Tuesday, November 30, 2010

The 5 concepts of Doom

5 Concepts of Doom
Among Professional Wrestling critics there’s a term called the 5 moves of doom. In which a wrestler only wins due to having 5 moves which they use in tandem with each other in the same match and then as a result of using all of them wins. When a wrestler has 5 moves of doom they often get criticized for not being able to do anything else.  The Audience complains about this and the online critics complain about this as well.  As a role player one of the things I have run into among other gamers is something I like to call the 5 concepts of doom.
The reason I call it that is because like with the 5 moves of doom the 5 concepts of doom signifies that problem most role players run into in which they release the same 3 to 5 concepts over and over again, so they can always get good results. It doesn’t matter what race template you use if your always playing the guy with the big weapon who runs in and kills things your playing the same concept. A concept is the core of the character. 
        A characters core to me is what you get when you were to strip down all the abilities of the character all there allies and just examine them as an individual. A characters core is there motivation it is what drives them and what at the end of the day they are this.  All character cores can be wrapped up by one sentence. Now I want to challenge you that’s right you the reader.
         I want you to go and look back without the nostalgia goggles and see if you can get beyond 5 concepts of doom. Dig up your character sheet and test your own flexibility.  IF you can’t get past 3 you are the average role player. If you can get past 5 congratulations you have a lot of creativity and your probably going places.  If you can’t get past 1 Well, ask yourself this question. Is that because you can’t make more than 1 concept or is it because that’s the one concept you like to play. Part of being good at anything is challenging yourself so you can improve.  For me if, you want to get past always playing 1 concept than simply put don’t. 
          Go out of your comfort zone and play something that you normally don’t.   If you don’t know where to start I recommend talking to your game group to help come up with some more ideas on things you haven’t been exposed to that might inspire you.  If your still having issues after that then I recommend starting by trying to make small variations on a concept your comfortable with.  Like for example maybey the guy who charges in with the sword doesn’t like doing that and he’s actually a big softy at heart. That or maybey the reason he keeps charging in is because of some reaction they have. That every time conflict arises they have some sorta psychological break down and become a completely different person.  As you get further away from the core with these variations you can get to experience different angles that will allow your character to grow in different ways. 
            If you feel more comfortable trying a different concept than simply put do. Start by reversing your old concept completely if you want or playing a different angle entirely.  For example maybey your character doesn’t charge in maybey your characters a diplomat or a person who disarms traps and searches environments for things they can use to inflict pain upon there enemies.  Maybey they stay back and help out by healing people and making sure others stay up ala the healer archetype that mmos have made popular.  There’s a lot more, but I’m not going to fill this entire blog with examples.
                   Next game you play in challenge yourself and try to do a different core concept.  Design a new character concept that doesn’t work off of what you normally do.  Who knows you might enjoy it.   

Friday, November 12, 2010

Rewards: XP, treasure, resolution, etc.

Playing a fun game is its own reward, but part of the fun of any game is earning the rewards you get when you “win” something. Roleplaying games do not end when someone wins, but there are still victories. D&D rewards victories over monsters, traps, and other challenges that characters face with experience points and treasure. Experience (XP), the currency to advance a character’s abilities, is the usual carrot dangled before players as the main game-mechanics reward for their actions. Games about storytelling reward showing up for the session, having creative ideas, roleplaying well, learning and developing character, and other similar things with XP. Other games reward using skills with experience in those skills.

Experience points are a meta-game reward. They allow a player to make her character better at doing things. Other meta-game rewards are often more active - many games give players resources they can spend to get one-time bonuses, such as increased chance of success at a task or the right to describe elements of the scene instead of actions of their characters (a privilege normally reserved for the GM). Some games use the same resource for active expenditure in play and improving characteristics long-term, or at least link the two in some way.

There are also in-character rewards, such as money, status, equipment, and accomplishing goals. If a player really wants his character to marry the princess, then when that wedding finally happens, it’s a reward for him. He will probably get an especially big kick out of it if he gets to describe the wedding, or otherwise play it out, particularly if the other players share his enjoyment of it. This kind of reward is the meat and potatoes of the game itself: facing challenges in the hope of success, in whatever character appeals most.

The GM’s job is to manage challenges and rewards for the players. As the authority figure for the rules of the game and the story, the GM also has the opportunity and responsibility to manage his or her players as a social group. In-game rewards are usually best used to encourage certain in-character behavior; that is, the character is rewarded for her actions, not for her player’s actions in another context. To do otherwise harms suspension of disbelief, which is essential in any story medium. Meta-game rewards, on the other hand, can be awarded for meta-game reasons with impunity.

As a GM, I often award players XP and other meta-game rewards for providing soda or food for the gaming group, enabling other players to get to the game, coming to play from out of state, buying the GM lunch during game, and other things which help the game happen more smoothly. I also award XP to players who draw their characters or other people’s, who write logs of game sessions, who keep quote logs, who bring props that add to the game experience, and so on. The idea behind this: invest time, money, and emotional energy into the game, and get back more of what you want. That could be more combat action, more detective/mystery scenes, more social intrigue, or more control over in-game scenes. Players who are more invested in the game make it more fun for me, and so I try to make it more fun for them in return.

Meta-Rewards
I will use a hypothetical example game here, in which there are three meta-rewards: favors, insight, and luck.

Favors are handed out by the GM for anything he is glad the player did, particularly things which help the game go. A hilarious in-character comment, a lunch bought for the GM, a story written about characters during downtime; each GM can decide when and why to hand out favors. It isn’t good to give out favors for too little, nor is it good to be too stingy with them. GMs, find a balance that works for you and your players. Favors can be used in three ways: exchanged for Insight or Luck, or offered to the GM. In this latter use, the player offers the GM the favor in exchange for reversing a decision the GM has made against what the player wanted; if the GM accepts, the favor passes into a pool of “bought favors” which the GM holds, and the ruling is reversed (Let’s be honest with ourselves here, GMs: no individual ruling is going to be so important that you can’t reverse it - work out with your players how much of a reversal is a fair exchange for a Favor). The GM uses “bought favors” to cause players to automatically fail at tasks - though each time he does so, the Favor passes to the player who was caused to fail. The player does not have the option to refuse this failure, not even using a Favor.

Insight is XP. This is your currency for the advancement of character traits. It is gained in play for learning experiences in character, and a certain amount is gained at the end of each session of play. The exchange rate between Favors and Insight is 1:1, and Insight cannot be changed into Favors. Insight can buy Luck, if it was not awarded to a particular trait, at a 2:1 ratio.

Luck is success. Each play session, all players gain one Luck at the beginning, and these may be saved. A point of Luck may be spent to succeed at any task the GM has allowed an attempt with a chance of success at. Favors can buy Luck at 1:1, but Luck cannot buy Favors. 1 Luck can be bought with 2 Insight, or 1 Insight can be bought with 2 Luck. It is intentionally inefficient to convert Luck and Insight, so that it will be a considered decision to do so.

The GM’s Bought Favors are a reward to the GM. The players get to play a certain way - whether it’s stacking certain modifiers that the GM wanted to rule didn’t, or changing the reaction of an NPC. In return, the GM gets to control how the game goes a way she normally wouldn’t: dictating when a player will fail. When the Bought Favor is expended, the player is refunded any Luck spent to make the action succeed, but any endurance lost by taking the action or other in-game resources all remain spent. The GM is free to describe any degree of failure for the action, though it would be bad form to cause a character’s death or crippling injury from the result of an action which wasn’t inherently dangerous to begin with.

Luck is normally gained at a constant rate, but Favors and Insight can be handed out at varying rates. How often to give these out, and when to do it, depends on the nature of the group and the story. Insight at the end of the session is relatively simple:

Realistic/Gritty Game - None (gained only in play through learning experiences). This produces characters who reflect entirely what they have done, and who grow slowly through practice and dedication.

Heroic Game - 1-5 per play session. This creates heroes whose power grows when the story needs it to, but not by leaps and bounds until the story has had a chance to progress a little.

Over-the-Top Game - 6-10 per session. This much Insight allows characters to improve vastly, rapidly.

Favors are another tricky beast. Since they can double as Insight or Luck, GMs should consider how many they want to hand out carefully. There are several options to limit yourself so that you don’t give away the farm:
- Grant Luck instead. This has less impact on character advancement, and still lets a player get what he wants by succeeding at a task in game.
- Grant “Limited Favors” which must be used that game session or be lost, so they can only be used for advancement if the player is buying it that session.
- Replace Insight awards with Favors, making the reward increased flexibility of what to do with that meta-game point.

On the other hand, sometimes the cool-factor the players bring out is just that awesome, and makes you not care about pacing anymore. That’s great! Go ahead and just award Favors flat out if you’re having that much fun, because you can probably trust your players to use them wisely at that point. After all, fun is the objective, so it is also the main criterion for whether something is working out.

In-Game Rewards

Every time you place a challenge in front of players, it should be rewarding to conquer. This can happen either because the challenge itself is something the players and/or their characters want to see done, or because beating it will give access to the desired rewards. When the challenge is defeating a hated rival or seducing a courted affection, completing the challenge itself is rewarding. Killing dragons may be rewarding in itself, but in that case the main reward is usually the vast sum of treasure to be gained by looting the beast’s lair.

Leading the players along a path of rewarding challenges is always best, if it can be managed. This can be assisted by very small things, like describing behavior quirks in NPC minions, henchmen, and villains. In a game I ran, players learned to distinguish zombies animated by a particular necromancer from others because only this particular necromancer’s creations’ parts would continue moving independently. The trick is to make the players remember, and thus make them care. It’s not rewarding to defeat the plots of “that whats his name guy who plants bombs,” but it’s hella rewarding to defeat “Pews Smith, the mad bomber we’ve been chasing since he blew up our car.”

It’s easier to make the challenges rewarding for themselves when there’s a mix of non-combat mental, social, and physical challenges in with the shooty/stabby/beating-y kind. It’s important to provide good context to make an encounter worth caring about, and that’s what these challenges are all about. When the game starts to take place in a featureless white void in players’ heads, the challenges are boring, and the rewards afterwards don’t feel well-earned.

Here’s a checklist to make sure you’re hitting the highlights:
- Have the PCs talked to any NPCs in the past 10 minutes?
- Have they talked to each other about in-character, non-tactical subjects?
- Have you described any sounds, smells, tastes, or textures in addition to the sights in the past 5 minutes?
- Do the NPCs in this scene have any interesting quirks?
- How about annoying ones?
- Do you know what the PCs are motivated by, have you dangled any hooks baited with that so far this session, are you currently reeling them in on such a line, and/or if not, are you talking with your players to change this?

If players and characters do a good job, eventually, there should be at least a temporary happy ending. This is the after-challenge reward: you get treasure to blow on ale and wenches. You get one or more wenches (or lusty lads depending on preference) enamored of you. You get declared prince of the kingdom and betrothed to the princess. Players are looking for this closure, and also for the benefits they’ll get out of it if they keep playing the character. So, at least half of your challenges should give something back when they are done well, especially those which come at the end of a story arc of some kind.

Not all challenges are like this - surviving a truly professional stealth assassination is its own reward, for example. But most have at least a small reward. Investigating the location indicated by the angle of the would-be assassin’s shot, for example, could reward the player with a clue where to look next.

Wednesday, November 10, 2010

Hard Work Pays Off: Players

Games are fun, so playing them is the opposite of hard work, right? Simply put, no. The opposite of hard work is sleep. Really satisfying play is work, but it’s not the work you have to do to get it out of the way, and it’s not the work other people make you do so you can earn a buck and buy the things you need to live. Play is the kind of work you choose to do because you want to do it, from beginning to end. Playing a role in an RPG in particular is part of a hobby which increases its emotional rewards in direct proportion to the effort invested in the play experience.

I wrote an essay on hard work for GMs first. Go ahead and read that part, and consider the first thing you need to do as helping the GM work all those things out. The play space, scheduled play time, and little extras like props and minis can be contributed to as easily by players as well as the GM. When it comes to planning, communicate with your GM, to help him know what you want as a player and what your character can do. Your GM is your friend, with whom you’re trying to play a fun game together. He’s going to control the opposition to your character, but if he didn’t, you’d be pretty bored. So tell him about all the fun things your character is able to do so that he’ll know you want to do those things, and will be able to give you a chance at them. Helping the GM with his job is only part of yours, though.

To play the game well, all the players need to work together. So your first priority, after helping your GM get the game to run, is to talk to the other players. You should all agree on what you want out of the game - which isn’t to say you should all want exactly the same things, but after talking about it you should all agree on what you will allow and help each other to pursue in the game. Since you should all be talking to the GM about what you want as well, this will get everyone on the same page as far as what the game will be about. Even if some players love to just talk to NPCs and emote in character and others are very driven to seek out and solve mysteries, they can have fun together in the same game if they talk to each other and come to an acceptable middle ground. The emotion-roleplaying lovers probably won’t mind pursuing the investigation as long as they get some intense scenes to roleplay out of it; on the other side, the mystery-lovers will probably even enjoy roleplaying through getting their information more than they would if it were presented more dryly, despite the fact that it is likely to happen more slowly.

Busting it down to basics as a player of an RPG, you are portraying a single character. You act and react in a shared world with the other players’ characters alongside characters and settings provided by the GM. The players’ characters are the heroes of the story, because everything that happens is about them. So, since the story is about you, make it interesting. The other PCs are a good place to start: make up reasons to interact with them. If you have some time during play, have a conversation with them, in character. Connections between your characters give you reasons to help each other pursue goals, and make the game more fun and memorable, because of the vicarious emotional connection through your characters. That is, since your soldier cares about the other player’s technician as a friend, there’s an emotional reaction when you find out the base was attacked while you were out. Is your friend ok? You want to run and find out, and get back at the people who did this.

One of the most important times a player can work hard is during the game itself. The GM doesn’t have infinite attention. Try to do as much game-system bookkeeping as you can for yourself and help other players to do the same. Your initiative count, result for your most recent action with the traits used and the reason you were doing it, what you’d like to do next and why and what traits you think apply, the effort and/or wounds you’ve expended or suffered, and other details are all within your power to track. Use the time when the GM isn’t directly paying attention to you to prepare for the next time he is able to, and pay attention to what the other players are doing and where your character is among the action. You shouldn’t waste people’s time by needing to ask questions like “what’s going on?” or “what should I roll to climb?” You should shine when the spotlight is on you, and contribute to everyone’s enjoyment by helping things go smoothly.

Studying the rulebooks is another way players can put more effort into a game. It is very helpful to know which dice to roll when, and what the right modifiers are for a situation. Don’t be tempted to try to twist the rules always in your favor, and never argue for more than a minute with the GM over a point of the rules while the game is going on. Even if the GM is dead wrong on the particular point, wait until a break in the game to have an extended discussion over it. Disrupting the flow of the game because things don’t go your way is childish, selfish, and no fun. That’s the kind of behavior which has led to the negative term “rules laywer,” and general suspicion of players knowing the rules too well. Knowing the rules is actually a good thing; combine it with a helpful attitude towards the GM and all your fellow players, and it’s a great thing.

A selfish attitude is a terrible thing to inflict on a game, though, and knowledge of the rules isn’t the only thing it can and will taint. So, don’t be “that guy.” He’s the one who uses connections with other characters to get his way, but never lets others have theirs. He does things everybody else hates but defends his actions with, “It’s in character! I’m just playing my character!” That doesn’t make it right. Don’t play a character who makes things unfun for other players. Don’t, in general, be selfish. This also means you shouldn’t hog the spotlight, meaning the GM’s attention. Let everybody have their own turn at it.