motivated :/. Hopefully I can muster enough motivation to go through them to grab at the better bits.


Planescape

Following my new Torment craze, I gave a more extended look at the original Planescape setting (AD&D 2e). I'd really like to get the original box and/or the book about Sigil but man have these gone rare and pricey (double and more the original price for new or almost new quality).
I hate this rarity thing :|...


Random dungeons

It seems I have finally found the game to play when I'm too tired for the rest! I went with something strongly inspired by Raiders of the Ruins of Kanthe, removed things, added new ones and ended up with something fun (for me at least).
RotRoK (grrmf) goes with a simple idea : create your own random tables ahead of the game (10 monsters, 10 room features, 10 types of traps, ...) and roll on them to generate your dungeon content.

Where Kanthe pre-generated the dungeon layout, I do room by room generation. Where Kanthe uses a pool matching system, I use a "dungeon skill" one (dungeon has Treasure +2, roll dice + 2 and try to beat a medium number; success means there's a treasure here). But the rest is pretty much all Kanthe and I'm probably going to grab a few more things from it like item generation.

The great thing about the core concept is that even though you're the one writing the tables, you have no idea when or IF something will appear during your crawl. And you don't know in what context. The mix of room types, monsters, their power, the treasures you might find, wether doors are trapped or locked, and so on and so on, makes for actual surprises, and yet does not have to feel terribly vanilla. The dungeon is what you make of it: good tables should end up giving good adventures.

Also, to avoid too much randomness and add a bit of logic in there, I associate features and other things with dungeon skill bonuses. You're more likely to find a treasure in a chest for example, so the Treasure roll is boosted for that feature. You are more likely to encounter opposition if you hear strange noises coming from the next rooms, so the Opposition roll is boosted.

The mapping is still rather random and it's certainly not worth a Mythic-run session, but it lets my brain rest by giving me clear cut answers to "what's in there?" and yet pleasing me, since I devised the answers beforehand.

My most lucky rolling so far was a dark room where I managed to sneak through, avoiding four goblin archers who could have had an easy shot at me through a metal portcullis.


Gutter Skypes

I have also gone back to my pre-sleep half hour of listening to the Gutter Skypes podcast. I'm very bad at going to sleep on time when I have nothing specific to do when nearing midnight, and the podcast gives me that clear cut "half an hour of fun before sleeping" (note: I split the session in half-hour parts myself; the actual stuff is usually two and a half hour long)

Oh and it IS fun. A loads of it! The Skypers have gone through games of Spirit of the Century, Starblazer, Hollow Earth Expedition, Cartoon Action Hour and Swashbucklers of the Seven Skies. The guys are hilarious, both with their asides and with their (good!) roleplaying. One of the listeners said it was "like being at the table with a group of friends" and it is utterly true. I highly recommend it!

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Tuesday, August 4, 2009

Mythic - Location Generator

I've been meaning to make posts about what I've added to the Mythic system for my personal use. After some more tests, I think I'm ready to show what I have come up with.

It is by no means final, but my current tests were satisfying. Also, it's nothing big: I'm just reusing what Mythic taught me and presenting a new tool among the Mythic tools. Finally, I can vouch it works for me, but not that it will work for everyone :). This said, I still hope it will be of some use to others, if at least as a springboard to yet other tools for Mythic.

Quick Mythic summary - People in the know, skip to the next paragraph!

Mythic is a system for roleplaying games (primarily) that allows you to determine things out of your control through Yes/No questions and a roll of dice. It offers additional tools tailored to specific situations such as Complex Questions, Scene Management and such... It is very useful to play a tabletop RPG on your own or with an all-player team (no Game Master), and can be used for wargaming too. I find it's an interesting tool for writing inspiration too.

Generating locations

The main system

I use a system initially created to generate dungeon themes (abandoned haunted mine, forest vine labyrinth, ...), now adapted to more generic locations and certainly adaptable to other things.

My problem: while Mythic answers Yes/No and Complex questions, I quickly realized it didn't really work for me when I was trying to come up with places, rooms and dungeons. Say you're walking through a forest. You ask "do I find something peculiar while I walk?" YES. Okay... but what? If you want to be surprised and have that peculiar something be something wholly new, where do you start? What kind of questions can you ask? There are so many possibilities that I found it mind-boggling myself, and I was rather scared I would keep coming up with the same questions, hence getting dull discoveries.

My solution: simplify the process by letting chance choose what to ask about. Then keep using Mythic as usual.

The issue : it uses random tables. If anyone can think of a solution that works similarly but without random tables... please share :)

Location types

I tried to come with things that would define a location quickly, yet leave an open field of possibilities. For this, I use an initial roll on the Location Types table which follows:

Portal
Lone dwelling
Dwellings
Camp
Utility building
Structure
Plane
Water source
Obstacle
Difficult terrain
Particularity

I know I can make this table better, but for now it will do. The main idea is that types are vague enough, yet not *too* vague that there would be a thousand questions left. "Water source" is currently the type I'm less fond of as it's already a bit too precise.

Attributes

Once the type is defined, I roll three times on the Location Attributes table:

Hot/Cold
Surface/Underground
Structured/Chaotic
Light/Dark
Solid/Unstable
Toxic/Pure
Natural/Urban
Clean/Dirty
Damp/Dry
Mechanical/Mystical
Divine/Demonic
New/Old
Visible/Hidden
Easy/Hard to access
Populated/Deserted
Decorated/Sober
Good/Bad shape
Big/Small

This table is also a work in progress and some entries might be left out depending on the setting, or taken at metaphorical value. You will notice each attribute is actually a "something or something" entry. Each entry is meant to be a Mythic question and can get YES, NO but also ABSOLUTELY and NOT AT ALL answers. This gives more variety than the usual tables where you'll see "Populated" and "Deserted" as separate entries.

Function or Fact

Tests showed that even with types and attributes, I was often left wondering about what location I had really encountered. This is where I'll use a single Complex Question and either get the Function of a building or structure, or ask for a Fact about the location (it can be something the location does to people or what people do to the location... it's very context sensitive).

Examples

All the tools lay bare... time to use them!

A)

Context : A lone adventurer explores a cave. Medieval Fantasy.


I roll for Type : Utility building (this is meant to be any building with a function and since we're in a cave, I'd be tempted to say it extends to any sort of "construction")

Populated/Deserted : (98 vs 50) Not at all -> There's not a single soul here, nor has there been for a long time.
Visible/Hidden : (98 vs 50) Not at all -> I'd fathom it's actually invisible!
Lit/Dark : (9 vs 50) Absolument -> And yet it's emitting a large amount of light? I admit this is peculiar.

Given how mysterious this all is, I go on and ask for the function of this strange building :
Oppress / Riches.

Lacking context, it's a bit hard, but since I'm thinking of some medieval fantasy setting, with bits of steampunk, I imagine this to be a very well camouflaged building. It's not lit right away, but if you happen to pass in front of it while carrying riches (gold, or maybe anything metalic), it lights up and sounds an alarm.

I admit, I have no idea what this would be doing in a cave... but it's hard without context. As is, this is not my best example to date but I really wanted to do it on the fly... and 'lo! I stumble upon a case where the results are not good. The thing with Mythic and sub-tools though, is that I never know if Mythic is to blame... or my lack of imagination at the time. So, any person out there saw something else in these attributes?

B)

Same context, to see what else we can get... hopefully better.

Type : Difficult Terrain

Natural/Civilized : (17 vs 50) Yes -> Natural, it was not created by anyone.
Mechanical/Mystical : (49 vs 50) Yes -> Mechanical, since it was not created by anyone, it will just mean that it's not magical and is based on simple physics.
Decorated/Sober : (20 vs 50) Yes -> Decorated. Again, since it was not created, I will say that the terrain has some visual appeal.

Fact : Oppose / Pain
(here I picked a fact because a natural occuring is not meant to have a function... it just is)

Admittedly, this one is also very difficult for me but I have come up with something, although a bit far-fetched compared to the results : the adventurer enters a large room filled with stalagtites and stalagmites. It's a very beautiful sight as the natural formations glisten like precious stones. But the room is dangerous! Not only is it difficult to walk through (many pikes on the ground), but any loud sound will shatter the fragile structure, making for a deadly trap to the unwary.

The "fact" is the one giving me the most problems. I pushed it towards "the terrain refuses to be hurt", and that's when I thought "if anyone breaks one of the spikes, the sound makes everything crumble". Now, though, the fact could be something very indirect : the minerals of which the rock formations are made is used in alchemical potions to help ease the pain (oppose pain). Will adventurers be bold enough to pull out tools and carve bits out of it? Tink tink tink CRASH! Risky endeavour.

C)

Now here's one of my early tests. Context : a fairytale-like setting where violent conflicts are reduced to a minimum. It focuses on the employees of a magical shop, one of which, Framboise, gathers ingredients in various locations.

Type : Difficult terrain

Good/Bad shape : (17 vs 50) Yes -> Good shape
Surface/Underground : (33 vs 50) Yes (*double*) -> Surface (since these are Mythic questions, there *can* be random events on a double -- we'll get to it after the attributes)
Solid/Unstable : (28 vs 50) Yes -> Solid/Stable

The random event : PC Positive (there's only Framboise here), Expose/Enemies

Fact : Carelessness / Fear -> The terrain makes you scared to be careless, because of the consequences.

From this, I came up with a stream running through the forest, with a slightly strong current. A large log lays across, allowing passage. According to the attributes, it's good wood, solid and stable: it won't break nor roll out of the way easily. Admittedly, not much of a dangerous terrain. But the random event made this fun:

Here I used FATE to know if Framboise crossed it: yes (it was an easy roll, really, even though Framboise is all but athletic). But there goes the random event : the terrain "exposes an enemy", which is a good thing for Framboise.
Said enemy is visibly clumsy as it falls down the log into the stream, revealing its presence.

Who is it? Why was Framboise followed? Will she help this stalker out of the waters?


Conclusion

Most of my early tests were more positive than A and B. C is where it's at most of the time. That said, there are clearly still issues. I'll work on them, but I'd be glad to hear some opinions in the meantime :)

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Monday, August 3, 2009

Spirit of the Century with my parents - Part 2

Report of the second session of roleplaying with my parents, using Spirit of the Century, with a Savage Worlds scenario.

We left our heroes on a trip to North Africa, Tobrouk. There they were supposed to meet a local guide who accompanied the Hunter Museum agent and would lead them to where he was seen last.

Upon arriving though, the only welcome they get is from a young taxi. The heroes don't believe he can drive his nice Peugeot and get suspicious, asking for proof. The boy does know the established password though. Thus, Alband takes the wheel and the group drives to the guide's location.

Or at least tries! Soon enough, two white cars appear, and one shot breaks the rear window. This is a pursuit!



Here I wanted to try the chase rules from Spirit of the Century. Their originality is that they put the driver in the... front seat, so to speak, and have every other ally act only as a helper: the driver picks the best roll among the PCs'.

Two things were awkward here :


My dad kept describing a bit too much compared to the rules. He would keep saying his action defeated the pursuing car, but the rolls showed only some damage was done. I can't blame him one bit though. First, it was still a "first time" with roleplaying games, and we all know one of the early mistakes as a player is to try to control too much of what happens. Second, he was just enjoying the game! The results he described simply made sense based on the action he attempted (and yes, he did succeed, just didn't do enough damage).
For this, I have to say I felt bad for even trying to explain why it didn't work. I prided myself in focusing on what my parents would find fun, but there I failed, sticking a bit too close to the rules. My parents just wanted a fun story, and if "easier/quicker" means "funnier", then that's what I should have gone with.

The other thing was the rules themselves. I was not entirely satisfied with how it went. While the driver was put forward, Alband, my dad's character, was not *that* great at driving (+2 bonus where +4 or +5 would have been the very good value). He did have an ally (Aqua) with a gun and some wit, and he could also have had another ally in the form of the young taxi, but things went well enough that I didn't feel forced to use him.
I had difficulties with how the rounds went. The driver has to decide on a driving feat to try for the round, and assign a difficulty (this was very hard for my father to do, and I tried to suggest things as much as possible). It's a game of gamble where you bet you'll do better than the pursuer (who had +0 for driving). We kept having +1 or +2 as a difficulty which was fair given Alband's skill.

What went wrong is that my dad couldn't come up with anything interesting after two rounds. He seemed really lost and I think he was getting frustrated that the run was still on. I'm still amazed at how much imagination they displayed these two evenings, but I can understand the well runs dry at some point, especially if the context doesn't change much. Help came from Aqua: as the "helper", she tried other things to slow the pursuers. She shot a jar of olive oil to make a slippy road, shot some tires and... oh yeah, predicted some road hazard (she has visions). According to the rules, though, I don't think the helpers are meant to create trouble for the driver, but it's what we did here, so my dad's roll would mean something. Jars of oil? Even though it was meant for the pursuers, the shot is too early and Alband has to avoid the oil too. The predicted road hazard also affects Alband. While it worked, it felt weird and I don't think that's what the rules intended. I don't remember the rules mentioning maneuvers from helpers either, even though it makes sense that one would drive, and another would place a "slippy street" aspect on the scene for example.

In the end, I think it would have been easier to do it as a regular battle, everyone helping everyone. I would have allowed extra actions such as shooting while driving if needed, and I would have put forward any cool driving action to make this a focus on Alband.


Finally, the two white cars have taken enough bumps from walls of market stands that they stop. The scenario suggested explosions but I wanted to keep it family friendly. It also suggested the players would go look at the wreckage... not my parents ^^;. So I had to put up a police barrage a bit further to put them back on the rails (ohhh bad, I know, but I'm a beginner too...) The point was not to have them look at the cars, but to have them arrested so the local guide (a man with relations) can get them out of jail.

I changed two things so far to tailor the scenario to my group: the taxi boy was supposed to be the driver in the chase, leaving others time to shoot and stuff. Since Alband said he wouldn't let the kid drive and I did want to have him at the center of the chase, I just went with this happily. Then, I had them arrested for all the ruckus (market day, quite a bit of damage, though not all their fault of course). But Alband, another one to have relations, didn't stay put in the cell and had a phone call to one important local guy. Of course they would be free anyway, but since he went through this trouble, I included this in the following scene where the guide only "made things a bit quicker". I hope it was enough to not steal their thunder.

Follows a long explanation of what happened with the museum agent, where he went, how they had troubles from the get-go and how he foolishly went into the desert once he got information on the whereabouts of the Lost Army (the Mc Guffin of the scenario). Of course, our heroes were not to be so hasty and needed preparations.
I first planned to stop there, but it seemed we could push a bit further, reaching a nice cliffhanger to end the session, and since everyone was go, that's what we did.

FATE not being too big on precise inventory, I just asked what kind of rather unique items they might bring with them. Alband hired a bunch of extra armed aides, bought weapons for them, and some for himself. Not sure what Aqua got anymore...

Here, the scenario has you go through the desert to reach a hidden temple. It contains the famed whereabouts of the Lost Army, key to finding our lost agent. But we didn't go there right away! My mom, during the first session, helped me find an incentive for her character's presence in this mission (she's an artist, not *really* an adventurer, even though adventure follows her): she would be looking for a rare pigment in a rocky region of the desert. So that's where we went first. I didn't want to drag things too much though, so the pigment was found and gathered easily enough. I think I had them do an Endurance roll for colors ("the sun is starting to get to you and you sweat much more than you can bear").

Finally, they reached the temple where a well was uncovered: it was the alternate entrance to the ruined temple. They went down with a rope, found a tunnel halfway down and started exploring. Lit only with a petrol lantern, they looked around old halls of stone, walls covered in hieroglyphs (which they couldn't read... oh well, just some background story missed). Once they reached a circular room, a slithering noise came from the walls: snakes! Why does it always have to be snakes?!

And that's where we stopped the session. I don't know when we will be able to continue, considering the vacation is over (it's been a week), but who knows... maybe next holidays :)

Lessons learned

Keep It Simple! Simple is fun. Still too many rules or too complex ones. Fights might not even be a good idea anymore: just roll some skills, freestyle.

Try to give some more narrating powers to my parents next time. More than once, I've seen them step forward far enough to start stepping on my GM toes. I could tell them "no" and explain how it's the GM's role and stuff, but I think it will be easier and funnier to just say "okay, tell me what happens then" and roll with it, possibly with a skill roll if it seems a bit too farfetched or controling.

Going even further than this, I'm tempted to try using Mythic to let us all play together as PCs. It might be a bit scary to them (and me), but at least it would allow us to have a truely tailored scenario. It's even more important given that the current scenario goes on in a very Mummy-esque way, with too much fantasy stuff for their taste... so Mythic would help veer this elsewhere without me having to come up with a whole new scenario on my own.

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Friday, July 17, 2009

Playing Spirit of the Century with my parents


Yesterday, I launched a new rpg adventure of Spirit of the Century (SotC)... with my parents.

We had already tried a game back in April, when they visited, as a way of showing them what roleplaying games are like, and because I felt like DMing a tabletop game, which I hadn't done in quite a while. Back then, sadly, my father was not really into it because he had something to do early in the next morning and it kept him preoccupied. But at my big surprise, my mother said she thought it was enjoyable, and not how she envisioned it. Of course, I made sure to cater to their preferences, avoiding big supernatural happenings, monsters or even combat. Even more surprising was when my mother asked, mid-game, if her character could use telekinesis. Accommodating, and happy to see such an unexpected thing, I agreed and we added this to the character: a toned down telekinesis power.

Back to now. I'm on vacation at my parents' and I brought my roleplaying materials, having asked beforehand if they were interested in a more complete rpg experience. And so we got to it last night. It started on a sour note as my dad was once again distracted by a coming storm (we're in the country and storms need to be prepared for). Thankfully, the storm was quiet enough and we got a whole evening of gaming.

I wanted to try an actual character creation (last time we just picked a few skills, vague character types and went on with it) and we spent about 2 hours on it. I limited it to three phases : youth, first adventure and common adventure. I introduced Aspects, but it was obviously a bit too complex so early on, so we worked together to work out what happened in each phase and I tried to come up with interesting Aspects from what had been said. We ended up with a famous french artist with mystic powers (mainly sixth sense and premonitions, but occasionally other things like telekinesis, by paying a Fate Point) and a bit of an investigative streak, and a son of a rich entrepreneur, all about charming and charging head on, not caring much about wasting money, but very attached to his own properties.

Once the characters were done, there was still some time, and I knew we could get the very first part of the adventure done... And I thought it was necessary to avoid the feeling that this session was "wasted" (apparently it really didn't feel like actual playing, and I can understand that).
The first part has the PCs called by a museum manager for a mission, but before anything is told, African tribal warriors crash into the room, looking for revenge upon the manager (who visibly stole some artifact from them). Combat ensues...


This was yet another new thing : battles. I knew my parents wouldn't be too much into such things, based on what they tend to like, and how they react to games I show to them, but I wanted to try it at least once. It went pretty quickly, with only 4 minions to beat up. Surprisingly, to me, my parents didn't hesitate using their firearms to get rid of the enemies. To keep things "clean", though, I always described things as non mortal wounds and without any gorey effects (I don't care much for them in a pulp setting, and I know it might have put them off). I tried to explain Maneuvers at that point, too, but it was too much, so we just ignored it.
In the end, two warriors were scared away as the mystical artist managed to tap into her telekinetic powers to crash a book shelf near them (she made incantation-like moves, pretending to be a sorceress of sorts), and the two others were taken care of by the rich son's rifle-cane. Very pulpy :)

The museum manager then explained the mission he had for them, and we just brushed over some preparations for the trip (we still had a few minutes and I thought it would allow us to jump straight into the action for the next session).

Overall, I'm very happy with this session! My father, in particular, who didn't seem into it at first, ended up with a well developed character and apparently had fun doing this. But really, even my mom seemed to get into it as I suggested possibilities for her powers and such (she doesn't like "weird stuff", but I guess some of it is fine).
I don't know how much the battle was enjoyed, if any. I'll have to ask. At least, it didn't seem to annoy at the time.

Next session will start with a car chase in the middle of a north african market, which should be quite involving since my dad's character has Drive as a skill :)


Addendum

The scenario played is "L'Armée Perdue", a french scenario for Savage Worlds.

The characters novels were :
  • Aqua Martre and the Phantom of the Louvre: about the theft of many paintings, then returned... but as fakes! Aqua reveals they're fake and goes after the Phantom, but he eludes her, and one painting is still missing.
  • Alband Duchiron in The Theft of the Trophy: where Alband's well deserved golf trophy is stolen as he is about to receive it. It is retrieved after a thrilling car chase and Alband discovers the trophy was actually an ancient artifact disguised by a coat of fake gold.
  • Aqua Martre and Alband Duchiron against the Pacific Pirates: where both heroes meet for the first time, battling against modern pirates as they were sailing towards New York. Alband shows he doesn't care for mysticism and Aqua makes use of her innocent looks to deceive the pirates.

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Tuesday, July 7, 2009

Fate Heroes - Part 2 - Gnomes

Follow up to Part 1. We left our hero, Minuteman, victorious over a group of disorganized bank robbers and running to the rescue of Man-o-War, one of his Freedom Force buddies.

Intent : Go to the St Johns church and investigate
d10 (6) : no change (I assume a permanent Chaos Factor of 5 by the way)

For the ones who don't know Mythic, the above is where you declare what the next scene should logically be, then roll a dice which result tells you if it happens as is, or with a twist (scenes can be Altered or Interrupted).

Minuteman reaches the church after a few minutes spent crossing the town.

Are there signs of conflict? No -> The church and surroundings look undisturbed.
Are there people near the church? No -> No one is explicitely at the church... just passersby.


"Odd, it is as if nothing happened!" says Minuteman with suspicion.

He tries to contact Mentor through their telepathic link.

Setting note : Mentor is an alien with mental powers (duh, uh? :p), co-creator of Freedom Force and provider of many technological wonders. For more : http://www.giantbomb.com/mentor/94-1212/

Does he reply? (very likely) Not at all


"Mentor? Mentor?! I... I don't feel the telepathic link at all anymore! What is going on?"
Minuteman is getting worried but decides to at least take a look inside the church before going back to the Freedom Fortress.

Is there something unusual inside the church? Yes
What exactly? (here I tried a random event to get an answer but it wasn't inspiring so I went back to questions)
Is the inside destroyed? Yes -> It didn't look like it from outside but the church is in a bad shape.
Does it look like the results of an explosion or hand-made destruction? No -> Furniture and statues have taken visible hits.
Is there someone visible in there? Absolutely -> There's more than one person!
Are they familiar? No
Do they look responsible for the damage? Yes -> They're still wrecking what's left standing.

What do they look like? (I tried picking a random word from the dictionary but, again, wasn't inspired, so I switched to a set of D&D monster types tables I adapted)
Came up with "Swarm Fey" -> It's a group of small humanoid creatures similar to lawn gnomes in size and garbs. They are crawling over statues, running around, smashing things and cackling. It's quite the chaotic vision!

They look busy enough and Minuteman would rather take them by surprise: he tries to sneak on the side, behind some intact benches.

Stealth vs Alertness : -1 vs 1. Not good for Minuteman!

FATE allows paying Fate Points in these cases and get either a +2 or a reroll. Problem is : you need to tag an appropriate Aspect (either of your character, of the scene or of another character). So at that point, I wanted to know more about the evil gnomes, in a slightly pushy way I admit:

Do the gnomes have an Aspect defining a focus on destruction such as "Destroy! Destroy!!!" (that could be tagged to mean they're not paying attention)? Not at all -> Obviously, it backfired ;)
Instead, they get an aspect for their "sensitive hearing". I also note to give them a few points in Alertness when I start defining their stats. In any case, Minuteman is not making this roll any better...

The steps of Minuteman echo through the church and the gnomes all turn their head at the same time, looking to the source of this noise.

Have they seen him?
Stealth vs Investigation : 1 vs 2


Yes, the gnomes have spotted Minuteman.

Do they attack? (very likely) -> Yes!
Are they 1 or 2 zones away? No -> They're near the altar while our hero is near the entrance, slightly to the side. That's 2 zones away.

Main skill of the gnomes : Melee or Athletics? No -> Athletics

Evil gnomes

Fair (+2) : Athletics
Average (+1) : Melee, Alertness

Aspects :
Sensitive hearing (invoke to notice sounds, can be tagged to confuse them with loud noises)
Creepy little brats (invoke for small size and persistence)

How many are there? 5+d6 (3) = 8 -> Two groups of 4 gnomes (+2 group bonus for each on all actions)

I don't want to go into too much detail for the actual fight, so I'll keep to the highlights. Mythic didn't have any role here, but FATE was there to provide some narrative incentive instead.

It starts with Minuteman lifting the bench he was trying to hide behind and waiting for the gnomes to come closer (2 zones is a bit far to throw items with FATE... not very superheroesy, but I'm planning to fiddle with this rule later). The gnomes all run towards our hero but (failing their Athletics checks) stumble over each other and fail to progress much.

Now that they're closer, Minuteman throws the bench on the bunch (huhu). He barely fails his roll
though (gets a total of 0 which isn't enough to deal damage) and has to invoke "Might makes right!" to get some damage done, killing two gnomes (they're groups of minions so attacks "go through").
In their counterattack, none of the groups manages to get anything done to Minuteman. Worse! They fail so much that he gets spin... twice! (it's a +1 on your next attack or defense). Even though no actual damage was done on the gnomes as a result, I described it as them being roughed around, thrown against walls or crushed under boots. Just enough to keep them at bay :)

Next round, Minuteman kills two gnomes again, but has to resort to invoking "For Freedom!" (saving Man-o-War being, in a way, For Freedom... Force!) to get a +2.

Mythic was used here to know if the gnomes were artificial or organic : mechanical lawn gnomes or actual gremlin-like horrors? They turned out to be organic, so more "splortch" than "crack".

Once again, none of the gnomes manages to land a hit. Since they're minions, they can't use Fate Points until they get one through the tagging of one of their Aspects... which never happened, so... no FPs for the gnomeys.

Since the fight was getting a bit long, I really wanted to finish this quickly and used yet another Fate Point (I kept getting 0's for some reason, thanks dice!). This time, two gnomes go flying through the church, landing behind the altar.
Finally, one of the remaining gnomes clings to Minuteman's leg and gets a bite.

But it's their last action as they end up crushed in the ground the next round.

I tried to make the fight as cinematic as possible in my head, acting out status quo and even failures of the dice as positive actions anyway, just not terribly effective ones (and definitely mechanically neutral ones). I've found that doing this helps staying focused on fights (especially long ones) and gives some ideas on how to use Aspects or what kind of Maneuvers to attempts. I haven't used Maneuvers so far, but they're basically the alternative to attacks that allow you to place a new Aspect and invoke it for free once if the roll succeeds. It's especially powerful with a team of PCs.

This said, this is where I stopped so far, a few inches from the end of Scene 2. Next scene should have Minuteman going back to the Freedom Fortress... if Mythic is willing :). I might continue this during my two weeks vacation starting next week, depending on mood and other occupations.

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Thursday, July 2, 2009

Fate Heroes - Part 1 - Bank Robbery

The adventure proper! All mechanics will be in italics. Descriptions/narration will be in regular text.

To start this adventure, I wanted a quick set up to immediately get into something fun. Mythic (and even Fate actually) works with Scenes. Since I had an idea for how it would start, I just established it and went with it :

Freedom Force (the team of superheroes of this setting) has detected a bank robbery in progress downtown. Minuteman has been sent to deal with it.

That's it. That's my input. From now on, I use Mythic to know what happens. So I start with a bunch of questions to get an idea of the surroundings. How do Mythic questions work? You ask a yes/no question and establish a probability (Likely, No way!, etc...) Then you roll a d100 and look up the results on the Fate Chart (not related to the Fate v3 system). If the number falls under the middle point, it's a Yes. Over it's a No. And to spice things up, extreme results (very close to 0 or 100) get you an Absolutely! and a Not at all!
Let's see how it goes.

Are the bandits already leaving? (50/50) No -> They're still in the building
Is the Police here? (likely) No (double) -> The Police is not here yet!

Here I get a double (rolled 88). Usually you'd compare 8 to a "Chaos Factor" but I don't use it. For me, double = random event, always. Random events are rolled on specific tables. They give you the type and then they give you very vague words that you interpret given the context.

Random event : PC Positive, Be careful / Enemies -> The bandits haven't heard any sirens yet, so they are focusing on gathering money and not looking outside at all. They don't notice Minuteman one bit.

Are the glass doors tinted? (not sure of the word here : I mean hard to see through glass) Not at all -> got an extreme result here. The glass is crystal clear and one can perfectly see what's going on inside.

Are there many bandits in there? Yes. I roll a 2d6 and get 5, 1 = 6 bandits inside.

Do they have an apparent leader? Not at all! -> another extreme result I take as the bandits being terribly disorganized. Some of them might be tempted to turn on their pals if need be.

I get another double (99) on this question which means another random event!

Random event : Remote event, Betray / Investment -> One of the clerks, noticing how disorganized they are, tries to trick them with fake paper money.

(note : I didn't use "Remove event" properly here, as it's supposed to be something taking place quite elsewhere.... but hey, when it fires up your imagination, I call it fair game)

Do the bandits notice this? Absolutely! (double) -> Nearby bandits immediately notice it.

Random event : Ambiguous event, Create / Notoriety -> ambiguous events are meant to be "something rather irrelevant". Also, here I decided to pick a random word from a dictionary (some Mythic players use an encyclopedia or thesaurus) to get an idea about what it was. I ended up with "tour"
-> Out of nowhere, an advertisement van drives past the bank, with a booming announcement of some music band's next tour in town.

Not sure how the bandits might react to this, I ask a Mythic complex question (the Verb/Subject type you've seen for most random events so far) :
How do the bandits react? Oppress / Dreams -> The loud noise makes them jump and puts them on edge. Turning back to the clerk who tried to trick them, they get very threatening.

And that's my cue to act...

Minuteman, seeing things are getting ugly, decides to intervene, and quick! He will try to get the effect of surprise by charging through the glass doors.

Are the doors reinforced? (somewhat likely) Yes -> I use this to decide the glass Quality is not Poor (-1) but Mediocre (0)

Here I finally use FATE to roll skills and such. Crashing through glass doors will be Might (+3) vs Door Quality (0). I roll a +2 (FATE uses Fudge dice and you roll four of them, which gets you a result like so : + . . +, a plus, nothing, nothing, a plus = two plusses). This makes Minuteman's Might at +5 for this roll, against the Mediocre 0... It's a clear success and I even get spin (+3 shifts or higher over the target). Spin means it was a frank success!

Minuteman jumps through the doors bursting into many pieces, with a loud crash. He ends up in the middle of the room, met by a shocked silence. The bandits are so stunned they don't even react.

Minuteman gets a free surprise round thanks to his great roll (my decision).

He charges the thug nearest to the threatened clerk and smacks him with his staff, the Patriot.

Melee (+4) vs Thug's Quality (0) : roll -1 +4 = +3 vs 0

(note : I decided the thugs were just Mediocre, having 0 at all their stats for now)

The thug has no time to react one bit and is struck by the staff, sent rolling over the counter, on the clerk's side, knocked out. The five remaining bandits are finally getting out of their stupor.

(note : I also decided thugs would be Minions, which means they have no stress track ; one hit and they're gone)

Do some of the thugs have machineguns? Not at all! -> Actually, two of them only have knives. The others have regular guns.
Note : I decided guns would be "on par" with superheroes, while machineguns would start giving bonuses. A human with a knife, though, would get a damage malus.

So that makes one group of 2 thugs with knives and one group of 3 thugs with guns.

I roll init and get this order : Minuteman, Knives, Guns

Is one group at a distance? Yes -> random choice : the gun guys are further away


Minuteman runs towards the gun-equipped thugs, judging them more threatening for the citizens in the room.

Melee (+4) -1 (I moved to their zone) VS thug's quality (0) +1 (group bonus) : I get 4 vs -2, which gives 6 shifts for me, which is a spin (and even a double spin!).

The protector of the country moves lightning fast, no giving the thugs any time to defend. The strikes are overwhelming and three bodies drop to the ground, grunting in pain.

Note : when such weak Minions are grouped together, each stress you inflict takes one of them out. With 6 shifts, I could have beaten them up twice :)

Do the remaining thugs insist on taking on Minuteman? No


They look at each other... look at their pitiful blades... and decide a bunch of fresh air would suit them well.

End of fight.

Has the Police arrived since then? (Likely) No


But the Police isn't there yet and Minuteman can't just let these criminals run away : he goes after them immediately.

Since I had double spin on my last action and it couldn't be used in combat, I use it here to say Minuteman is already close on their heels before I even roll for pursuit.

Athletics (+3) vs Athletics (0) : 0 vs 0


The bandits run as if it was their last day on Earth... so much that even Minuteman can only keep up with them. Of course, Minuteman could hold this speed for quite a long time and wait until they tire, but there's no sense in wasting time this way. He raises his staff and energy crackles at the tip. In a wide sway, he launches the projectile, an energy eagle, towards the fleeing criminals.

Minute Missile power (+2) vs Athletics (0) : 4 vs 2 -> 2 shifts
Amusingly, the Minute Missile attack in Freedom Force is a chain one, and so it perfectly makes sense I would get two knock outs from this attack (they're Minions and even though it's not a proper battle, we can consider them grouped, thus damage "goes through" the whole group).


The eagle speeds through the air, smacking the first thug in the head before ricocheting to the second one. Both stumble from the shock and roll to the ground, out. Minuteman unhurriedly catches up and brings them back to the bank after taking off their weapons.

How much time does the Police take to come? I use a base of 1 minute and use the absolute value of 4 Fudge dice (they can yield -4 to +4, so 0 to 4 with the absolute value, with 4 being very rare). I get +3, which means 3 shifts on the time ladder, which gives half an hour.

Since the Police has not yet arrived after five minutes, Minuteman asks the bank employees for help in tying up the bad guys. It's only half an hour later that the first Police car makes an appearance.

"Glad to see you officer! But if you don't mind my asking... what took you so long?"

Complex question : Emprison / Freedom

"We would have been here earlier if we hadn't had to deal with yet another lunatic! One of your teammates got captured as he was fighting him off!"

I asked "is it a man or woman" to know if I should type "him" or "her". Also, I must note here that I first interpreted the complex question differently, thinking "some villain put most of the town cops in their own cells" or something. And then I noticed how "Freedom" could just be "Freedom Force", the team of superheroes... and it seemed much more interesting ;)

"One of my teammates? Who?!"

Here I made a list of heroes from Freedom Force and randomly picked one : Man-o-War. He's a gruff ex-sailor who got super powers as he was dealing with a stowaway on his fishboat, the Man-o-War. Both him and the stowaway, a young girl, got hit by Energy X and gained powers from it (which saved them from a large wave in a timely manner, of course). In the game, he has a Sean Connery like voice.

"It's the old man, err... Mano... Manu...?" replies the officer, unsure
"Man-o-War! I must help him at once! Where did this happen?" asks Minuteman, alarmed.

Complex question : Create / Love

"In front of the St Johns church!"

And so, Minuteman runs to the church, hopping from building to building, after leaving the bank robbers to the care of the Police. Man-o-War captured?! And who is this new villain? All will be revealed... in the next episode!

That's where I decide to end the first scene of the game. And thus, that's when I need to note down a list of open threads and NPCs. The lists are used by Mythic to define who or what is involved in some random events.

Threads : Investigate at St Johns church, Save Man-o-War!, Discover who the new villain is
NPCs : The Police force, Man-o-War, the new villain, the bank robbers

And that's where I'll stop for this post. I'll write up the second scene sometime soon!

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Fate Heroes - Part 0b - Minuteman

That's it! I'm finally ready to tackle my Fate Heroes report!

Read this if you don't know what I'm talking about. To sum it up, I will be solo-roleplaying a superhero adventure, playing Minuteman, a Freedom Force character, using the Fate v3 system and Mythic.

Minuteman

Here are the stats for Minuteman. I use the regular Fate ladder that goes from Mediocre (0) to Superb (+5).

Skills

Superb (+5) : Resolve
Great (+4) : Leadership, Melee
Good (+3) : Might, Athletics, Powers (10 pts)
Fair (+2) : Endurance, Alertness, Science, ?
Average (+1) : Ranged, ?, ?, ?, ?, ?

Everything else being at Mediocre (0).
  • Powers is a skill I use to represent how super powered an individual is. It's specific to my Fate Heroes variation.
  • The interrogation marks are skills I haven't decided upon yet. If during the adventure I see I don't have a skill I need to roll for and that Minuteman would likely be at least somewhat good at, I'll add it in these slots.
Health : ooooo oo OOO
Composure : ooooo ooooo OOO

I get into a bit more details about the Health and Composure track below but it's not mandatory read to follow the adventure, so feel free to skip if you don't like crunch ;)

The little circles (usually boxes but it's easier to type) represent stress. Each time you get physically diminished, you tick the box corresponding to the level of stress taken. If you take 1 stress you tick the first box. If you take 3 stress, you tick the third box (and only the third one!). If a box you should tick is already ticked, you "roll up", ticking the next free one.
Finally, when no more boxes are left, you get into Consequences, the big circles here. Whenever stress rolls up over your stress boxes, you tick the next Consequence box. While stress boxes merely represent fatigue or little nicks, consequences get more and more serious. You might be out of breath, then have a wide bleeding wound and finally broken legs.
If you still get stress past that point, you're Taken Out. Doesn't have to mean death, but you're still out of the picture.
For the composure track, it's exactly the same but with the mental (fear, keeping your wits about, etc...)

Powers (10 pts to distribute)


Hyper leap (+3) : regular characters use Athletics to run and jump like most people would. The Hyper leap power allows incredible jumps like hopping up to a roof and down from there, or crossing large distances with a single leap (possibly avoiding many land obstacles).
National Guard (+3) : not yet well define. My idea is that it puts a "Protected from bullets" aspect on Minuteman
Minute Missile (+2) : not yet sure either. For now, it's an alternative to the Ranged skill that can be used to damage or to place a "Dizzied" aspect on someone (the Minute Missile is an energy bold in the shape of an eagle that stuns people)

Aspects
  • For Freedom!
  • I must take care of Liberty Lad
  • The Reds must be stopped!
  • Might makes right
  • Protecting the people of Earth
  • The Patriot (his staff)
  • Used to conceive H-bombs
  • No one left behind
  • "I'm tired of these antics!"
  • Eternal Vigilance (tag to protect from bullets)

I won't go into too much details as these might change and because you need to know a few things from the Freedom Force game to get some of them. I'll try to explain them when I use them. But as for what Aspects are to begin with, well... here's the official description. To sum it up, it's a descriptor of the character's behavior, beliefs, and things important to him. In game, when a die roll is low, you can pay a Fate Point, invoke an appropriate Aspect and you'll get either a +2 to the roll or get to reroll it. It's a story tool that says "my character should do well on this task because..." the same way movie characters do. For now, let's just say it's one of the best parts of the Fate system as it makes non statistical elements have an effect on the game ;)

Fate Points

They allow me to invoke/tag/compel Aspects (Minuteman's but also others!) to get +2 to a roll, reroll or even force someone to act in a certain way. I get 1 point per defined Aspect (10 aspects maximum), which makes it 10 Fate Points.


There! I think I have it all. That's who I'll be playing through the adventure. Next post, the adventure itself! (never thought it'd take so long to get there)

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Wednesday, June 24, 2009

On the fly roleplay

I did something a bit strange today. That is, stranger than roleplaying solo :P

I have this commute time in the morning (and evening, really) of about 40 minutes. I'll usually either vegetate when I'm too tired / still waking up or read some roleplay material on my Nintendo DS, or play a game on it, but it's become quite rare these days.

I have been eating tons of superhero rpg material lately and I guess it's slowly boring me now (the reading of rules and setting I mean! I want to play now!) And today I tried something new : using Mythic on the fly during the commute.

The only thing I need is a little imagination and a random d100 generator (since rolling dice while standing on a sidewalk is not practical). Solution? Reading numbers on car ID plates :D. And so this morning I was an elven ranger who got robbed by bandits and went to get his revenge in the nearby forest where they set camp. Worked like a charm!

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Thursday, June 18, 2009

Fate Heroes - Part 0


Last time on Moni's Catbox...

I finished Freedom Force some time ago and started the second opus a few days later, just giving myself some pause to avoid getting sick of it (I tend to consume media as one would consume his favorite meal). But was it really a pause? I ended up picking up my solo roleplaying and what else but a superhero setting could I choose? :)

I have been spending weeks on reading Marvel Superheroes RPG material and with Freedom Force on top of this, let's just say I'm very much "Supers!" minded these days. I almost went with a custom character but then realized it would be simpler to pick a character I just learned a great deal about : Minuteman, the main hero of Freedom Force.

This first post, titled "part 0", will explain the RPG systems I use to play, without going into details too much. Next post will be the actual adventure.

How I do it

First, I should explain what I use for my solo roleplaying.

My RPG system of choice is Spirit of the Century, by Evil Hat Productions, a pulp pick-up game based upon the FATE v3 system (itself based on Fudge!). I allow myself to sprinkle it with bits of Starblazer Adventures, by Cubicle 7, the space-opera counterpart to SotC. And last but not least, I apply my own variations (which I call Fate Fantasy but it's nothing official) whenever I feel the rules are lacking something or are not to my taste (if there's something I've learned from RPGs, it's the "customize at will" advice!). For this particular superhero adventure, I have started a new set of variants I call Fate Heroes, which follows advice from Marvelous Fate, a Fate adaptation of the Marvel Superheroes rules.

Yes, it's fair to say it's a big mix of ideas, but overall, it's just FATE v3, adapted to a particular setting.

Last but not least, I use the Mythic GM Emulator from Word Mill Games. I know, I know, a GM emulator? Pfah! But you'd be wrong thinking that. It's actually a very simple but incredibly effective mini-system that allows a GM or players without a GM to come up with what happens in an adventure AND still get surprises out of it. While it does have a few tables for random picks, they don't provide anything set in stone and setting specific and rely on one's imagination and interpretation instead, not unlike tarot reading. The main part of the system, though, is based on asking questions (Magic 8 Ball like) and having the dice answer for you.
I won't get into it more than this as it will be more easily explained during the actual adventure write-up.

Well I guess that's it! All I can add is that I currently play by writing what happens in a notepad-like program to keep track of everything.

See you next post!

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Monday, May 18, 2009

My roleplaying history - Part 1 - The beginnings

To give a better understanding of my future posts about roleplaying and RPGs in general, I thought it would be good to go back to the roots and see how I came to discover this fine hobby and gravitate around it until it grabbed me.
I can see it's going to be rather long, so I'll make this into multiple smaller posts and hopefully talk about other things in-between.


Gamebooks

I'm pretty sure it all started with the Fighting Fantasy gamebooks. They introduced me to dungeons, strange humanoid monsters, traps and such things. Gamebooks in general were quite popular when I was around 8 and, in France, many series were published under the same hood, giving us quite a lot to have fun with, from heroic fantasy to space opera and survival horror.

Of these, the ones that I now hold in high esteem are actually from a series called "Destins" in french and "Virtual Reality Adventures" in the US/GB. One of the books is "Among Dead Men" and the other is "Heart of Ice". I'll certainly come back to these in a later post.

L'Oeil noir

The actual first entry into the world of roleplay... well... "-play" at least, was L'Oeil Noir, known as Die schwartze Auge in Germany and as the Dark Eye to english people. It's a gritty fantasy game that I discovered at my best friend's who got it from his older brother. I think he GMed the first game and... that's as much as I remember about how the game went. I think I wasn't entirely satisfied but saw potential. What I'm sure happened is that I bought the game from him later on (he didn't like it). I still have the box to this day, even though I've never truely invested myself in it.

Casus Belli & Backstab

I don't remember when it was exactly, but I started buying roleplay magazines with scenarios and articles about how to play and GM. I loved reading the various scenarios, discovering quite a few game systems through them, and reading the GM aids about such things as "how to deal with conspiracies in your game" or "how to introduce a circus troupe in your medieval adventure".
Accordingly to my personality, I spent a lot of time being quite content with just reading these, as if they were some kind of stories. I think I really liked reading about the possibilities within the scenarios, too (if my current obsessions are any hint).

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