Showing posts with label Off Topic. Show all posts
Showing posts with label Off Topic. Show all posts

Tuesday, January 20, 2015

Possible Future Projects

Well it seems like my energy levels are starting to rise again.  Might as well harness the energy while it lasts.


I was rereading some old blog posts and found the Abstract project I was working on.  I think I may want to look into it again and begin some work on it.


I've also been thinking about building a "universe" builder for my space game.  Essentially it would generate a universe, populate the areas of interest and then highlight the interactions.


I think both will need some administrative work before they could begin, but for the second I actually have a volunteer who would help me work on it.


Work to be Done


Abstract Project
  • Gather existing data
  • Assess direction and compare with recent learning
  • Establish goals of system
  • Attack project
Universe Generator
  • Build Design Doc
  • Establish landmarks of project
  • Assess actual manpower
  • Pre-Establish formulae plans
As a general update...
  • I was forced to end my space game due to players dropping out or being absent.  (Employees being let go and such)
  • In a pathfinder game playing a third party class (potential writing material here)
  • Still working with the guys from Rust Devils games on Zed or Alive (A wargame with a campaign system focused on zombie apocalypse and small squads)


Wednesday, December 17, 2014

A Practiced Voice

I've been stressed lately.  Lots going on at work, called into and serving Jury Duty, girlfriend doing grad school, and... well a lot of artificial stress.  Resulting in migraines and illness and whatnot.  Just a personal update before the meat of things.  Since it's been a while.

The space game has been cancelled due to one of the players in our skeleton crew getting fired in unfortunate circumstances.  My live group played for the first time in forever, but as usual new game new characters new premise...  It gets a bit repetitive.  Maybe I should insist on continuing something next time.  My Google Hangouts group IS doing a long arc game.  I say long arc as I know it will end and we'll end up starting over again.  I haven't done nearly enough work on any personal projects, what with the new employees at work and everything combined with my reaching another low point in my ever roller coastering mood, I haven't had the energy.

I still have ideas, ideas I could execute and some which I think would actually make it easier and quicker to prototype.  But that's neither here nor there right now.  Right now this post is about something else.

Lately I have been thinking about when I sought professional help for depression.  I've done it twice in my life and both times left me feeling... Well not better, that's for sure.  Right now I feel like I'm functional, I know my mood rises and falls like the tides (on longer cycles I think), but in some exceptional cases, I just felt so down I never thought I'd rise out again.  That nothing was going to get better, there was nothing *I* could do.  Not how I am.  So I went out into the world for help.  For real solid help on what I was missing what I needed to know and understand to control and improve myself, to keep myself from being in this place in the future and drag myself out of the deep hopeless...  I would say pit, but imagine it more like being at the center of a great hollowed out planet.  A pit you could walk around the bottom, or grab onto the sides and climb.  In the hollowed out hole, there is nothing... nothing you can do.  Nothing to grab, no down or up or even if you could wrap your head around the center BEING down and everything else being up, it would be admitting that THIS was it, the lowest you would ever be and there was NO escape, no easy direction.

So with this feeling I went to a professional.  I went to a location where they said, "Come here for help."  Help is an interesting word.  I wonder if those people knew what it meant.  Or if perhaps my impression of help is too high a bar for a professional to meet.  The first time I did this, was after breaking up with my first girlfriend.  I have a hard time with transitions, between jobs, between schools, between homes.  They always set me into a bad mood.  It's not something active, I just get angry.  When I graduated from High School, the person who walked next to me was very upset I ruined her graduation pictures with my foul frown.  But such is me.

Anyhow, so I went to the college health center, following up on all the recommendations that freshmen are given (I was a sophomore, but it's irrelevant really) They plopped me in front of some faceless person who listened to me say two sentences then passed me a trial bottle of anti-depressants and told me to see if they help before shooing me out.

What do you do with that?  Isn't the first step to helping listening?  Isn't it asking questions and honestly wanting answers?  Isn't it finding the root of the problem and helping to solve that?

This wasn't really what got a rock in my craw recently and made me want to write though.  It was a doctor I spoke to recently about my migraines that got me itching to post.  To post about another occurrence over a year ago when I visited a doctor about depression.

After another event that drove me to pretty extreme emotions, I visited my Kaiser medical facility following up on a specific section covering depression.  This time I came a bit more prepared (I'd since learned that just shutting up and listening is apparently a terrible idea if you really want to get anywhere in life), and went in being more specific and talking clearly and elaborating with the doctor.  He nodded, and looked right through me.  Not at me, but in the direction of my face with vacant eyes.  He reached into a drawer grabbed a pamphlet from the top and handed it to me.  And then began to talk to me in a slow, methodical and altered tone.  At the time I thought it was a patronizing tone, but after my recent encounter I can only conclude, it was supposed to be a sympathetic (or empathetic, there is a difference) voice.  But all his physicality, the falseness of the whole thing was like a slap in the face.

Since then, I don't know if I could go back to that kind of professional for help with depression again.  I think I'd rather pay someone to chain me up in a dark room and feed me through a straw for a few months until I missed my old life desperately enough that the depression had all but left me.

No, it's experiences like this that taught me that structured society has no place for people with issues like me.  People with issues that don't just disappear with a pill.  Or at least people who refuse to use that as the perpetual treatment of symptom.  Me, I can cope.  I have friends and family who will help me when I'm down.  I don't even need to say depressed, I can just go to them and talk or whatever.  But what about the people who can't even do that?  After the doctors spit in their face a few times and they realize they are truly and hopelessly alone, where does that leave them?

I'm not surprised there's so many people out there who can't take it and fold.  I'd rather talk to someone who doesn't know what to do but listens than listen to that damn practiced voice.

Anyhoo, sorry to be a downer, I just had to get that out.

Wednesday, February 19, 2014

Positive Introspection

I'm procrastinating again.  The moment I have a deadline for my setting project I just collapse.  I can guarantee I'll have something passable by Monday (my deadline), I can work on Thursday and take notes Friday evening during game, and even maybe do some brainstorming over the weekend, my Sunday group is a bunch of lightweights, so I'm sure I'll have hours in the evening and morning.

But the procrastination isn't really what this post is about.  Perhaps it is the initial spark, but as I was perusing the blog, checking my old comments, I read the last one.  It was a long time back talking about things I carry with me always, and very personal.  Reading the end, I think now is a great time for a follow up.  Probably one of the last paragraphs.  Right now it's 8PM so I'm well before the damn 2AM depression/insomnia window.

I put down many things I might talk about at the end of the post.  But I think I would like to talk about my successes.  As usual, a stream of consciousness, but it's going to get personal, and specific.

I think if I look backwards, far far down the line, some of my favorite memories are of games.  Playing computer games with my father, I was proud to do so.  Of doing the jumping part on Super Mario Brothers that the baby sitter's daughter couldn't do when we hung out (she probably could, but also probably was boosting my young ego as some do.  Keep me involved and whatnot.)  I can remember when I first beat Oregon Trail, just as they called me in to collect my birthday pencil in elementary school.  I can also almost remember the proud moment when I pieced together a 386 that was my first computer.  Although that was well past elementary school.  And then there was when I made my own cyberpunk system for playing with my neighbor in a tent in his back yard, and he enjoyed it.

I knew it was crap, as I had played a full fledged D20 system who's name I cant recall at the moment and the neighbor would follow me into a den of hungry bears, but it is one of those strong memories.  It was games that stuck with me.  I played sports, but I never had much pride in it.  Sure there was stealing home and winning the game when the coach told me not to run, and there was playing a goalie in soccer and scoring goals every once and a while, but they didn't stick.  For me, the big victories were in games, in sharing them, beating them and building them.

One of the oldest games I 'made' that I can remember never saw multiplayer.  I would take Jenga blocks, RISK and monopoly and make them into soldiers that fought each other, and you had to buy the blocks and soldiers based on your performance.  Simple, but it still had structure, form and customization.

Another great success in my life was my being nominated for a big event in Texas called the Youth Technology Leaders Summit.  In retrospect I know the reason I went was because the prior kids couldn't afford it, and somehow my parents could, I still will never know how.  They supported my education throughout my life and I owe a LOT to them.  It was an even where many different 'kids' got together and shared their skills and attended seminars.  The culmination of the event is to solve some world problem.  It was pretty amazing, and after 9/11.  The towers were downed and we were bundled inside and hidden from the terrorists, even then I knew it was bullshit, but fear is fear.

There were other small successes, a smart trick in Boy Scouts during a one sided camp game, a pinewood derby car simple but efficient, a science project of a spinning atom, a catapult that bent 1/4 steel rods that had to be replaced after multiple shots, going from the worst unreal player in my class to dominating everyone...  Lots of small things, nothing stands out much in that period.

College however opened up a lot of opportunity for successes with meaning to myself.  For one thing, graduation.  High school graduation made me angry, college, knowing I had to fight for it  made me relieved, and lost.  But it was a hard fought victory.  Incompetent and self absorbed teachers were rampant, and good ones were always there to help.  My poor memory skills brutalized me in GE and Art History, but I still prevailed.

It may not have gotten any GE requirement, and most people wouldn't understand, but my D in human anatomy is the grade I am most proud of.  That class was the epitome of everything I am weak at, but I put in the hours and beat out 50% of the 50% of the class that DIDN'T drop the class.  Had they all stayed that probably would have been a pretty damn good grade.

I am proud of standing up against two of my incompetent professors, one publicly in front of the whole class.  By building a polished sculpture of a hand flipping off the viewer.  Specifically facing the professor who ruined two of my projects.

I am proud of the time I came to the office hours of the shitty programming professor and told her that I had come to her office hours every week for the last 2/3 of the class and not gotten a straight answer on why the program I made that the entire class was based off was not working for her and did for me.  I am also proud of the final project I made despite the issue, the project I put in my portfolio for getting a job.

I am proud of knowing when to swallow my pride with the logic and critical thinking teacher who remembered me 4 years later when I came to talk about that one assignment he had refused to grade as I had apparently insulted him in it.

I am proud of taking the reins on my final game design project and making it happen despite 1 of my two partners was completely incompetent.

I am proud of how well I eventually drew still lifes and figures in hand drawing, and how well I actually painted in painting.

I am proud of doing black and white photography in a dark room by hand.  I am proud of the art that came from it.

I am proud of having attended regular events at the local comic shop and befriending the owner.

I am not proud of what may be one of my greatest successes, accepting my partner of 9 years' proposition of getting together.  I am proud of the results, but honestly I was betraying a friend who was interested in her.

College was good for me.  But there was more yet to life.  I still had to find a job, and that came with new opportunities.  I spoke of my previous job when I was still at it.  When it had rotted and become fetid with neglect pending a buyout by a larger company.  These were dark times and did not make the last post any brighter, but they had many bright times too.

I was chosen to be hired for one.  That was a great success as at the time jobs were hard to find, and competition for the spot was actually existent.  I was station 13, I was proud of my work and I worked hard.  There were times I even slept on site because the train stopped running when we got off, then I started work again the next day.

I managed to be picked for a particular project.  Getting chosen for this project actually was going to change my life forever.  One of the leads advised all the testers to learn a skill called Compliance Testing.  I was the only one to do it.  I am proud of this, it opened a gateway to save the day on another project when the normal Compliance Testers were out.  This I am very proud of as it got me a permanent job as a Compliance Tester.

During my job I got sent to Microsoft in Seattle, decreased the submission rate to 1:1 (submission to passes) and was the gatekeeper to ensure that a multi-million dollar company did not miss deadlines or pay fees on a 2-3 year project that all hinged on a short one week process.  I did this many times before I got my last position on an unreleased project for the company.

I became an assistant lead.  Technically it was a demotion, but as there were few projects and even fewer positions available, I watched as many other testers, some I was good friends with, were let go.  I even had a bit of survivor's guilt, but was kept on.  I am not as proud as I should be perhaps, but I still haven't seen most of those people since.

I took up a position where I learned new skills, made new processes, forged new ground and established new guidelines.  I built a level for the game, I consulted on the design and had meaningful talks with VERY important people on the project.  I am still in communication with the creative director on it (hopefully he'll be in my Sunday game).  AND I still did compliance work.  It was the most important I've ever been at work.  I touched everything and without my hands, everything would have been off schedule and everyone would have been hindered, from the designers to the producers to the programmers.  I even eventually got my own employee (minion) to manage.

I type slowly now, fondly remembering the time with nostalgia.  It did fade and rot as it became more and more clear the game would never be released.  I am proud I stood my ground and did everything in my power to ensure it still did and was ready should it be given it's chance.  Still sadness remains at what never was.  Years of many people's lives lost.

But enough of that.  I am proud I sought work with a strong morale and purpose.  I am proud of how many people wanted me to work for them.  Especially of one friend who's opinion I greatly value, and of how his co-workers greatly desired me to work there and even asked about me (I had turned it down previously as I was still employed at my job and felt it would be wrong to leave when they needed me.)

I'm proud that I have friends who at least tolerate my presence.  I am proud they still wish to stay in touch with me and value my opinion.  I care about them.  In all honesty that is in my mind now.  I don't know if they feel the same way, but I honestly care about them.  I fear that I may seem to distant and cold.

I am proud of some parts of my new job.  I still have doubts that it is what I want to do for the rest of my life, but I am proud they value my opinion there.  That they value me enough to pay more significantly more than minimum wage.  That I have taken charge on a development tool and improved it greatly.  That I am learning new things and managing outsource testers and taking on new roles and skills I never have before.

And now I am here.  I am proud I have a group of players who want to play my game.  So much so that on their Monday off, they want to spend it with me.  Playing in my world.  I'm actually tearing up a bit right now.  But that might just be from the emotion thing in that other post.

Oh and I'm very happy tonight as my partner is coming home with In-N-Out.  Maybe she'll even play Magic with me if I'm lucky.  Sometimes it's hard not to feel how wonderful my life is.  Sometimes it's the opposite.

Friday, January 17, 2014

False Starts

I've done quite a few false starts in the interim.  Tried to cover the various exploits I've pursued, explain my distractions.

Hardly really matters if nothing gets posted.

After many false starts I've decided to work on a complete work and submit it.  Finally design something, finish it and submit it.

As such I am pursuing making my spaceship rules for Savage Worlds into a setting.  I think the biggest difficulty will be maintaining the steam, but we shall see.

I don't promise to do continuous updates on progress, but wish I could say I will.

Right now I'm at the beginning.  I'm recovering and covering old ground and putting it into one single document separated as one would an actual book.  I intend to keep all the ship rules, the general universal and social structure and the character rules.

After I get the rules into a playable state I intend to make working character/ship sheets as necessary.  Then I will be looking for viable play test scheduling.  I'm actually part of a group that is working on getting another Savage Worlds product out there and has a record of succeeding at those, so I'm hoping if they have a gap in their schedule I can mix things in.  Furthermore they probably have resources for art and advice.  This is looking pretty far into the future however as we have a lot of things to do on the old project and some fun activities as a 'just hanging out' group we like to do too.

I've also done one vital thing.  I'm using Google docs to back things up.  I have a bad history of losing hard drives at inopportune times.  Furthermore I have a vague concept of a special method of play testing that could be augmented with Google docs.


As shorthand for the rest of life...

I got fired from LucasArts over a year ago, got a new job that isn't really games anymore and am sad.
Rethinking my future path and how to go in that direction.
Played a lot of video games.
Still play pen and paper when I can, but mostly just here.
Also play on RPOL, but it's generally shit games.
Ran a superhero game on Skype and bombed it. (Rules good, GMing bad[big ego hit])
Attended Wasteland Weekend and met awesome people and did awesome things (huge ego boost)
Finally cleaned off my desk.

So yeah, life and stuff.

Monday, March 5, 2012

Hopelessly Optimistic

Maybe I'm just hopelessly optimistic, but I for one am of the belief that almost every system, and at least every major system was designed with the intent to be good. As I've said before, maybe not good at everything, maybe not good at fulfilling your specific needs, but they are good, for someone. I honestly can't imagine a developer/writer/designer saying, "We're just going to spend the next year of our life putting enough words in a book more people will buy it, but not put the effort in making it good at something."

I can see publishers having a budget, a deadline and a lack of understanding the product. I can also see them rushing the deadline, pushing for small staff and asking for irrelevant deliverables. But I can also see the limited staff putting in effort to make the best thing they can in the provided budget, time and staff.

Just a short post on the topic. I just feel like it seems everyone bashes on the people who designed the products. Sometimes it is their fault, maybe they got to close to the work and didn't see the big picture, but sometimes it might be that they couldn't get the money to playtest, or get the necessary tools because the people who wanted the money, cut the funding or deadline to make more.

I don't have evidence against or for the point above. I wouldn't mind if any real evidence was directed my way otherwise. As usual, everything I write is up for conversation.

Friday, September 9, 2011

On the Subject of Subjectivity

I was going to go into an all caps rage on why 3rd edition skills are no worse than any other, but time cools my temper if not others. Especially after some thought. I've concluded this for now.

Subjectivity is one of the most useful and painful parts of role playing games. When a person in a undefined setting tells you that there is a clock, you gain an image of what that means to you. Perhaps you see a sun dial, perhaps a grandfather clock, or even perhaps a digital or building sized clock. Even within these definitions, should someone say it is a sun dial there are still variations, is it a great stone block in the ground that supports it? Is the sun dial stone itself? Is it one with just posts or an ornate bronze one with carefully embossed numbers? This is the nature of subjectivity within describing a concrete object. The fortunate thing for us is that all of the above clocks tell time, furthermore, should you decide to say it's a sun dial, we are now informed how it does it's job as well.

The real problem is that in role playing games we are constantly barraged with subjective responses to abstracts, imaginary constructs and even new laws of physics or logic. Magic cannot be seen in the real world, aside from movie magic versions implanted within us or magicians, it is practically an unknown. More effort is required to define it for the players in a 'tangible' and definite way. More effort is required to make it predictable. For instance, if I were to tell you a mage just caused fire to appear and harm you, in DnD there are a plethora of possibilities for this cause, also you all probably came up with a variety of forms for this to occur. Burning hands with it's fire erupting from fingers outstretched, Fireball with a small bead of energy erupting into a circular wave of destruction, or perhaps flaming arrows? Here in each instance we hearken back to the things we know. Is it pure happenstance the spells that persist throughout the editions are the ones that practically spell out their appearance in their name? I doubt it.

And what about new physics? What do you see in a bag of holding? How does it appear? Like a fish eye lens as light is forced to bend into a strange space? Or like a window into a room? How does it appear when the objects 'shift' to the top for easy acquisition? What does a sphere that annihilates everything look like? A black hole? Is there a swirl of air around it and a great sucking wind pulling towards it as the very air is pulled in? What is your reasoning that there isn't? Or that a ten foot pole held by characters is the only thing annihilated when they poke it, but when they touch it through gloves the entire person is? These subjective instances can result in conflicts. The conflicts can result in a feeling of inconsistency, dissatisfaction or even arguments that effect those who had no such conflict.

But the most problematic subjective thing in my opinion is the subjective nature of the abstracts. Believe it or not the numbers and statistics of the game are perhaps the worst of all. Let us bring to the fore the greatest offender, base statistics. This is a pain in the ass. Even within themselves there is a real problem with setting an agreed interpretation, but when extending into their derivative statistics things get worse. At first you have to name the buggers, strength, vitality, stamina, vigor, constitution, toughness... Many of these get used together in the same system! What makes toughness different than stamina? Furthermore, how does strength not effect constitution or depend on it? Imagine for a moment a person with an outstanding strength and miniscule constitution. How do they maintain said strength or even get it in the first place? There are stories of body builders with such strength they break their own bones! (And probably lose their strength after and are horribly deformed...) How could a sickly person have that strength? Intelligence and Wisdom? Where does one end and the other begin? They are all abstracts, subjective and all around messy.

But the game itself is centered around these subjective abstracts, and for all their mess, they are what make the game playable, both statistically and creatively. You can interpret those differences to make a genius who is absent minded (although memory is constantly put under intelligence yet somehow low wisdom causes this.) Or a glass cannon of melee, dishing out tons of melee or thrown damage, but unable to take a hit. You can set up skill challenges for someone strong or fast or smart or just plain tough. But, the naming isn't all that makes them subjective, establishing the effects and power level is highly subjective. What is average? What can an average person do? Who is average? If all the people in the fantasy world are above average compared to earth humans at something, is the average for their world or ours? Once we've established a baseline stat, how much variance is there between increments?

This comes up a lot. "This stat is above average! *I* can lift that, why can't my character?" or, "But you're at an 8 in intelligence! You would NEVER know that!" It's subjective, and conflicts will arise time and time again. But when extrapolated into the derived skills we come across an even more interesting and problematic situation.

Let us continue on with the idea of Dungeon and Dragon's idea of third edition skills in mind. John Doe has a baseline stat of 10 int. This is established as an average person's ability. Orc McGee has a 6, this is established as a mentally disabled level of intelligence, halving it would put him on par with animals. Both John Doe and Orc McGee are presented with the problem of building a crude stone wall. Orc McGee is given a few tools, and John Doe is given nothing. Following the system's logic of bonuses and penalties, Orc McGee gets a penalty of -2 for being dumb as the rocks he's using, and because John Doe is without tools, he gets the EXACT SAME penalty. But not being given some tools (which perhaps he could improvise for piling rocks strategically) he is reduced to the skill level of a mentally disabled person. Hell, if you give them both tools and throw some cold weather at John Doe it does the same thing.

This sounds like I would say this is a bad system. Arguably I would say it isn't by it's very nature, but due to subjective preconceptions we've established, we have concluded that it is. For instance, by looking into the system further we can get some more interesting information. Being a d20 system means that if one assumes that there is a chance for success with or without bonuses or penalties, being mentally disabled only reduces the chance of success by TEN PERCENT. Hell, assuming that we don't use common sense, the town cow has a 30% chance to have common knowledge about literature with their hefty penalty of -4. Thus subjective and abstract numbers can create conflicts. Things like this are where 'rules lawyers' start really moving and can really get into conflict with, or take advantage of 'role players'.

If skills sound bad, we can further extend the problem into the GM's territory. A GM who is too uncertain to take a stand can get into real trouble and put themselves right in the frying pan. If the monster has an intelligence of 6 would it really do that? Or even, what is the percentage chance that a mentally disabled person should have to build a rock wall? The rules book gives numbers, but often the rules book has an agenda and bends the rules to a subjective direction good for them and not necessarily you. For instance, following the earlier DnD reference, it shows a strong preference for specialization. The rogue is the trap master, but you better max out your spot and search or you're in trouble! Trap DCs can extend pretty high, many of the starting level traps having DCs of 20 and above! If you go into the game with an average wisdom and no skill in spot or search, you only have a 5% chance of preventing some serious hurt! Furthermore, if you want to learn a skill, you only can take skill points at half rate if your class isn't oriented towards that skill! You want to analyze a spell? Most classes cant even guess what that wizard is going to cast, even if they watched them cast it ten times in a row in the stock rules. If you put one rank into the skill and have an average intelligence, you only have a 30% chance of succeeding on even the most feeble and basic of spells. In fact, if you read into the core books to get their intent, the idea is that every character gets their moment to shine. This means that every other character is shit out of luck if they want to try. The agenda is specialization. Know your role and do it WAY better than everyone else. This can cause problems when the GM is not aware of this agenda.

Some games, such as Savage Worlds, offer the opportunity to succeed at skills while being the least optimal build possible for doing so! I could be the weakest most pathetic person on the field and have a chance to kill a giant monster in one blow! It's highly improbable, but it's there. The system's agenda is more about telling a story. You take your character, give them some vices and strengths and thrust them into a world with some generic abilities. The intent being that you will follow the path you want your story to go, and it will give you a chance to have your sickly tremor ridden character get the clinching shot and save the day. Because it makes a great story. The system is also ridden with exploits and inconsistencies that don't interfere with telling a great story, but might hurt a gritty realistic game.

Sure! Each system has it's strength! You probably knew that right? But each system's strengths are based on it's subjectivity as well as the actual system. Dungeons and Dragons could make all the skills MUCH more accessible for everyone with just a few changes. Hell in fourth edition they already have! They granted a bonus of half your level to all skills and have you just get a static bonus to all your skills you specialize in. You could easily plug that right into third edition and still play the game. You could also reduce the DCs for all skills, or automatically give successes for 'common knowledge'. A creative, thoughtful or at the least flexible GM could push the subjective bonuses, base skills, DCs and everything very far in any direction they want, making 18s in stats 'average' or setting all the DCs lower. It all depends on if you want to make the game harder or easier on your players.

If anything, the selection of the system you favor, should probably be the limits of bending the subjective portions of the game, rather than the stock game itself. Of coarse, by altering it too far from the base game, you begin to challenge the subjective views of your players, and therein lies more conflict. Perhaps that's part of the draw in me building my own system, and investigating new ones. A clean slate of preconceptions, any number of possibilities, seeing the visions and agendas of different game makers.

Monday, February 14, 2011

No Upper Limit

An interesting component of a game I’ve been playing in a system called Savage Worlds is exploding dice. The only DnD equivalent being the critical hit system. The basics of exploding dice is this, If I roll the maximum number on a die, then I get to roll it again and add the result together with the original roll, indefinitely.

This system brings an interesting mechanic into play, the idea of no upper limit. Strictly speaking we may be playing the game somewhat inappropriately as some of the veterans are rusty, but as we’re playing it a huge amount of diversity is added to the game. Potentially an unskilled person could seemingly succeed on an extremely difficult task, and not only that, do it very well.

Thus the title, No Upper Limit. Theoretically the player could roll an infinite number, and while the system does not necessarily have no upper limit to the degrees of success (defeating the target number by 4 in most cases being the limit) it allows a crippled, inexperienced person in extremely unkind environment manage to do something amazingly well.

Most systems place a limit, sometimes a high one, but still a limit to the reach of the player’s success. For instance 3rd edition and 4th edition DnD offer a d20 + X to a roll. 1-20 doesn’t matter for a skill check, so your upper limit is 20+X, some DMs offering explosions, but officially none. In combat, a critical officially has a single explosion limit. GURPS 3rd and 4th editions also offer only rolling 3d6 and comparing to a stat offering only success or failure. Apparently the World of Darkness d10 system recently officially added exploding dice as well allowing a “10 again” system.

An interesting note on both systems that use this explosion method and the systems that don’t. Relatively speaking from my mediocre experience with different systems, and with exception to the recent 4th edition DnD, the more complicated systems with less generalized abilities have upper limits. The systems that generalize things such as shooting skills and athletics don’t. Does this lead to more powerful generally able players? I think definitely, is this desirable? Perhaps not for my system, but I do think it allows for a great deal of tension, allowing everything to hinge on one player’s unskilled attempt at something VERY difficult. Our party was saved last night from imprisonment and torture due to unskilled attempts.

The blind warrior used an unskilled lockpicking attempt on his cell door while I distracted the guard with an unskilled taunt. This followed with an unskilled stealth check as the warrior approached the guard followed by my barely skilled attempt to help subdue the guard with my strangling them with shackles… And so on… Without weapons, companions, and my case even my spells, the night was a long series of unskilled checks we could all have a chance to succeed at, and in many cases did so. Of coarse, when our true power was unleashed, we finally became competent and powerful, the encounters cleverly scaling up. Maybe the GM was just realizing our characters were perhaps too powerful and throwing everything he could at us.

No upper limit, or perhaps, always a chance to succeed. Something to think about.

Thursday, December 9, 2010

[OT] Language Barrier

A situation that has come up recently. Perhaps a little venting, perhaps a little hypothetical. A new adventure is started, the characters are 'rolled' (in my case a Savage Worlds) and they set off. They've been told a basic plot, you've been banished to another plane for a few years and you are going to return to take vengeance on the one who banished you and some other people there. Now you have to summon your friends back and stop an evil dictator.

You get back, struggle through an abandoned ruin, find some native people who you don't know how to speak to figure out a plot to help them against some humans and head out to figure out from the humans what is going on. Time for vengeance...

Except not really, you discover you can't speak to the humans, you also discover you are being pushed to choose the humans or the natives RIGHT NOW. Oh and one of you figures out it's really hundreds of years later.

So what is the problem here? How can I feel like I am making an educated choice? How do I as a player feel like I have the ability to push the plot in my favored direction? How about the character's background? Suddenly my family, my home, my target of vengeance, my knowledge of the world, my possessions are all now gone. I have nothing to save but the people at the other plane, I have no enemies, I have no way to communicate with these new people and get an opinion. These humans are not my team, these lizard folk are not my team, I have no allies, I have no enemies.

We flipped a coin. We delayed and tried to communicate, we gesticulated we flailed and eventually someone threw the native companion a sword and we killed the humans.

How could the situation been handled? How could it be presented better? How could we have prevented every character from putting points into speaking skills when we can't communicate? How could we prevent players from creating elaborate plots involving secret organizations with exotic weapons (we specialize in.) How could we prevent them from taking abilities representing reputation or even land holdings?

Was this the best method? Could the GM had faith that the players could pretend they wouldn't know its 700 years later? Could the GM just have filtered our character abilities and plot with an ambiguous 'you can't take that'? Or perhaps they could trade every loss with a bonus, if you find or make the weapon you are looking for your style is so unique you get a bonus to fight. If you find your holdings through magic it can be proven you are the legitimate heir to everything. I don't know. It's a tough nut to crack, suggestions?