Mechanical difficulties
Jul. 29th, 2010 02:02 pmI haven't run a lot of games. (In fact, I've run precisely two: Memento and the ongoing Once Upon a Time in the West, plus one almost completely rules-free LARP session.) In the case of Memento, going into that game, I had a large amount of familiarity with the LARP mechanics for Changeling (i.e. what sorts of things their powers did, though there were occasional points of massive discrepancy between the two sets of rules), and a similarly large amount of familiarity with basic World of Darkness tabletop mechanics (i.e. how combat and such worked, though certain Changeling-specific rules were new to me).
That isn't the case with OTW, and man, is this an eye-opening experience.
With all due respect to certain readers of this journal who were involved in the design of Scion, there are some honking big holes in the mechanics, which I mostly find when we fall into them headfirst. For example, there's a first-level Justice Boon which allows you to accuse somebody of a specific crime and know if they're guilty or not. The rules specifically tell you that the roll isn't contested by the suspect's player. So, in theory, a brand-new Scion of Tyr could walk up to Loki and say, "Loki! You arranged for Baldur to be murdered!" And know immediately that Loki was guilty. Erm, no: I respectfully submit that a trickster god should not be so easily caught, unless he wants to be. Also, there are a truckload of Manipulation knacks that have no mechanic for resistance; you could just say to Loki, "Tell the truth!" and he would have to obey, at least briefly. This seems unbalanced to me.
But the interesting thing to me -- and the point where I diverge from some of the attitudes I saw expressed on the Forge, back when I was reading their forums -- is that I don't think house-ruling is necessarily a sign of failure on the part of the game designer. I do think the examples I've just given are things that would have been better fixed before I got my hands on the book, but that isn't true of everything. For example, I prefer to have Legend increases (which are kind of like level increases) happen at narratively appropriate points, rather than whenever a given player saves up enough XP to buy the next dot. Ergo, our house-rule is that I announce when the PCs all go up in Legend, and in return they don't have to pay for it. That's a personal choice, not necessarily a flaw in the original design.
Then there's the stuff that isn't broken, I just have to learn how to use it. Boy howdy, does it make a difference how familiar you are with a system before you start running it: things like "what difficulty should this roll be?" and "will this opponent be somebody the PCs can take down?" and so on are tricky enough when you're trying to remember which of the eighteen different White Wolf dodge mechanics this system uses, and a good deal harder when you start throwing in system-specific powers that can really change the odds. Scion has a particularly brutal setup on that front, I think, because of the way epic attributes scale. I think the scaling is appropriate -- we're talking about characters on their way to becoming gods, after all -- but it makes me remember that the one thing I like out of D&D mechanics is the nicely mathematical formulae for calculating challenge ratings.
And yet, I wouldn't want to run D&D, because I find its rules too confining for the kind of game I want to run. (Or for that matter, play in: most of my D&D experience was in a game that was really just a Forgotten Realms game, a world for which D&D happened to be the system. We regularly threw the rules out the window, and got by on group consensus.) It all just hammers home to me that whatever some die-hard fans preach, there is no such thing as a perfect system: there are systems better or worse suited to what you want to do; there are systems you know well or poorly and navigate accordingly; there are systems with more or fewer obvious mechanical holes. Only that third aspect rests in the hands of the game designer.
And that's why we don't live in a world where every game runs on GURPS or d20 mods. But I admit, there are times when I think about how much easier my gaming life would be if I only had to know one system. :-)
That isn't the case with OTW, and man, is this an eye-opening experience.
With all due respect to certain readers of this journal who were involved in the design of Scion, there are some honking big holes in the mechanics, which I mostly find when we fall into them headfirst. For example, there's a first-level Justice Boon which allows you to accuse somebody of a specific crime and know if they're guilty or not. The rules specifically tell you that the roll isn't contested by the suspect's player. So, in theory, a brand-new Scion of Tyr could walk up to Loki and say, "Loki! You arranged for Baldur to be murdered!" And know immediately that Loki was guilty. Erm, no: I respectfully submit that a trickster god should not be so easily caught, unless he wants to be. Also, there are a truckload of Manipulation knacks that have no mechanic for resistance; you could just say to Loki, "Tell the truth!" and he would have to obey, at least briefly. This seems unbalanced to me.
But the interesting thing to me -- and the point where I diverge from some of the attitudes I saw expressed on the Forge, back when I was reading their forums -- is that I don't think house-ruling is necessarily a sign of failure on the part of the game designer. I do think the examples I've just given are things that would have been better fixed before I got my hands on the book, but that isn't true of everything. For example, I prefer to have Legend increases (which are kind of like level increases) happen at narratively appropriate points, rather than whenever a given player saves up enough XP to buy the next dot. Ergo, our house-rule is that I announce when the PCs all go up in Legend, and in return they don't have to pay for it. That's a personal choice, not necessarily a flaw in the original design.
Then there's the stuff that isn't broken, I just have to learn how to use it. Boy howdy, does it make a difference how familiar you are with a system before you start running it: things like "what difficulty should this roll be?" and "will this opponent be somebody the PCs can take down?" and so on are tricky enough when you're trying to remember which of the eighteen different White Wolf dodge mechanics this system uses, and a good deal harder when you start throwing in system-specific powers that can really change the odds. Scion has a particularly brutal setup on that front, I think, because of the way epic attributes scale. I think the scaling is appropriate -- we're talking about characters on their way to becoming gods, after all -- but it makes me remember that the one thing I like out of D&D mechanics is the nicely mathematical formulae for calculating challenge ratings.
And yet, I wouldn't want to run D&D, because I find its rules too confining for the kind of game I want to run. (Or for that matter, play in: most of my D&D experience was in a game that was really just a Forgotten Realms game, a world for which D&D happened to be the system. We regularly threw the rules out the window, and got by on group consensus.) It all just hammers home to me that whatever some die-hard fans preach, there is no such thing as a perfect system: there are systems better or worse suited to what you want to do; there are systems you know well or poorly and navigate accordingly; there are systems with more or fewer obvious mechanical holes. Only that third aspect rests in the hands of the game designer.
And that's why we don't live in a world where every game runs on GURPS or d20 mods. But I admit, there are times when I think about how much easier my gaming life would be if I only had to know one system. :-)
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Date: 2010-07-29 09:37 pm (UTC)The groups I played with all realised this pretty early on (we're talking early 80s here) and virtually all of us designed systems to go along with each campaign we ran. I'd run some very tight, by-the-numbers systems, and some which were much, much looser. But even the by-the-numbers systems have tended to base themselves on a few key principles rather than, D&D-style, coming up with largely incompatible methods of dealing with every new thing that comes along.
I haven't played D&D since the very very early days of 2nd Edition, and having seen the stuff that's gone on since, I have absolutely no desire to.
Roleplaying is one thing I miss, but it uses the same brainspace for me as storytelling. While I can draw ideas from one to the other (and have done), I find it all but impossible to do both at the same time.
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Date: 2010-07-29 09:45 pm (UTC)Scion, OTOH, does a really poor job of this sort of balancing, even by the standards of WW games. This isn't really a design flaw; that sort of balancing imposes so many constraints on character building that it basically turns the game into some interpolation between GURPS and d20. But given that design choice, it means that both the players and the GM need to deal with the issues which come up a bit more dynamically, and use a bit more meta-game sense to make things work out. Thus: a game better played with more experienced players, who are mature enough to know that this is not a game of Munchkin. :)
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Date: 2010-07-29 09:55 pm (UTC)We're having to do a lot of behind-the-scenes discussion to steer things in an appropriate direction. Like, I'm still working on how to make the system encourage the purchase of Boons rather than a gazillion epic attributes, and furthermore encourage specializing in a few Purviews rather than taking a random salad of Boons from a lot of different ones. There's nothing wrong with those latter approaches in their own right, but I don't think they fit the concept of Scion as a game (and the intended feel of OTW in particular), so it's a question of how to get the system to support what we're trying to do -- and do it without completely unbalancing other aspects of the mechanics in the process. I borrowed a few house rules from the Scion game I played in briefly, but that one didn't run long enough for me to uncover even half the places where I feel the written mechanics could stand to be rejiggered.
I do admire the precision of D&D as an intellectual thing, but overall I detest its approach to mechanics.
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Date: 2010-07-29 09:59 pm (UTC)D&D had similar long-running problems with spells, and only really seem to have gotten the equalization nailed down in 3.5, or maybe 4.0, but at the expense of having everything engineered to death, and severely limiting character variation. Not my favorite approach either. :)
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Date: 2010-07-29 10:00 pm (UTC)But I could be wrong. I had only brief experience with 2nd ed, the aforementioned rules-chucking 3.5 game, and a vague awareness of what 4th ed looks like, based on friends' comments about it.
Brainspace: yeah, it's kind of true. I realized way too late that when I ran Memento, I wasn't writing a novel at the same time; that's definitely put a crimp in my ability to devote the kind of time to OTW that it deserves. (Also, why the hell do I keep coming up with game ideas that are so brain-intensive? Memento, it was 650 years of English history; OTW, it's geographic/cultural spread instead, as I try to juggle a bunch of different factions in 1875 U.S. politics.) I can play in a game with the brain left over from writing, but running one turns out to be not so easy.
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Date: 2010-07-29 10:00 pm (UTC)Or, on the other hand, that Loki would have set up enough culpability buffers that any reading would be inherently inconclusive.
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Date: 2010-07-29 10:08 pm (UTC)On the other hand, I really do want to encourage Boon purchase, because it creates so much more variety in what players can do to deal with challenges. I'm reminded of a problem I set for the PCs in Memento -- they had to beat the Wild Hunt in, well, a hunt -- and looking at their attributes and abilities, there was simply no way they could ever succeed. But then I looked at their Arts, and saw about a half a dozen ways they could "cheat" their way through the hunt. Individually-crafted powers lend themselves to individually-crafted results, which are often more narratively interesting.
Off the top of my head, the one system I can think of that imposed a rigorous framework on magic while still being very flexible is Ars Magica: the verb + target structure makes it relatively easy to determine what's required to do a given thing, without nailing everything down to a list of pre-determined matched powers.
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Date: 2010-07-29 10:12 pm (UTC)If it was just The People vs. Loki, I'd handwave past it, but there has to be a way to handle cases that are more closely contested.
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Date: 2010-07-29 10:20 pm (UTC)One thing which I have had some luck with is using one game's engine in a rather different setting from the one it was designed for. This isn't always easy -- some games, like D&D, are so tightly coupled with setting that moving them out of it leaves you with nothing -- but with some combinations it can work out.
WW's "core" games (Mage, Vampire, even Werewolf) in their most recent revs are my recent favorites for this; I've found that they adapt well to any setting where the basic premise of those games is reasonable. In particular, Mage is good for a game where you want the PC's to have fairly fluid supernatural powers, and you want a slightly-faster-than-linear growth of PC strength. The "gnosis" knob, with the same GM-controlled advance hack that you're using for legend in Scion, gives good overall power control. Vampire actually works fairly well too, and you can actually strip out a lot of the vampirism per se and just use the mechanics if you want that sort of game.
A system that I found works well for non-magical environments is the old (d6) Star Wars game, with Jedi stripped out. (Those were never written very well into the game) The mechanic is fairly light, and the action keeps moving rapidly. The setting is also handy since, with spacecraft and droids, it can form a good SFnal game, and without them it can be a good non-SFnal engine.
(The d20 Star Wars is crap. d20 has a quadratic-growth mechanic in character advancement, which was trying to make things more "cinematic," but in practice makes everything feel pretty blah and boring above low levels, and also make everything pretty blah and boring at the beginning.)
It may be interesting at some point to try to implement the Scion narrative concepts using Mage's underlying mechanics, or some tweak thereon to replace the arcana with "things appropriate to a god of X."
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Date: 2010-07-29 10:26 pm (UTC)no subject
Date: 2010-07-29 10:32 pm (UTC)When I did my brief stint in the RPG industry (early to mid-90s), it seemed like everyone was trying to one-up the other guy in terms of originality at the time in terms of mechanics (assuming they weren't busy trying to create a new card game, that is). I agree that a lot of it ultimately comes down to what you want to do with the game vs. how well the system can accommodate those needs. And there's nothing wrong with house rules -- they're simply a way to try to bring need and game design a little closer together.
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Date: 2010-07-29 10:34 pm (UTC)no subject
Date: 2010-07-29 10:36 pm (UTC)I think new!Mage is one of the better adaptable magic systems I've seen, but I only think it works well for a magician-based approach, if that makes sense: there are spells the character learns and casts, as opposed to inherent abilities or some such. I don't think it would work well for Scion, not without a degree of hacking beyond the reasonable, given the importance of epic attributes, virtues, birthrights as eventual divine iconography, etc.
You could, however, probably do a lot of Scion with Exalted mechanics, given their baseline similarity. And then there's the Changeling superhero game (http://swan-tower.livejournal.com/391535.html) I really want
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Date: 2010-07-29 10:39 pm (UTC)I don't think I could ever latch onto 2nd ed D&D, not with THAC0 being the most non-intuitive combat mechanic I've seen in my life. But so much of it really is what you know: just as I have twenty years of experience with Wordperfect making that my favorite word processor, enough time spent with a particular set of mechanics will make them seem comfortable.
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Date: 2010-07-29 10:41 pm (UTC)Unisystem combat mechanics are a complete disaster; you may want to think about what you'll want instead of them just in case a fistfight breaks out at school or something. :)
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Date: 2010-07-29 10:44 pm (UTC)Re: originality -- there's a point at which I really feel like the wheel doesn't need the kind of complete reinvention some people seem to believe. The attribute/ability distinction, for example, is a good one, that can be adapted to various permutations and probability curves as needed for a given kind of game. Contrast with the basic mechanics of Dogs in the Vineyard, which I can't wrap my brain around, though I'm sure if I ever played a game of it the idea would make at least a little more sense.
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Date: 2010-07-29 10:45 pm (UTC)no subject
Date: 2010-07-29 10:46 pm (UTC)no subject
Date: 2010-07-29 10:47 pm (UTC)no subject
Date: 2010-07-30 12:07 am (UTC)Right now, I'm grooving on several different things -- True20 and Mutants & Masterminds, and also FATE 2.0 (as expressed in Spirit of the Century and the Dresden Files RPG). In both cases, I have two games written by the same people with the same mechanics, but different implementation -- and both sets are very different from one another in the tradeoff between fluidity and concreteness*. Also both have a difference in play... or so I'd assume, as I'm still trying to get together a game group.
* With something like a MMORPG** on the concrete end and something like interactive fiction on the fluid end.
** Maybe D&D or GURPS, but as long as you have the DM in the same place***/time as the player, some fluidity results.
*** For definitions of place that involve chat rooms and such.
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Date: 2010-07-30 01:08 am (UTC)no subject
Date: 2010-07-30 01:13 am (UTC)It's not for all games or all game groups, but they're useful and relatively system-agnostic things. And I play with a lot of creative players, who already do this stuff without much prompting.
That and I suspect the game will work well for online games, especially for non-real time things, like Play-by-EMail/forum/journal games.
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Date: 2010-07-30 08:11 am (UTC)Ah, D&D 2 THAC0. I've played that so much I can do it without thinking. But I remember finding it confusing way back. Me, I've never got my head completely around the White Wolf combat system.
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Date: 2010-07-30 12:36 pm (UTC)Just starting to play once a month again.
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Date: 2010-07-30 02:54 pm (UTC)The principles and concepts are very different from many other game systems. Many games have evolved away from being combat mechanics and towards more LARP or Story Sharing mechanics, with a higher degree of social interaction tools and narrative tools at your disposal.
There are also some systems that are even more combat tactically oriented than D&D (example: Hero System, the root system of Champions).
The system does influence the play style and the setting drastically. Tools like Drama Dice, Fate Points, Compels all take mechanics in a different direction.
You might want to look at Cortex (used for TV show emulation games, like Buffy, Serenity/Firefly, etc.) or Savage Worlds (Savage Suzerain is the setting book that takes the rules into the playing of Demigods and world hopping), or HEX (Hollow Earth Expeditions for true 'pulp setting' mechanics), or Fortunes Fool (a game that uses Tarot and not dice at all), or the new Dresden Files Game (which uses a FATE system modified to emulate the Dresden Files Book Series, including the players helping to design the city the game centers in as part of the character generation side of the game as the city itself is a character in many ways).
There's a lot of material and ideas out there..... saddling yourself with a klunky wargame mechanic may not be the way to go when running a game if you want a more social game or a high magic/demigods concept game.
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Date: 2010-07-31 12:48 am (UTC)That's kind of been true for a while. There was so little in the rules of 3.5 to support being any kind of social character, beyond a couple of feats giving you minor bonuses to certain skill checks.
I tend to prefer the systems that are, as you say, more story-sharing in nature, since what I game for is character and collaborative story creation. My experience on that front has largely come through White Wolf products (World of Darkness, plus a little bit of Exalted and Aberrant and Scion thrown in) -- they are, of course, a big part of what started that trend -- but also a few others. I wouldn't say Scion has a "clunky wargame mechanic;" it actually has a lot of awesome stuff to help foster dramatic narrative and mythic flavor. But it does have its flaws, and then there's the basic problem that I'm not yet familiar enough with the system to be able to use it as smoothly as I'd like.
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Date: 2010-07-31 12:49 am (UTC)no subject
Date: 2010-07-31 12:50 am (UTC)no subject
Date: 2010-07-31 12:51 am (UTC)no subject
Date: 2010-07-31 11:13 am (UTC)no subject
Date: 2010-07-31 08:33 pm (UTC)(And yes, I definitely have instances of that in my own gaming experience. In fact, I've been having to strenuously police myself not to commit that exact mistake in OTW. Fortunately, in another couple of games they'll know what word I've been avoiding, and then I won't have to avoid it anymore . . . .)