#RPGaDAY, Last Year: Day 27 – Game You’d Like to See Updated

So last year on #RPGaDAY, I was wondering why there was no “favorite RPG setting”. Rather than that topic, the topic was Game you’d like to see a new/improved edition of So I sort of answered the setting question with this topic. My thoughts on favorite setting were addressed this year, back on Day 21. Compare and contrast, you’ll find the same game.

Blue Planet has a great setting and a very awkwardly-implemented system. As far as the setting goes, keep it. It’s fantastic.

A quick synopsis of the setting: There’s a small colonization effort to a newly-discovered planet. Seriously bad things happen back on Earth and the colonists are written off. Nearly a century later, Earth is recovering and they send out more colonists and discover that not only did the original colonists not die out, they flourished. Unobtanium is discovered on the new planet and suddenly there’s a huge gold rush: the population goes from 70,000 to over two million in a decade. Corporate greed, people wanting to escape a hellish existence back on Earth, “natives” who want to preserve the planet — all these pressures come into conflict.

bp_modguideThe system is actually pretty good. But: while the system is pretty good, it isn’t treated right for the game. The way the system works is the better you naturally are at a thing, the more dice you roll; the more trained you are at a thing, the better the number you need to roll on at least one die. You’re a people person? Here, roll three ten-sided dice when trying to bluff your way past them. Get a 5 or better on any of those three dice and you do it. Not that good? Roll one die and beat an eight.

Where the system fails is the skill and attribute mix. This is a game where your sense of smell is as important as your physical strength, according to the attribute breakdown. It’s a game that breaks down every learned thing into different skills (over ninety in BPv2!). There are six or seven different ways to convince people to do things (fast talking, conning, bluffing, persuading, et. al.). It’s an attempt to make a generic role-playing game that doesn’t address what the players should do.

It’s my belief that a game system should inform the style of play the game is intended to do. Take a look at D&D 4e —“ everything in that game reinforces that you’re supposed to go into large battle zones and fight monsters. Take a look at Atomic Robo — the skill list points play in a certain direction as do the skill modes you take to create your character. When there’s four basic skill groups and one of them is SCIENCE!, that says something about how the game is supposed to be played.

78943There is no guidance in Blue Planet’s system that says what type of game this should be. Why does my bartender in a resort town that gets in over his head with a terrorist group have a skill rating in zero-g maneuvering, pharmacology, and shepherding? Are those skills really going to come into play in this game?

Also, there’s no way to quickly generate NPCs in the game. Each character is created through a lifepath: Where were you born? What type of childhood did you have? What did you do after you got out of school? So if you want to bluff your way past a bouncer at a club, you have to ask where was that guy born? How was his childhood like? And on. And on.

Oh, but a few tweaks to the skill and attribute list is really all that is needed to drive play towards a design goal rather than “go play in a big sandbox filled with water” Give me a sandbox, but put some walls around it.

The other cool thing about Blue Planet as a game is it gives the complete game to you. The timeline goes up to a certain point and from then on, what happens on Poseidon, stays on your Poseidon. This is fantastic and something I would strongly advocate for in a Blue Planet v3.

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#RPGaDAY2015, Day 26: Favorite Inspiration

I find a lot of the #RPGaDAY2015 prompts a bit confusing — rather, hard to grasp exactly what they’re driving at. Favorite inspiration for your game is one of those. It’s like asking a writer where he gets his ideas from. ((The correct answer is “a small warehouse in Schenectady, New York”.)) I don’t get the concept for an adventure/mission/whatever from any one place. Even if I were to take the plot of Hamlet and set it in my game on Mars in 2132, I’m going to be adding so much more from things that I have encountered and experienced over the years. It’s hard to get a good answer out of this one, and that’s without assuming I can recall the genesis of moments in those decades of gameplay.

What spawned the idea that the drow and evil races was merely propaganda by the mind-flayer-controlled rulers of the D&D game world?

Where did that idea of cities being living, slumbering giants contained by magical circles formed of ring roads and highway bypass loops in my Dresden Files game come from?

Why does Bruce Campbell keep showing up in my games? ((That one’s pretty easy to answer. He’s a cool guy.))

the_adventures_of_brisco_county_jr_186x250Let’s go with Bruce Campbell for a second. See, when I was running Shadowrun, 2nd Edition, we had the television show The Adventures of Brisco County, Jr., integrated into the game. In Brisco, there was this time-travelling villain, John Bly, who came to the present of the 1880’s with three magical orbs, and that drove the overlying plot of the show. In Shadowrun, there’s this whole Fourth World thing from thousands of years ago when there was magic and now it’s the Sixth World, where magic came back, so it’s not too much of a stretch to say that an evil Immortal Elf ((A big thing from Shadowrun 2. Everyone famous in history? An elf from the Fourth World, living in the non-magical Fifth, disguised as a human. All over the place.)) went from the far past to the far future and then to the relatively recent past and then — in the show, Bly explodes or gets sucked into an orb or something — to more closer recent past and then tried to get his hands on the surviving orbs to do Something Nasty.

So yeah, there’s an inspiration. A confusing one, but still.

I suppose that’ll do.

#RPGaDAY, Last Year: Day 26 – Coolest Character Sheet

dw_sheet_compAround this time last year, the #RPGaDAY topic was Coolest Character Sheet. Luckily, I was behind my postings, so I was able to see a bunch of neat character sheets I had forgotten all about. Ross reminded me of Daniel Solis’ (John Harper’s?) character sheet for Dead Weight, which I think is not a completed game.  (Aside: John Harper writes, “Yep, that’s my character sheet design for Dead Weight, actually. Daniel came up with the original concept, and I created the PbtA stuff for it.” It was playtested a few times but never got past early prototyping. Some of the Dead Weight moves can be found in the Apocalypse World book as examples in the hacking chapter.) It’s a parkour game in a zombie apocalypse, and one of the first games based on Apocalypse World. If I recall correctly, that “loot carried” area was supposed to be for coins that represent what your character is carrying. If it doesn’t fit in the box, you’ve got to drop something. ((This would also make Dead Weight one of the few Apocalypse World-driven games that doesn’t have word “World” in the title.))

Anyway, I should really talk about a game that I actually own.

Oh, there’s the character sheet I made for John Wick’s Shotgun Diaries, which looks just like a small Hello Kitty notebook and contains the character information (and rules) as a journal entry, but I should really look at an official character sheet.

Man. It’s so hard to find a good character sheet that presents the information needed to play a character in a clean, logical way, and is pleasing to look at. There was a character sheet I created for Savage Worlds a few years ago, but there’s so much information needed to be presented on the sheet,  it’s really too dense to follow. Other big games, like Pathfinder, have the game logo as the most prominent thing on the sheet, which naturally draws the eye to the logo. That’s the most important information on the sheet, but it really isn’t.

Wait a sec. While I’ve been writing this up, I’ve been going through my PDFs. Right there, in my John Harper folder ((One of the few in my RPGs folder where we have things saved by designer, not genre.)) , is Wildlings. Look at that sheet. Lots of white space, great icons, what actions the icons are used for, and the ten adverbs for play. A large logo for the game, but that’s not what the eye is drawn to – it’s those icons and those circles. Then you read the game information around the circles, and as you go down, there’s the adverbs you hit after scanning over (and barely registering) the name of the game. It’s a good character sheet.
wildlingsI like it.

It’s a year later. You still go nuts over John Harper’s stuff?

Oh yeah, he does great layout. Take a look at his site for some neat stuff, like Lady Blackbird and the guys below. Oh, and I’ve got plenty — too many — roleplaying games where the protagonists are thieves, but I still backed his Blades in the Dark Kickstarter campaign at a level where I gained access to his InDesign files. Yeah, $45 so I could get the game and “also get the source files for the game, artwork, handout materials, and all the maps”. Totally worth it. I’ve been able to pull apart the Ghost Lines game to see what tricks he pulled in a three-page game. I can’t wait to see how he put together over 200 pages of material, including a 170(ish) page long form book.