Thursday, August 17, 2017

Actual Play / First Time / Custom "Rules"

Actual Play / First Time / Custom "Rules"

So while I was home this summer away from my usual game groups I was itching for a game. To that end, I experimented with solo RPG and found it surprisingly satisfying. I developed something close to a structure that worked for me. So, I thought I'd share my experience and see if it mirrored anyone else’s. I'll put notes about choices I made for design/play in bold I’ll include the fiction in italics.

I used Blades in the Dark, a system I'm very familiar with. One of the things I like the most about it is that it forces the players to engage in a discussion about how strong a character's fictional position is. I wanted something where the fiction mattered. I chose to simply ignore all of the underlying structure for crews, factions, etc. This was the first choice I made. I essentially took the core mechanics of Blades because I was familiar with them and I like their focus on fiction. I ignored everything that didn't apply. I used Scarlet Heroes general Oracle to answer questions that I had, but mostly I was able to solve things on my own.

I wanted to do something with a S&S flavor rather than the core Blades experience. I decided I would be playing Makoto, a wandering monk exiled from her order due to monastic politics. Here I broke with the rules of Blades and did my own thing. I set up my stats, but I didn't choose any special abilities. Instead, I decided I would have 3 slots for "Facts" about my character. I would discover these through play. In the style of Blades, I left gear blank as well. Instead, I set a load limit of 6.

I figured it wouldn't be a S&S adventure if it didn't include a good snake cult. To represent this I chose 3 aspects to represent the snake temple I would purge of evil cultists: Swamp, Cultists, and Cursed Architecture. I gave each of these aspects 2-5 tick-boxes. When I brought one of these aspects into play, I would tick a box. When all boxes were ticked that aspect had been fully explored. This was the second choice I made. I decided that an adventure would have a certain number of aspects and each aspect would have a finite number of uses. This is, in essence, the "Dungeons as Monsters" method from Planar Codex (World of Dungeons). Basically, this gave me a short hand for determining how big the dungeon was.

Next, I set a starting scene this consisted of describing, quietly to myself, the scene as I would as GM. I took some quick notes and wrote down the images.

Room 1: Stone arch and broken buildings open to the night sky. Mangrove trees drive their roots into massive stone faces and knots of carven snakes. The whole place is hip deep water and smells of rot. Tiny paper lanterns float on the water and in the distance, we can hear the chanting of the cult.

Here was another important choice. I took quick notes on the scene so I could pick up the game whenever I wanted and also enjoy the act of creating scenes. I used the basic technique of describing senses and images that leaped to mind. I used paper, but recently I've experimented with Google Keep.

I checked one of the "Cursed Architecture" boxes and noted that this dungeon's geography was actually writhing and shifting like a snake to stop me from finding my way.

Now it was time to act as GM. So, I asked myself "What do you do?" As the player, I needed to find the cult in the maze of the dungeon, so I used the rules of Blades to find my way. I chose an Action, set difficulty and effect, etc. The ins and outs of Blades isn't the purpose of this post, but something I did do something important; I played honestly. I set the difficulty for tasks the same way I would as a GM, but I didn't have anyone else to work with, so I had to take responsibility for how I saw the fiction.

I decided Makoto was going to Attune (use magic) to try and find her way. My position was risky (this was possible, but hard) with zero effect (I was a single adept and this was an ancient dungeon with an active cult that was resisting me). So, I needed to spend some resources to make things easier on myself. So, this character was largely undiscovered so I decided to fill in some of the empty spaces I had to meet these challenges.

I decided Makoto had a bunch of paper talismans in her pack. I wrote that down on her gear list. Because they were small and light I decided they only took one slot. They could have taken 0, but they since they were magical I determined they were rare and therefore, limited. Play honestly. I thought how I would light them and instead of just a torch I decided that Mokoto was ½ Kitsune (a fox spirit) and she would light the lanterns with magical fox fire which would guide her way as they floated out on the water. Here’s another thing I did. I went with the first cool thing that leapt to mind, as long as it didn’t violate the “Play Honestly” maxim. Between this and Pushing Myself (another feature of Blades) I was able to bring my effect up from zero to limited.

So now we have this moment where Makoto folds a tiny paper lantern out of one of her talismans. She holds it to her face and blows on it until a tiny green flame sparks to life. She places the lantern on the water, with the rest of them. We see the lanterns gather on the surface of the water. The green ones drift against the current, deeper into the tunnel. Makoto follows them into the darkness…

Having set up my position, I picked up my dice and made the roll…

And this was the moment that I thought was interesting. This is the reason I play RPG’s. I love setting up the perfect gamble. I love setting the stakes and getting the moment tuned just right so that no matter how the dice fall I will enjoy the result. Usually, this is a collaborative process I share with my friends. But here I was forced to do it all alone. It still worked though. I still got the joy of creating images and characters. I still got to manage resources and fall in love with a character. It was slower, surely. It was more taxing, in some ways. But that moment was still there.

I failed that roll. Rules dictated that a complication occurs. I knew exactly what it was. Say the first cool thing that comes to mind and play honestly.

Just as Makoto steps through the archway a massive serpent bursts from the water, wraps her in its coils, and drags her under…

5 comments:

  1. So I'm all set, ready to go, and then I read over Dungeonlords. The damage system intrigues me. You roll to mitigate, and if you fail, you take damage to an attribute -- which I like in theory.

    I am all about the cinematic damage; shattered arms and lost eyes and broken ankles.

    But then I'm thinking, it's pbta. When you fail hard, you take harm, and sometimes that's a d6 off your HP and sometimes that's a broken arm. So what I really need is a system to keep me honest about which I'm going to get.

    What I'm thinking is I'll borrow the idea of critical failures -- on a 3- it's a grievous wound on top of any HP lost. I'm thinking that the mitigation -- you roll a d6 and if it's under your Con you don't take damage, equal to you take disadvantage, over you take damage as usual -- will provide a buffer while soloing.

    I also like the way it converts the creature's special attacks into HP. Reminds of of the Planarch's monster dungeons.

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  2. I'm unfamiliar with Dungeonlord's. What attracted you to it?

    So, as for a system to keep you honest, you've set up a rule that enforces certain GM moves (crit fails = non HP type wounds). This is interesting as I'm realizing a lot about solitaire gaming is about how much you surrender control to a process vs how much you can think and act fairly as your own GM. I guess it's about automating the GM on some level. Trying to establish a system that let's you edge as close to "player" as possible.

    Interestingly enough, I'm used to playing at a table where those lines are already super blurry. That's something I loved about the Blades playtests is how everyone was responsible for mainting the fiction.

    On one hand, as a designer I'm interested in designing a gm process.

    On the other hand, as a player/gm I like having the tools and control to make the moves I want and I feel I'm able to Play Honestly pretty well. And it's good practice for being in both camps.

    Conversely, I played Fall of Magic recently and I was frustrated by how much control I had. There was no point I wasn't acting as writer/editor. I never got to let go and act as the audience.

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  3. Yeah, that's exactly my issue and what I design towards; keeping myself honest as I play, and forcing myself to playing authentically.

    > This is interesting as I'm realizing a lot about solitaire gaming is about how much you surrender control to a process vs how much you can think and act fairly as your own GM.

    The thing is, I want compelling, ugly, dramatic, exciting things to happen to my heroes. But I control them, the board, and the world, everything, and so there must be some mechanism in place to challenge that control. Having Bad Things happen to him by fiat is meaningless; I knew it was going to happen, I made it happen, there was no resistance to it.

    Now say he fails a roll, which demands a hard Move because the rules say so. I roll "show off-screen badness" or "tempt and provoke a reaction". I still have control of how that plays out specifically, and my job is to interpret it in context of the current fiction -- but it's not by fiat, it's because the game itself demanded it.

    That's why I love Moves; they essentially codify bad things/problems/dangers/complications (whatever you call it) in a way that both constrains and provides push.

    Oh, and Dungeonlords is a partially finished hack of Streets of Marienberg (a World of Dungeons hack) that was posted a day or so ago. The HP replacer is what really caught my eye about it. I'm going to have to really look at it and SoM to see how I can work with this.

    plus.google.com - Here's an interesting game. It's an apocalypse powered simple rpg without a ...

    The resolution mechanic of it and SoM both lend themselves very well to soloing.

    I may need to make a "cobbled together house rules" document at this point, ha.

    As always, should anyone want a copy, or a copy of my scripts, just let me know.

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