My Games

Showing posts with label meandering banter. Show all posts
Showing posts with label meandering banter. Show all posts

Tuesday, October 6, 2020

Spwack: Weird & Wonderful Interviews

Given a significant timezone difference, Spwack and I decided to do this interview in a "play-by-post" format, so the overall flow may come off a bit different than in prior interviews (those being my discussion on the Korean tabletop RPG scene with Gearoong, and my discussion with the generator-master Semiurge).

Max: 
One question I've been meaning to ask you for a while: You originally wrote the Meandering Banter (MB) blog, which, at least to my mind, was quite popular and successful in what it set out to do. Then, from my memory, you were silent for a while, until you came back with the Slight Adjustments (SA) blog. It does appear to me that there is a philosophical distinction between the content of the two blogs, but it is difficult for me to identify what exactly that difference is. Can you elaborate on why you decided to make a new blog? Is there in fact a philosophical difference between the two blogs, and if so, how do you see those differences? Do you see yourself ever going back to MB?

Spwack: 
Meandering Banter was my first blog, which I also started out just as I was beginning to create GLOG classes. Looking back, the posts on MB aren't particularly "refined". I found myself posting for the sake of posting quite a bit, and while it was a standard blog, it wasn't something that I could use as easily.

Enter Slight Adjustments, which has had far fewer posts in the same amount of time. My goal for SA is to strictly only include table-useful materials in each and every post. GLOG classes are fun and easy to write, and mini-essays are enjoyable in their own way, but they aren't as "table-useful" as an entire hack in one place. While I might go back and write more as stand-alone pages (rather than blog posts), I'm endeavoring to keep SA as lean and mean as possible. Plus, I just prefer the new name. I think MB is a complete work at this point. It'll stay as its own structure from here, but I might be plucking a few choice morsels across to SA.

Max:
It's interesting, because that does make sense, but I can't think of anyone else who has done that before. Maybe it's gauche to ask, but were you at all worried that moving to a new blog could affect readership?

Spwack:
The only reader that I am interested in is me, and I'm reading my own blog a lot more now, so no!

Max:
Lol fair enough. I've noticed on SA, perhaps more so than MB, that many of the games are not strictly speaking OSR e.g. GLOG, retroclone, or in that vein. Can you talk about the thought process on some of your new systems? You know, for instance, how intrigued I am by Batteries Not Included.

Spwack:
Well, firstly I'm of a mind that any game that has even the slightest influence from GLOG is magically transmuted into a GLOGalike, hence both versions of Finders Keepers fall into that category. Finders Keepers can definitely trace its lineage through Owlbear Stew and Die Trying. GLOG and GLOGalikes are wonderful things, and a truly excellent way for any RPG designer to start. GLOG v -1.0 is a little like something called an "orchestra minus one" which is a recording of an orchestra playing every part except the lead. Turning GLOG v -1.0 into your own GLOGhack means standing atop an almost, but not quite finished product, and tweaking it to make it your own. Once you've finished a project, any project, the next one is so much easier and more achievable. It exemplifies what I think is best about the OSR scene/genre/whatever, the DIY aspect, rather than the retroclone aspect. 

That "next one" for me was Die Trying, and I feel like the links are pretty clear. DT is OS chopped into pieces and sprinkled across a more involved character creation process, with the usual leveling process stripped out. The "X" system has been talked about quite a lot by yourself and others, and I'm pretty proud of it. However, I think Finders Keepers will be the system I use by default for... well, the foreseeable future! It can absorb an unlimited amount of tinkering and content that I scrounge from the blogs, it comes with generators built-in, and is completely class and level free. The amount of games I run that only last a single session is a little depressing, but why try and hide away all the goodness in a theoretical future time? FK and FK in Space covereth a multitude of sins.

Batteries Not Included has been my biggest divergence so far, and requires the most "hardware" (ha ha). There are some obvious links to MTG but an especial focus on tactile character creation. One original source was a hardcopy rendition of Die Trying, with each “package” of traits and items coming on a card. This eventually transmuted into BNI, and I think the modularity of the cards and the tenuous construction of scrappy improvised robots come across quite well. My girlfriend recently arranged a prototype printing of my initial truly haphazard cards, and I’m hoping to do a redraw and re-run of the cards after some more playtesting.

Once More* (the name of which took the most effort and I'm still not happy with) is a move in a different direction. I sometimes talk about there being several different games that we play: the "Make a Character" game, the "Explore the Dungeon" game, and the "Fight the Thing" game. The 3.X era leaned incredibly hard on the "Make a Character" game, and hell, even I got in on it a bit. Theorycrafting and builds can be fun, as horrifying as it is to think or say that. The only issue is when half the table is here to play "Fight the Thing" and the other half just want to show off their shiny new creation. OSR games are usually built around the "Explore the Dungeon" and the world in general side of things, and I'd say FK falls into this category as well. OM, however, is all about Fighting! Flashy moves! Weird combinations of subclasses! There are things that look like builds, but are in fact randomly generated. It's got mana and combo moves and big shiny buttons to press, rather than focusing as much on the world beyond the character sheet. Life is cheap, death is easy, and characters don't come with names (by default, at least).
* (Max) For my thoughts on Once More, check out this OSR Pit discussion

You Don't Make Friends With Magnets (the name of which I'm hugely happy with because my girlfriend came up with it) is an experiment in minimal / non-design. It's nothing but a character generator and a 1d6-only system. Everything else is left as an Exercise For The Reader. Unlike the rest of my creations, it's not exactly feasible to make a character "by-hand", and it relies on using the blogpost as a jumping-off point. The lack of complete rules and only a vague gesture towards a setting makes it... a little... like GLOG in a way.

Max: 
I really appreciate these analyses. This is exactly the kind of discussion I want to be having with these interviews, and I have so many thoughts.

One thing I notice across many of these games, perhaps as you say more so with SA, but I believe this to be true also of your games on MB, is that there is a degree of "jigsaw completeness", for lack of a better term. They are decidedly incomplete, giving you just enough information to fill in the rest for yourself. It's a style that lends itself well to DIY design and play, I think.

I forget who said this, I think it may have been on the Bastionland podcast, but they said something to the effect of, paraphrasing, "the best way to learn how to design games is to take a game with missing pieces and figure out how to make it work", and that feels very true of your games, especially something like You Don't Make Friends With Magnets.

I think that generator-based or other programmatically-assisted games fall into this category of "jigsaw completeness". It allows you to take out much of the minutia of character creation, and also bake implicit worldbuilding, game styles, and even game mechanics, into the character creation process itself, and it's something that I would say you and Saker Tarsos excel at more than anyone else in the OSR/DIY scene that I can think of. There are other games that do "jigsaw completeness" as well, I suppose Into the Odd and Electric Bastionland, as I alluded to before, being good examples, but I do think that a game designed from the ground-up to be programmatic can really take that general design pattern of "jigsaw completeness" in a novel direction.

You're welcome to come up with a better term than "jigsaw completeness", or reject this framing entirely, but do you have any thoughts on this style of game design, and if/how programmatically-designed games can facilitate it?

Spwack:
I think that jigsaw completeness is an excellent term! It's definitely something that has come from my initial experiences with GLOG, which has colored the rest of my interaction with the OSR/DIY scene. YDMFWM perhaps goes a little too far in this direction, but I still call it a successful proto-game, since it has a lot of the world-building built-in without being laborious to modify. Since, you know, there isn't much there to modify!

It's interesting, my initial goals with generator-assisted games have changed the way I look at RPG design in general. This is because a really well-designed system with a tight layout and good readability is really easy to turn into a generator! So since I've started games with the assumption that I am going to turn them into a generator, I've had to cut down on unnecessary fluff, make things accessible, and that sort of thing, solely for my own benefit. I still think my early goal of "whatever can be done using the generator should be able to be done by hand" is a good one, even though I've let it… slip a little.

While it’s less relevant in today's semi-apocalyptic society my early in-person games really cemented my attitude towards phones at the table. They are almost a huge drain on attention span and focus whenever they come out. This might seem odd since I use so much online content, however, this was a concerted choice: since I've lost so much efficiency to the screens, I figure I'll try and reclaim it by speeding up character creation. Plus, if a player is using their phone for their character, they can't use it for anything else!

Max:
That idea, of thinking in terms of generators as a way to build a tight game, is not unlike the principles of modularity and unit testing in software engineering, I really like that way of thinking about it. I don't necessarily agree that all games need to be generator-izable, but I think it's an interesting heuristic for good design.

And I actually strongly disagree with the idea of "whatever can be done using the generator should be able to be done by hand"! I am very intrigued by the idea of what kinds of TTRPGs can be made when we remove those kinds of limits. Again, I do think Saker Tarsos is a good example of that sort of thing, but I would have described some of your work in that way as well if not for you just now arguing the opposite. I can certainly see the logic behind that approach as well- I think it just comes down to intentionality and understanding the implications of what it would mean to design a generator-based game that is not contingent on being something which could feasibly be done by hand.

I also agree about the phones thing. It can be a big distraction, but also, if you leverage it for the game, at least it's productive. And especially right now when hopefully everyone is playing digitally anyway, barring unique circumstances, you need to be able to make these kinds of concessions.

Up to now, most of my questions have been more on the game design and technical side of things, but what about creative influences? Are there any particular genres or works that most resonate with you? Any particular ways you think about genre or worldbuilding which you would like to discuss?

Spwack:
Well I'll swing a question at you first, how come you disagree with that statement, that by-handed-ness should be sacrificed at the altar of the generator? To be fair, I'm intrigued by that idea as well. And for sure, a lot of my work is heading on a screaming trajectory towards intractable complexity, but I'm still trying to make it possible, see? Otherwise, I'll get pulled all the way into overwhelming simulationism for the sake of it.

And yes, the point about phones makes a lot more sense pre-COVID. If everyone is at the table, and half are on phones, it's not great, but I gotta say that online play has been a godsend in these troubled times!

I'd say that my first major inspiration was Arnold K of Goblin Punch for introducing me to GLOG and the OSR in general. For the life of me, I can't remember how I ran into the blog, but it was an experience. Going from a vague and unexplainable dissatisfaction with 5E, to suddenly understanding that I could make something? That was good. My players definitely suffered through a lot of early GLOGerry but it ended up well! (I think!)

My second would be Patrick Stuart of False Machine. I'm pretty sure he wouldn't be insulted if I described him as the Insane Byronic Author of the OSR sphere. Just the sheer outpouring of content that was unlike anything else. I would say that Veins of the Earth was the first big product that really caught my eye.

Thirdly would be Skerples, for teaching all of us about history, inbred monarchs, death-taxes and what finishing things actually looks like. I'd say there's a scale that goes from "useful" on one end of the scale, to "art" on the other, and Skerples is definitely on the opposite side to Patrick Stuart! I've got and love Magical Industrial Revolution, but I'd say that my single most explicitly referenced "product" from Skerples would be the Drow Conspiracy, because hooo boy that really got my players absolutely freaked.

And of course my girlfriend for helping me start drawing again, because god knows I haven't been brave enough to do that for a very long time.

I'm also going to say a random selection of things, in no particular order, from no particular time of my life: Incunabuli. Kill Six Billion Demons. North of Reality. Trilemma. Last Gasp Grimoire. Ultraviolet Grasslands. Joesky the Dungeon Brawler. QNTM. Unsong. This: http://blogofholding.com/dungeonrobber/index.php. Dwarf Fortress. Fallen London. Kingdom of Loathing. Don't Starve. Hollow Knight. Uprooted and Temeraire by Naomi Novik. Name of the Wind by Patrick "Where Is My Third Book" Rothfuss. Toby Alone by Timothée de Fombelle.

Max:
Well, "by-handed-ness should be sacrificed at the altar of the generator" may be a bit of a loaded way of asking lol. I can see the argument for intentionally placing this limitation, either because you want the thing to be usable under any context, or because it could be a useful creative constraint. However, I think removing this constraint could also open up possibilities that are simply not possible to do by hand, but that could still be a lot of fun.

I also don't agree that the inevitable outcome of an unconstrained generation-based game need be simulationism. You could imagine a character generator / jigsaw complete game like YDMFWM, that has so many character options, with so many complex dependencies (if you roll 1 on table a, go to table b, if 2, go to table c, etc.; if you roll 1 on table b, go to table aa, if you roll 2 on table b, go to table ab, etc.), that it is either too complex and not fun to do by hand, or even if it is still fun, is very time consuming and a process unto itself. Whereas an autogenerated version is trivial, and may even be fun to just keep mashing the button and see what pops out. All for a game that is still at its core rather simple. Although I could also imagine a game where the core mechanics themselves are computationally-assisted, and still not necessarily just simulationist.

Even though I never quite got into GLOG, I do get what you mean, that was my thought when I started getting into the OSR as well. Actually, I got that feeling at first with Numenera, but OSR was where I first not just had the idea for myself, but saw a whole community built around the idea of weirdness and openness to creation.

I'm obviously a big fan of both Patrick and Skerples as well. Patrick's works are some of the most imaginative and well written, I would argue not just in TTRPG, but in fantasy more generally. Many of his works really defy genre as I typically think of it, in a way I deeply respect. And while Skerples works are somewhat more within the realm of preconceived genres, they are also brilliant and intricate. I really loved the whole concept of pre-apocalypse, and Innovations, in Magical Industrial Revolution.

Pivoting a bit, but are there any games, settings, bloggers, game mechanics, etc.; literally anything TTRPG-related, that you think is under-rated?

Spwack:
I guess I'll just do one of each of those?
Game: The Wizard's Grimoire by Lumpley / Vincent
Setting: Mythos
Blogger: You!!! (this answer should either be interpreted as you, the reader whether you are currently blogging or not, OR as you, Maxcan7, depending on how you are feeling)
Game mechanic: Anything that involves one of the players ascending and taking over as DM, whether it's temporary or not. Also, anything that involves players swapping character sheets, or otherwise having to do something that concretely changes what they are doing at the table.

Max:
lol thanks. I haven't heard of Wizard's Grimoire nor Mythos so those are good picks, I'll have to check those out! I've also played around with that idea of players swapping character sheets and meta-mechanics like that, but haven't done the GM swap.

I've really enjoyed this conversation. I really like getting into the weeds on game design, worldbuilding, and speculation with interesting, intelligent people who are doing interesting things and have also spent a lot of time thinking critically about these topics, so these interviews have been a lot of fun and I hope everyone is enjoying them as much as I am. Any final comments you want to make before we wrap this up?

Spwack:

I really feel like the DIY aspect of the OSR scene has blossomed recently, and I wholeheartedly support it. In a time of certain monolithic companies dominating the RPG scene and the hassles and scandals that come with that, it's refreshing to see new talent and new creations push their way a little bit into the mainstream. I just have to find the time to play them all!

Monday, June 10, 2019

TNT Character Type: Mystic

Tunnels & Trolls (TNT) is a really simple game that I like quite a bit. I don't want to over complicate the game because it doesn't need it, but I do think it lends itself well to little OSR-like hacks. For instance, I'm working on rules for massive combat called the Mechs & Monstrosities Hack.

The warrior / rogue / wizard types in TNT are already pretty all-inclusive, but I thought I'd try my hand at designing an additional character type that fills a unique role or has a unique feel. I don't think it's adding anything that couldn't technically already be done in TNT, but hopefully it's interesting enough that people want to try it out anyway.

As with most of my stuff, due to lack of opportunity, this has not been playtested and will likely need playtesting, but hopefully it's a decent framework for what might be a functional character type.

This type fills roughly three roles:

  • It's a mixed magic / fighting class. It's very different from the rogue, but like the rogue, can be a multi-purpose character.

  • It's meant to fill the monk / psionic character archetype. That's mostly just fluff, and honestly any of the TNT types could be made to fit that archetype, but this models it a little bit more specifically.

  • Inadvertently it's become a charisma / face class. While not typically associated with the monk / psionic archetype, it just kind of made sense with how I built the type, and I think charisma really needs a boost in TNT. For every other class, charisma is the only attribute that doesn't contribute anything besides SR; it doesn't add HP or MP like CON or WIZ, nor combat adds, nor spellcasting. So this hopefully gives charisma a boost!


Mystics

Not all magic is drawn from the metaphysics of reality, or the divine. Some magic is drawn from the self, from those with presence, with an indomitable force of will. Those with the training and discipline, who hone their bodies and minds, transform themselves into something exceptional: the mystic.

Some mystics are extravagant; they wear exotic outfits and carry talismans. They often preach the divine or the occult, whether they believe this is the source of their power or not, and draw the attention of others like moths to flames. When they walk into a room, heads turn. Their very presence demands recognition. Rich or poor, native or foreign, they have an essence, a charisma, that transcends socio-cultural barriers. Their bodies may be unassuming in appearance, but they can channel their mental energies into potent psionic force. 

Other mystics choose a more austere, ascetic life. They revel in manual labor, channeling their disciplined minds to strengthen their bodies. They are wise-men; they do not demand attention when they enter the room, but when they speak, others listen. They are more so warrior monks than mesmerists or occultists, but their power essentially draws from the same place, from existential and epistemological analysis. Their orders may acknowledge the spiritual, metaphysical, or divine, but they are more concerned with ordinary affairs, or philosophies relating to individuals. Some believe that their powers come from an arcane or divine source, but to these mystics, there is no meaningful distinction between the self and these outside forces.

Mystic Stats

  • Can fight unarmed or with mystic focus weapons with (1d6 * STR Multiplier) + 1d6 + combat adds
    • For human characters, this would mean 2d6 + combat adds
    • This is the same as the Martial Arts rules in TNT Deluxe but with an additional 1d6
  • Can spend 1 WIZ to add +1d6 combat dice when fighting unarmed or with mystic focus weapons, up to mystic level times per combat round
  • Can channel psionic energy / ki through hand motions or mystic focus weapon for a 2d6 + combat adds ranged attack
    • Cannot spend WIZ to add additional combat dice
  • Use mental stats for combat adds when fighting unarmed or with mystic focus weapons (IQ, WIZ, CHA, LK)
  • Can spend 1 WIZ on a SR to change a physical stat roll to mental stat roll: Str -> IQ, Con -> Wiz, Spd -> Cha
  • Body and Mind are one: CON and WIZ are interchangeable for taking damage and casting mystic spells.
  • Gain one mystic spell per level of mystic level or lower, in addition to being able to learn new spells in other ways (same as wizard and rogue)
  • When using regular weapons, the mystic's psionic energy causes wear and tear to the weapon. Roll SR LK for wear and tear, on fail, the weapon deals -1d6 dice, and the next SR increases by 1 level.


Mystic Spell List


Note that this spell list was partially inspired by the psion GLOG class by Angus Warman of the Meandering Banter blog.
You can potentially include some wizard spells as well, although I do think mystics should have a more limited spell list than wizards. The spells should be evocative of wuxia, or something generally psychic / psionic.

Level 1

Third Eye
Cost: 2 WIZ
Duration: 30 minutes
Range to Cast: Self
Range of Effect: Self
Power up per level: Duration x2, or -1 to SR level

Restrict one sense to enhance another, providing +3 on SR rolls related to that sense.

Iron Fist
Cost: 2 WIZ
Duration: 1 combat turn
Range to Cast: Self
Range of Effect: Self
Power up per level: x2 Duration

Forearms and fists are covered in a metallic psionic coating, providing +3 armor for one turn when making an unarmed attack or attack with a mystic focus weapon (attack and armor on same turn as casting). Damage dice count as magical for any effect purposes. Armor bonus does not stack if wearing sleeved armor, gloves or gauntlets, or carrying a shield. 

Hovering Water Lily
Cost: 2 WIZ
Duration: 1 combat turn
Range to Cast: Touch
Range of Effect: 5'
Power up per level: Duration x2, or Range to Cast x2 (i.e. 5', 10', etc.), Range of Effect x2, or increase to size or weight of object (i.e. medium, large, etc.), or walk on walls.

Small, lightweight objects can be made to hover around the mystic or psionically tossed (possibly as improvisational weapon attacks). 

Whole Cloth
Cost: 4 WIZ
Duration: 10 minutes
Range to Cast: 5'
Range of Effect: Relative visual range
Power up per level: Duration x2, or increase size of object (i.e. medium, large, etc.), or Range to Cast x2, or add additional sensory effect (i.e. sound, smell, etc.), or capable of independent motion

Creates a small illusory object. If a target is suspicious (e.g. the illusion is implausible), roll a charisma SR to maintain the illusion. If the illusion is attacked, it immediately breaks. If the illusion is given a tactile sensory effect and used as an attack, it does not deal damage or provide combat dice, although on a successful charisma SR, the defender perceives 2d6 illusory damage, which is recovered as soon as the illusion is broken.

Level 2

There is No Spoon
Cost: 3 WIZ
Duration: N/A
Range to Cast: 5'
Range of Effect: 5'
Power up per level: Increase size of object (i.e. medium, large, etc.)

Through focus, the mystic can warp or break any small non-living, non-magical object (such as a spoon). If the object is being held or worn, such as a weapon, armor, or trinket, the target rolls for wear and tear, otherwise automatic.

Crouching Tiger
Cost: 4 WIZ
Duration: Passive for 10 minutes; 1 combat turn once activated
Range to Cast: Self
Range of Effect: Self
Power up per level: Duration x2, or number of defensive uses x2

Speed or charisma SR for a stealth attack against an enemy that does not see you. Roll combat dice for an opposed combat roll, and double the results if the SR was successful (otherwise regular damage). If the SR was successful but the opposed combat roll failed, take no damage. Can also be used to defend against stealth attacks for passive duration one time.

Level 3

Diamond Mind
Cost: 10 WIZ
Duration: 10 minutes
Range to Cast: Self
Range of Effect: Self
Power up per level: Duration x2, or Range of Effect x2 (i.e. 5', 10', etc.) to encompass allies

Mystics have immense willpower and even the ability to psionically impose their will on reality. They are immune to telepathy and can even fake their thoughts to a telepath (Charisma SR roll), and are protected by a shimmering aura that provides +3 armor against any kind of elemental attack and immunity to environmental factors.

ESP
As wizard spell, but level 3, cost 10 WIZ, charisma SR roll to succeed.

Discussion


Here are some design notes / concerns:

  • Whereas the rogue is more like a true generalist, the mystic uses both magic and physical combat but in a more narrow way

  • Giving mystics mental stat adds for combat and the ability to substitute mental stats for physical stats on SRs at a low cost reflects the "mind over matter" nature of monks, and can be flavored flexibly. It could be that they are shrimpy noodles whose "physical" abilities are entirely psionic, or they could be a shredded washboard whose physical strength comes from their indomitable will.

  • Mystics have a more limited spell list than wizards (part of that is me being lazy, but even if I added more spells I want it to be limited), and are focused around wuxia and psionic-like abilities.

  • Not unlike D&D, at low levels they're generally going to be weaker, because if they want to use mental adds then they have to fight unarmed or with a monk focus weapon which only deals 2d6, or maximum 3d6 if they pay 1 WIZ. This is hopefully offset by the fact that they can pretty much ignore physical stats, so they should have high combat adds and the ability to grow in both "physical" and magical ability more quickly than a rogue, who would have to spread their stats. As they level and can add more combat dice to their unarmed / mystic focus weapon attacks, they become more comparable to a warrior, but at the cost of WIZ.
  • I'm still worried that this type is either woefully underpowered or woefully overpowered, it really needs to be playtested!