jack: (Default)
Do you like the way I said "what could still be improved", rather than "what went badly" as if doing creative things is an ongoing journey rather than a pass/fail test? I hope so because it's hard work making my brain do that, but I think the rewards are worth it.

I had to force myself to sit down and go through all the major pieces of prep I did and ask "would the session have gone as well without it" to get my list of "what went well" because my first instinct was to assume that all the things the players did awesomely would have happened anyway, even though when I looked closer, a lot of them wouldn't.

Invent not "Who Are They" But "What are They Trying to Do"

In roleplaying -- or linear narrative fiction like books, tv, computer games -- any interaction is more interesting if the participants are actually interacting. If the PCs have a clear goal for the scene which could succeed or fail. And the NPCs are not just passive, but are pushing in a direction -- be it "make the guests happy" or "make friends" or "do a street performance (without being interrupted)" or "don't let anyone past the bridge".

But I just verbalised that dichotomy now, despite reading a lot of similar advice (goals, "what's my motivation for this scene", every scene should be about resolving a conflict of potentially thwarted success, etc)

So in the past a lot of my worldbuilding was too static -- a status quo of "this person/animal/society usually does this" instead of "is currently trying to do that", like a painting instead of a "in media res". I will try to do the opposite!

And further, not just minor conflict, but I always empathise too much with NPCs, I need NPCs who want something unreasonable and aren't willing to compromise, and even NPCs who are just antagonistic, so there is significant conflict for the players to overcome!

FWIW, I think some mediums make the opposite mistake, e.g. art, fictional encyclopaedias, exploration games are much better suited to showing a snapshot than an unfolding narrative. The same applies to larger bodies of work: The Robin Hood or Arthurian legends, or the stories about a pantheon of gods usually paint a picture of what the characters are like much more than presenting a beginning-to-end story. I think Magic:The Gathering is much better suited to showing what a world IS like than by showing some great transition, and I wish they would take an approach more like greek myths and less like the MCU.

Have clear goal

Related to the above, I tried to have a clear goal "a demon has escaped from the spirit forest, find it and fix it". I even explicitly asked people to think about a few ways that scenario could end. But I think it wasn't immediate enough, and didn't build on people's existing awareness enough, so it felt very abstract and not like a clear goal.

I could have fast-forwarded to start the party in the ruin of a farmstead, with an immediate "help, help, stop it, it went that way" or similar.

Or I could have done a cut-away scene to show the spirit demon causing mayhem even if they didn't know that in character yet, so they had a strong motivation to stop it.

I tried to establish the important points by having the party encounter a lesser dangerous spirit immediately, to establish rules of "how to deal with dangerous spirits" and "what damage they could do" and that helped, but I don't think it did enough.

More minor scene-to-scene goals (e.g. convince X to let you take her boat, scale the cliffs at Y) would also give more stakes and opportunity for establishing trade-offs -- sometimes you fail that thing you wanted, without failing the whole mission, and that makes the whole thing more interesting.

Have meaningful action resolution

I hadn't realised I'd done this, but half the session was "find out about the mission, get in a boat, go there", which was great for getting people used to the setting and mechanics, but didn't have a lot of "Can I do X?" "OK, well, roll, and we'll see", simply because I tried to seed in obstacles to the campaign, but I didn't think of every interaction as one that might go either way, even when choosing an NPC's attitude differently might have turned the conversation from "she gives you a quest" to "you try to convince her you're up to it" or turned "you get in a boat" to "oh no, a character acted out one of their flaws and now the situation is harder, can you fix it?"

Timing

I knew with six people, two of whom are 9 and 12, it would be hard to fit things in, and I pared the plot down a lot to a simple "establish premise, dangerous encounter [with fish], some more role-playing to establish characters, climax confrontation", but even so, people were losing concentration after a couple of hours. So we had a good session, hopefully memorable (especially the bees and the fighting the fish), and people got used to the characters and mechanics, but I feel like I could have done better to make two hours thrilling from the start.

Cookie economy

Because there just wasn't enough difficult resolution, people had few opportunities to spend cookies, so they loved earning them, but they didn't matter often enough so there was no real chance of running out, or a sense of how close they were to losing a conflict over something. Partly, I need more opportunities to make actions that matter, maybe I need to reduce the number of cookies.

Minor bits of prep

There were lots of minor things that would have helped. I planned to use physical counters for cookies but that was a bit risky with Ms Under One's inquisitive hands around, but I think they were much less resonant when they weren't being added and spent all the time. I wished I'd had a chance to prep my helpers a bit more specifically with like, this bit could be written small, this bit could be big so everyone can see, that are automatic if you're used to running games, but you don't necessarily know if you don't.

There were a few practical inconveniences like, how do I print out a few copies of the quick start rules and make it obvious at a glance which bits of paper are duplicates and which people should try to look at both of.
jack: (Default)
I know what the rules ARE, but it's taken me a long time to start to understand how apocalypse world action resolution differs from DnD.

DnD, you typically roll a d20, add relevant skills, and compare to a difficulty class set by the GM according to guidance about the sort of thing being done.

That has a bunch of features which aren't immediately obvious. For instance, all the characters vary in ability between "average human or slightly below" and "best you can be at this particular level". You could have a character who's world-class at something unrelated to adventuring, but you'd need ad-hoc rule to say what bonus they got for it. In most editions of DnD, adventurers can still be bad at things that aren't their competence, like the fun of a heist movie when the wrong character has to try to be stealthy or disguised, but in 4e, their skill is capped below more like a heroic adventure where everyone is fairly good at everything.

I still have a problem that if the characters are regularly doing things that normal human don't (even things that SOME humans do like "picking locks"), the GM is sort of behind the game at choosing an appropriate DC. Is this mostly impossible? Or really impossible? When characters do something impossible are they just that good or is it magic or something else? But everyone else seems ok with this.

In apocalypse world inspired systems, there's no difficulty class. You roll 2d6, and get a classic bell curve and 7+ is always "yes, but" and 10+ is always "woo, yes!"

That means, things you're good at, you get a +1 or a +3 (which matters a lot in a bell curve) you succeed at most of the time, and things you're bad at, you fail most of the time. Which sounds natural. But that implies, you only try things which are "average" difficulty for the sort of characters you are. Everything else has to be "the GM tells you you can just do it automatically or can't do it at all". Which is probably sensible. It probably SHOULD be like that. It guides the GM into "fun" resolutions. But I think I and many people find it confusing because it's never explained how that's important.

It's also to note that some systems the "things you're good at" are things like "being strong" or "being intelligent" and other systems it's things like "saving people" or "being dangerous". Which makes quite a difference. I think the system shines more with the more abstract/narrative abilities.

Both systems also get bodged with a bunch of rules for when characters can help each other and when tools are useful, when that makes a task trivial, when it increases the chance of success without increasing the maximum possibly achieved, when it gets a flat bonus to the roll...

A lot of these things are things a GM can sensibly just wing as it goes along but I'd *like* a system that helps that sort of improvising, rather than just assuming the GM will know when to use the system and when to ignore the system.

I've been thinking about systems a lot recently but now I'm thinking about more lightweight roleplaying, the best way of coping if you want a "roll a die every half an hour" type situation, but without making character abilities irrelevant.
jack: (Default)
It's such a classic of exploration and adventure narratives, that the characters encounter some kind of puzzle or riddle as a break from combat. People actively want puzzles.

But it's hard to do satisfyingly in a roleplaying game. Or in a novel, for that matter, though that's a different question.

We know roughly what a bad puzzle looks like. The GM reads it out. The players discuss it a bit. The player best as puzzles talks it over with a GM and eventually proposes an answer. No-one is in character. The other players don't really do anything.

I talked about this before, but a few more puzzle rooms have come up in my Labyrinth campaign so I wanted to talk more about what worked and what didn't.

What makes a puzzle that works well?

Like other encounters, the session should move forward whether the party succeeds or fails. That means the puzzle either needs to be something they can get past even if they don't solve it. Or sometimes, not essential to the main quest so they can just leave, but even then, that's rather a letdown, it's more exciting if it's too risky to stay, not too boring. The puzzle should come to some sort of resolution. Ideally, even if they fail, they'll find out what they should have done in a natural way, so they feel like they tried and failed, rather than it just always being a mystery.

Ideally failure should look like, "oh no, they had a fight the golem" or "oh no, they lost the gold they had to wager" not "they didn't find out what the prize was, they just go away never knowing". The players going away without finding what's there is ok sometimes, but you need to build sufficient trust that their decisions about what's too dangerous actually matter for them to care and not just feel like it's completely random.

The party should interact with it, in character. Always with roleplaying situations, provide things for the party to do. Ideally there'll be an NPC there they can TALK to and find out more. Or they can get relevant information history rolls, or detect magic spells. Or the whole puzzle is in the middle of a fight, and they have to multitask. Or there's some other risk of taking damage, so there's always a cost.

And just, there should be a bunch of stuff there. Not just a big empty space and a riddle carved somewhere. But decoration. A bunch of levers to pull. Some sort of emotional stakes. The more the party interact with it, the more they'll care. Ideally the party are invested in each step. If bad things come directly from the party's actions, they can feel like, "at least where figuring it out", whereas if they occur randomly the party can just be confused.

But also, while Character abilities should help, make sure they don't usually instantly solve the puzzle. Like other encounters, it's good that they can sometimes completely bypass it with one good use of a spell or ability -- that rewards them for having it. But ideally it will let them find the answer, not just ignore the puzzle.

If you have players who enjoy puzzles, they probably want to understand it. That means, not just get past it, but understand why/how a solution is correct. Make sure that you have answers. Likewise ask "why is this there" because your players might ask. "A mad wizard did it", is fine, but have in mind what sort of thing. What sort of mistakes might they have made? What would they care about? Understand how it works, mechanically, or magically, and if it's been triggered before or not, and the story behind it. The players might surprise you with a way of finding out, and then you'll have something helpful ready-made to give them.

An ideal puzzle might:

* Have a lot of interesting parts
* Tie into the lore of the world somehow
* Have a clear reason for being there (either set up as a puzzle on purpose, or that the players need to figure out an unlabelled device)
* It's clear how it works. The characters don't HAVE to play by the puzzle's rules if they can bypass it somehow
* But they shouldn't be able to do so routinely
* Clever approaches can solve part or all of the puzzle, but "finding out the answer through cleverness" is more satisfying than "not needing to find the answer"
* There should be tactical trade offs affected by the character's abilities and personalities, e.g. who's going to take the risky position? Which position is most risky?
* As much as possible, have something where the players can experiment, but there's a cost, and smart players will get the answer quickly and slower or unlucky players will get there a little later, but not never. E.g. less "if you get it wrong, you fail forever", more "you can have as many tries as you like, but each wrong answer you get zapped/have to fight something".

It's also good to allow a safety-valve, i.e. if the players get frustrated or confused, have some "official" way of letting them get hints, maybe at a cost. Or just to go away and research and come back. Some positive course of action other than "we don't know".
jack: (Default)
Some spoilers for both groups of players (telling you stuff the other group found out, and confirming which of your guesses were right.) If you're interested in what went on behind the scenes, please ask me and I can talk through a non-spoiler version (or if you read this by accident, let me know, it's not a big deal as long as I know).

I talked about the puzzle rooms before, but I'm going to go through in more detail, to compare the amount of type of prep I did to that of other GMs reading.

What I wrote down

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I don't usually write up in this level of detail because obviously, it takes a lot longer than it did to write the planning! But it's interesting to do sometimes, so I can consciously notice what I was doing explicitly, and what I was implicitly doing in the background.

When I was less experienced, I would have needed to write down a lot of the specific things that here I just kept in my mind. Or if I was writing an adventure for someone else to run, I would have to spell out the extra detail I only verbalised now, because a lot of the good things about the encounter were the general idea of how it should play out, not the specifics.

Although even then, a lot of what went well was because I knew the players and know how to slot appropriate connections in as I went along. A published adventure can't easily do that. The best you could do is list the treasure as what was definitely there, and then offer the GM to fill in whatever felt appropriate, with some specific examples for them to use if they didn't have a better idea. Things like, here's some prompts (for things connected with the room, for things with an interesting backstory, for things that are of particular interest to the players somehow)

In terms of "puzzles" I think the most important thing is to give the players some experience of "trying different approaches and seeing what works", but make sure that the encounter being satisfying doesn't rely on them being able to figure it out logically. And single-answer puzzles are usually bad for this, unless you build an adventure about them with going asking different NPCs what they think the answer might be, etc. In this case, because I wanted a like-Labyrinth-film feel, I went as close to "single answer puzzle" as I could.

I think I learned how to do it better in future. Partly by using puzzles sparingly, but mostly, how to do it well when it comes up. Now I think of it, some of it is sleight of hand: it's giving the *experience* of solving a puzzle, but actually, having a fallback so it matters less whether you SUCCEED or not, as long as you give it a fair try.

Of course, that's for *most* DnD games where the PCs are supposed to be reasonably successful. Sometimes you want to play a gritty deadly tomb of horrors dark souls game, in which case you can go for "they may never solve it and that's ok, it's up to them if they want to push their luck or not" approach.
jack: (Default)
Both of my parties found the location of one of the MacGuffins, each hidden in a "challenge" room, i.e. a chamber in the dungeon designed in-character and out-of-character to present an interesting challenge and reward to the players.

One was a not-library filled with wooden boxes, which shocked you when you opened one, and a guide who partially answered questions about them, with the aim of finding the MacGuffin in one.

The other was a set of altars, bowls, and knives, with instructions to let a drop of blood into the cup on the altar, which produced various magical effects, and the aim of figuring out what was the "right" way to do that.

I'd really wanted to include things like this, as it's very appropriate to the underlabyrinth setting -- I was partly inspired by things like the Labyrinth film -- and a big DnD tradition.

I knew I was taking a risk because both the first two challenges were at the puzzle end of the spectrum, and this sort of puzzle is actually really hard to do well in a roleplaying game.

The problem is, if it relies on figuring something out, it's not really a roleplaying game, it reduces to the players pausing the game and figuring it out.

I think it works well when the puzzle connects to things in the world, where there's a puzzle to be solved, but the individual steps involve small relevant in-world decisions, like combat, or needing to successfully use a skill, or losing or gaining health.

I sketched these particular rooms out ages ago and then just pulled them out when the party found them, and was very pleasantly surprised how my off-the-cuff details worked out.

Both parties successfully navigated most of the puzzle. Gp 1 retreated when they were running low on health, but paid attention to the specifics and know exactly what they're trying next time. I really loved that they had a little chart correctly reconstructing most of my notes. Gp 2 got rather frustrated when it kept seeming they were getting closer but still not getting there.

I think there were some things I sort of did but could still have done better. I should have explicitly thought, "If they get stuck, what options are open to them? Is there an in-world way of getting hints for a sufficient cost? Or will going away and returning help?" And I deliberately tried to allow many indirect approaches to get useful information, but not instantly bypass the puzzle, but I could have been more explicit about what sort of things they might find out, so more of the things they tried I could have a helpful-but-not-insta-win answer ready.
jack: (Default)
Lots of roleplaying isn't about making characters with powerful abilities, but some parts are.

And there's a stereotype that a player who has a character with a lot of abilities from expansion books is going to be much more powerful. Why is that? The expansion book choices aren't inherently more powerful. But firstly, because of normal variation, some of them will be more powerful than average and some less so, a player looking to make a character effective will be drawn to the powerful one. And secondly, there'll be something that has exactly the right combination of abilities that are worth the most to this character, a lot more than they would be worth to an average character.

This is also what I observe about the human variant race. In theory "+1 to any two ability scores" might not be worth more than "+1 to str and cha". But it IS, because there's only so many races in the core book, and they won't necessarily be a race that excels in the abilities that a particular character benefits from the most. So "+1 to any two" is worth more than "+1 to these particular two", because it lets you mix and match the parts worth the most to you.

I struggled for a while with how to cope with this with players with a range of optimisation options. If all the players play "My character uses a dagger because it's in character, I know a sword would be better in every way" or all the players play "not the MOST powerful character, but I took all the obvious improvements I could" then it's fine, but how do I cope when there's some of each?

If the game's not combat focused it doesn't matter, but if it is, it's usually not satisfying to have some characters be just better than others. I eventually realised, I could mentally chart HOW optimised characters were, on a scale from "just picked options that sounded in character with no care for effectiveness at all" to "picked options that make sense together, but didn't try to optimise" to "made the obvious choices of choosing the most useful weapon and armour available and focusing on the stats most useful to my character" to "seeking out specific options which work well with my build". And I could recognise, given the player preferences, where on the scale made the most sense. And guide people to that point, either by giving them bonuses or suggesting tweaks, if they were less optimised. And suggesting they deliberately forgo some more effective choices in exchange for some more fun but less effective ones if they were more optimised than that. And that *should* work.
jack: (Default)

 There's a joke about a GM preparing an ogre lair, and asking the party which way they want to go, but whatever they go, the GM decides the ogre lair is that way.

I think that's an expected part of planning to a greater or lesser extent. It's only a problem when the GM treats everything like that

But what I wondered was, is there an advantage is preparing something approximating a single reality at all? Or should the GM default to winging it, to adjusting reality and difficulty on the fly to create the desired impression?

Well, there should be a lot of adjusting on the fly. Or, indeed, just improvising when you deliberately didn't prep the specifics, you wrote "pit trap", and decided to improv how difficult it was when it came up.

But I also think, there should be things you DO plan in advance and DO stick to more often than not.

The most obvious example is, a combat where the GM repeatedly fudges the dice rolls. Obviously, it's possible that the monsters happen to roll badly just when it saves the party from being totally wiped out. But if it happens even once, with several rolls involved, the players get the idea it's likely that the GM fudged the results. And then, they assume that they're never really in danger, because the GM will fudge things so it turns out ok. That's good for some styles of game, but bad for others. In fact, GMs commonly aim to avoid it because it's too obvious, whether or not they think it's ok in principle, and find some other adjustment instead. 

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