Showing posts with label Green Ronin. Show all posts
Showing posts with label Green Ronin. Show all posts

Thursday, October 26, 2017

Firearms in D&D Mystara: Tinker, Tailor, Dwarf, and Spy's Darokinian Musketeers

As I posted last week, my current D&D campaign "Tinker, Tailor, Dwarf, and Spy" takes place in the "Known World" setting that was originally published in the Cook Expert Set of Dungeons & Dragons. The players are currently adventuring in northern Karameikos, but I have plans to have the players wander into Darokin and Glantri. For those who aren't familiar with the Known World, it is a hodge-podge setting that includes an anachronistic combination of cultures ranging from the Roman Empire to Renaissance tech societies. Karameikos, where the players' characters are based, is a high-medieval culture and thus is an ideal starting society for the "default fantasy" campaign.

As I mentioned above, even though the characters are based out of a default fantasy kingdom, they will be wandering into Darokin and Glantri which are countries inspired by renaissance level cultures. Darokin is based on renaissance Florence and Genoa with a strict plutocratic government. Glantri is based on renaissance Glantri with the country being a "mageocracy" rather than plutocracy. Because the players will likely be traveling into these two nations, I had to ask myself whether or not I wanted to include firearms in my D&D campaign. After some back and forth, I decided that I would indeed be introducing characters who use Muskets, Pistols, and Arquebuses, but limiting them to Darokinian society.

In preparation for this move, I purchased the Tal'Dorei Campaign Setting by Green Ronin in the hopes that it included the rules for the Gunslinger archetype for the Fighter Class. It turns out that it wasn't necessary to purchase the full campaign guide, as Matthew Mercer has been kind enough to provide the Gunslinger rules as a Pay What You Want file. After reading the archetype, I found that it didn't fit exactly what I wanted to have in my games. The Tal'Dorei Gunslinger is closely based on the Pathfinder Gunslinger character class from the Pathfinder Ultimate Combat Guide and as cool as that class it, it comes with all of the "fiddliness" of the Pathfinder system. Matthew Mercer's Gunslinger kept that fiddliness and I wanted a class that fit with the simplicity of 5th edition.

In the end, I read through the existing archetypes and feats in 5th edition and realized that I didn't need to come up with an entirely new archetype or create new feats. All I needed to do was reskin some existing rules to fit the theme.

The first reskin I will be using in my game is the creation of a Blackpowder Marksman feat. The feat will be identical to the Crossbow Expert feat on page 165 of the 5th Edition Player's Handbook. That feat is pretty powerful and makes crossbow using Fighters extremely powerful options in 5e. A key element is the first benefit which lets those who possess the feat to "ignore the loading quality of crossbows with which you are proficient." In other words, it allows crossbow using Fighters to attack more than once when using an Attack action. I thought that it was fair to have a feat that applies all of these benefits to a person who uses black powder weapons.

While I don't want to spend any real time getting into the weeds of the Arquebus > Crossbow > Longbow > Shortbow argument, I will share the reasons for why I am happy with this quick fix. First, as argued effectively by Richard Berg in his wargame Arquebus, while the longbow's effectiveness had been reduced by the innovation of plate armor, "crossbows took more time to wind and fire than an arquebus, which had similar penetrative abilities but a far lower rate of fire." Looking at the stats for the crossbow and comparing them to the longbow, we see that these attributes are taken into account in 5e.  The heavy crossbow does 1d10 damage and requires reloading while the longbow does 1d8 and doesn't. The Crossbow Expert feat allows a Fighter to use a crossbow with the same rate of fire as a longbow, something ahistorical but perfect for fantasy. In D&D a combat round is only 6 seconds long and a high level Fighter can shoot his longbow 8 times in a combat round (and thus a crossbow 8 times). That's not at all realistic, but it allows the damage curve to keep up with mages and hand to hand combatants. This is high fantasy after all and limiting arquebus/musket use to 4 shots per minute might be accurate, but it wouldn't be fun. So long as you keep the damage for the black powder weapons within reason (which the DMG does), game balance is retained.





Once I made this slight concession to fun over fact, I began looking to the character class archetypes to see how they fit the model of Musketeer. What I found was that two of the archetypes in the Player's Handbook reskinned nicely to be gun toting characters. I was especially impressed with how the Battle Master archetype fit for Musketeers. Since only a few of the maneuvers for the Battle Master specified "melee weapon," it meant that these abilities could be used with missile weapons with only minimum change. I quickly wrote up a page using The Homebrewery that included the Musketeer archetype based on the Battle Master. I haven't stated up the Eldritch Knight version, but if one limits the spell list properly it's easy to see spell as "magic ammunition."

Lastly, I created a background that would allow even non-Fighters to be proficient in "simple" black powder weapons and classified the arquebus as a simple weapon with the pistol and musket counting as martial weapons in Darokinian Society.


https://www.dropbox.com/s/e4yks2jeos09eps/Darokinian%20Musketeer.pdf?dl=0

https://www.dropbox.com/s/e4yks2jeos09eps/Darokinian%20Musketeer.pdf?dl=0

Thursday, July 09, 2015

TitansGrave, Fantasy AGE, and Stunt Dice -- Probabilties of Rolling Doubles on 3d6



Green Ronin's AGE game system is one of the more innovative role playing systems on the market and the company has begun a major marketing push to promote the system. As a part of their promotional campaign, or as a bit of wonderful serendipity, the AGE system was selected by Wil Wheaton as the role playing system that would be featured in his entertaining TitansGrave: The Ashes of Valkana webseries. I've begun reviewing the show episode by episode, and will continue to do so, but one thing struck me as I was watching the second episode that prompted me to do a post that wanders down Probability Lane in the middle of Statisticsville.

One of the things that really sets the AGE system apart from other systems is its "Stunt" system. This system allows for an increase in player agency at key moments during a game session. It's a mechanic that evolved from early Greg Gorden designs like James Bond 007 which had pools of points players could spend that would allow their characters to do special actions that were out of the realm of possibility for normal "non-player" characters. Some early games that were inspired/influenced by this mechanic include Marvel Superheroes (Karma) and DC Heroes (Hero Points). This mechanic has been very influential in the story game genre where player agency takes priority over game master storytelling. Modern games in this school include, but are not limited to, D&D 5th Edition (Inspiration), Through the Breach: The Malifaux RPG (Twist Decks), and Savage Worlds (Bennies).

While the "Stunt" system falls within this design school of modeling character heroics through the increase of player agency, the AGE take is relatively unique. Where most systems have a set pool of points, or have GMs give points to players, AGE allows probability to decide when players get points to spend. Additionally, and most importantly, many systems have either set effects like rerolls (Bennies) or allow for players to radically alter the elements of a scene (Hero Points and many story driven games). AGE takes a middle ground philosophically between these two extremes. While stunt points allow for more than "mere" rerolls, the Dragon AGE role playing game provides lists of effects that can be achieved by spending stunt points and assigns each a cost. For example, attacking two foes simultaneously might require 4 stunt points while adding a die to damage might only require 2. These are only two, of a large number, of effects that can be achieved. What is important here is that while AGE allows for increased player agency, it does so within constraints that are balanced to ensure players feel challenged.

So how does one acquire these extremely valuable stunt points?

In any AGE game when a player attempts to accomplish a task, that player rolls 3d6 and adds whatever attribute is relevant to that task. For example, when picking a lock a character might add her Dexterity score to the roll. This number is then compared to a Difficulty Number. If the roll plus bonus equals or exceeds that number, the action is successful. If lower, then the action fails. One of these die is of a different color and in Dragon AGE is called the "dragon die", but we'll call it the "stunt die." How successful a character was with the action is sometimes (in the case of extended actions) determined by the value of the stunt die.

If any two of the die come up doubles (or if all three come up as a triple), and the action is successful, the player acquires stunt points which may be spent to make that action special. Maybe the attack hit vulnerable spots or a lock is permanently disabled.  These things are determined by the expenditure of stunt points and a player acquires a number of these equal to the stunt die value. Note that this only occurs when a player rolls doubles (or triples) and is successful.

It's elegant and allows characters to feel extremely heroic in their actions, but this leaves open the question. How common are doubles on 3d6 and how do we even begin to think about these things. There are a couple of books that might be helpful. Chapter 3 of Reiner Knizia's classic Dice Games: Properly Explained is a good place to start, but I have found O'Reilly's Statistics in a Nutshell to be a wonderful resource to return to once the basic idea is understood.

The first way we can see how frequently doubles, or triples, turn up is to write out all the possible combinations.


In this case, it isn't too much work, but if more die had been rolled then it would have been far more time consuming and really we don't want to have to do this all the time. What we really need to understand is that this kind of problem is an example of an intersection of independent events. This means that it is an example where we are looking for matching results from things that are independent from on another. This is the case in all die rolls since what a die rolled on one roll does not effect what gets rolled on the next die roll. If you roll a six on a d6 and pick it up, you still have a 1 in 6 chance of rolling a six the next time you roll the die. These are independent events.

When determining the probability of independent events, we need to know the total number of combinations possible. In this case, that's simple because we are rolling 3d6. This makes the total number of combinations as follows:


6 × 6 × 6 = 216 

 Now we need to know the probability of rolling doubles (or triples) on 3d6. This is equal to:

P(Rolling Doubles) = 1 - P(Not Rolling Doubles)

Since this is a case of an intersection of independent events, we will use the following equation and modify it as a chance of not rolling doubles and then subtract that probability from 1.

P(D1 ∩ D2 ∩ D3) = P(D1) × P(D2) × P(D3)

We know that the probability of rolling a number on 1d6 is 100%. The first number we roll doesn't matter, so that makes D1 = 1.

We know that there are 5 ways to not roll the number rolled on the first die and that leaves us with D2 = 5/6.

We know that the chance of not rolling a number on either of the first two die is 4/6 which makes D3 = 4/6.

This gives us the following equation:

P(D1 ∩ D2 ∩ D3) = P(1) × P(5/6) × P(4/6) = .66667

P(D1 ∩ D2 ∩ D3) = P(1) × P(5/6) × P(4/6)  = .55554

The odds of not rolling doubles is .66667. Thus the odds of rolling doubles is:

P(Doubles) = 1 - (.66667) = .44443

P(Doubles) = 1 - .55554 = .44446


This leaves us with a 44.44% chance of rolling doubles or triples. If you want to double check the equation, you can count the 16*6 combinations above and divide that by 216. Another way of looking at this intersection is using this Venn diagram. As you can see, there are 6 ways of rolling triples and 30 doubles combinations at each intersection of any two dice (making a total of 96).

As for calculating the odds of earning stunt points at any given Difficulty rating, that is beyond the scope of this conversation and I'd leave such analysis up for those much better versed in probability and statistics than I am.

Wednesday, June 17, 2015

Titansgrave: Ashes of Valkana | Episode 1 Review



I was pretty skeptical when I first heard the news that Geek & Sundry would be running a Tabletop Roleplaying Game Let's Play with Wil Wheaton as the Game Master. I wasn't skeptical that Geek & Sundry would actually produce the show, rather I was skeptical that it would work as a piece of entertainment.

I've been a fan of playing RPGs since I was ten years old, but I've learned one thing from standing around watching RPGA sessions at various conventions. With the exception of the fictional world of the Gold web series, where roleplaying games are a spectator sport, it isn't often fun to watch other people play them. There are so many ways that the spectator experience can be fouled. The Game Master might not be willing to engage in theatrics. The Game Master may be bad at theatrics...although that can have its own short term entertainment value. The medium isn't very visual on its own and requires participants to fill in the "spectacle" of the tale. The players may not be evocative in their explanations of what their characters are doing. The game play might get caught up in the spiral of discussing things that aren't at all game related, and thus turn the experience into merely watching a conversation about which version of Highlander 2 is worth watching.

The answer is neither.

It's one thing for a roleplaying game session to be fun for the participants, which it can be with all the above failures, it's quite another for it to be fun to watch.

David Nett and his friends did a great job of creating an entertaining to watch roleplaying game experience with their second season of Gold entitled Night of the Zombie King, but they did so in an entirely scripted format where the roleplaying game session was merely the setting for a host of dramatic tensions. Being scripted, the session is also heavily edited and time compressed. The question is whether the entertainment value of a well-written and well acted "scripted simulation" of a roleplaying session can be recreated in a real gaming session where things are much looser.

If the first episode of TitansGrave: Ashes of Valkana is any indication, the answer is yes. I won't say that it is a "resounding yes," for reasons I'll articulate as the review goes along, but I will say that Geek & Sundry did manage to create an entertaining viewing experience.

WHAT'S GOOD ABOUT TITANSGRAVE

Before I comment on what I believe the show has done wrong, let me begin by praising what it got correct. A lot of work went into producing this web series, and it shows. Wil Wheaton has recruited a number of actors, of the tradition and voice varieties, to play the game with him. Before you assume that the "recruiting of actors" means the "recruiting of non-gamers/non-geeks," let me cue you in on a little secret. D&D is the secret language of Hollywood. There is an entire community of rpg geeks in tinseltown, and while not everyone games a lot do.

The show has also selected a game system, the AGE system from Green Ronin, that has a lot of improvisational narrative potential. All roleplaying games have at their root the potential for improvisational narrative, it is after all what really defines a roleplaying game, but given the tactical wargame roots of the hobby the game can sometimes descend into a series of "I roll a 13, I do 5 damage, You roll a 15, I take 3 damage" comments that are mindnumbing to watch. Roleplaying is best watched when "roles" are being "played" and that means that actions are being described rather than mere die rolls. AGE's "stunt point" system aids in making combat sequences more narrative, rather than quantitative, by mechanically encouraging players to create descriptions of their actions in return for benefits. Players respond to incentives, and if you incentivize narrative descriptions you tend to get more of them.

The show hired adventure writers from the game industry who worked with Wil Wheaton to bring about his world. It's one thing to hire talented writers, but it is another thing to hire people who can take a story and translate it into a game experience. Experienced adventure writers have a knack for it. It takes more than breaking a story down beat by beat and then creating stats to gamify a story. It takes an intuition regarding how players will respond to circumstances. You also need to be able to create a small enough segment of a story that it can be played (after being edited) in less than an hour and still have narrative movement. This includes taking into account the delay that mechanics will cause as actions are resolved. What separates roleplaying games from mere improvisational theater is the fact that actions are arbitrated by mechanics. This is something that not only is at the core of what makes roleplaying games "games," but is a key to ensuring that all players get an equal chance to participate/succeed.

Hiring Wes Otis for the sound effects and musical loops was wise. Otis has done good work as a sound professional, but he has also made some great effects for home play.

The show is well edited, which cuts down on the digressions that players are prone to making, and has incorporated sound effects and some minor animations to increase the visual appeal. The editing is key for this show, and they seem to know it. They have edited out the distracting digressions, while leaving some of the more entertaining ones in, which gives the session a nice play flow.

The cast does a good job of staying interesting without trying too hard. One of my person peeves when watching some episodes of Tabletop is that the players often seem to be trying too hard to entertain. They seem to have the sense that watching a board game isn't exciting in and of itself, and thus feel the need to spice it up. Wil Wheaton, Hank Green, Laura Bailey, Yuri Lowenthal, and Alison Haislip may be doing that a little in TitansGrave, but it is indistinguishable from the normal one-upsmanship I've witnessed in my playing experience.

WEAKNESSES

This show is not made for a wide audience. It's hard to tell if the show is meant to only appeal to those who are already gaming, or whether it is also meant to bring more people in. I say that because the first episode already has a couple of inside jokes that might appeal to long time gamers, but which will be missed by new viewers.  Additionally, the first story is "age confined" in that they had to bleep out profanity and that it's about drinking. This isn't a bad thing per se, and I found it quite entertaining, but it does limit your viewing audience.

Lack of use of voice actor talent. C'mon people! Let's get crazy! We've got funny people here, but they seem to be holding back a little in combat. This could partially be because they are still learning the AGE system, and don't feel comfortable with it, but I want more verbal sound effects from the players. Laura Bailey and Yuri Lowenthal are trending in this direction, but I want more as a viewer. You really can't "commit" too much for me. Think about it like a comedic role. You have to be willing to fully commit to the joke/process. That doesn't mean go over the top, but it does mean you have to immerse yourself in the play and lose the wall of "I'm being judged."

The show hasn't quite captured a way to make the depiction of combat visually interesting. I both like and dislike the battle display they are doing. I like that they aren't showing miniatures on the table, which can be good are bad for spectators, allowing the actors to free form act rather than move game pieces. What isn't working for me is how static the display is. If you are going to present a graphic virtual tabletop, have the images move about on the hologrid you've presented. I also noticed that Wil Wheaton began to fall into the "I roll an x and do y damage" drone. It's hard not to, and Wheaton was great most of the time, but it's something he'll need to fight.

The show isn't perfect, but it did entertain me. We'll see how the season progresses. One thing is certain, I will keep watching. I will also be buying the tabletop campaign supplement as soon as Green Ronin releases it.



Thursday, August 07, 2014

Support Green Ronin's Attempt to Publish "Love 2 Hate"

Before I post today's #RPGaDay post, I thought that I would take a moment to highlight a great game project that Green Ronin has running on Kickstarter through tomorrow. The game is called LOVE 2 HATE and looks to be a fantastic entry into the "saying inappropriate things" category of party games that have been very successful of late. An early entry into the genre was APPLES TO APPLES which I think accidentally created the category as AtoA judges selected funnier choices as the winners, a trend that led to the creation of CARDS AGAINST HUMANITY where the goal was to create misanthropic combinations...often offensive combinations.


LOVE 2 HATE uses a "sentence finishing" mechanic where players use one card that says "I Hate the way/I Love the way..." (Some Noun)... and other cards have finishing clauses that lead to some hilarious results.  Here are two examples of combinations from the game that have been shared by Green Ronin's Nicole Lindroos.



Looking at these examples it appears that Green Ronin are navigating the balance between inappropriate yet hilarious and the possibly offensive with a great deal of care. Some might argue too much care as there really should be very few boundaries to comedy, but I think that some of these finishing cards can lead to some pretty interesting results and I am very much looking forward to playing this game with my regular gaming group.

You can support the game by visiting their Kickstarter page and the buy in is very affordable. While you are there, you might just consider backing at the level that gets you a copy of WALK THE PLANK. I've owned that game for some time now and think it is a fantastic little card game.

It's nice to see Green Ronin throwing their hat back into the card game ring.

Monday, July 09, 2012

Role Playing Games and Candyland

I've had many conversations with friends where I have posited that the best introductory role playing games for younger players -- ages 5 to 9 -- are The Pokemon Jr. Adventure Game by Bill Slavicsek and Stan!, A Faery's Tale by Patrick Sweeney, Sandy Antunes, Christina Stiles, Colin Chapman, and Robin D. Laws, and RPG Kids by Enrique Bertran aka NewbieDM.  Each of these games comes at introducing RPGs to younger players and their parents from a different perspective, and each is a wonderful addition to any gamer's collection.  These games aren't merely good introductory games, they are also fun games for gamers of any age.

Over the past year, I have added another game to this list and the game might surprise some hobby gamers.  The game is the much maligned Candy Land by Hasbro.  Most hobby gamers look at Candy Land as a boring exercise in which the players have no influence over the flow of play, and as a game completely devoid of any kind of play strategy.  Anyone who has played the game knows that the only actions a player takes are to draw a card and to move his/her pawn to the space signified by the drawn card.  This simple randomized movement "track" game is so disliked that it has a rating of 3.21 on BoardGame Geek.  A quick look at what a 3.2 rating means on BGG, let's us know that the BGG community thinks the game is Bad and not worth replaying.  Even adjusting for BGG's anti-children's game bias by adding a point or so doesn't put this game into recommendable territory for most gamers.

Last December I defended Candy Land as a board game, and a quick look through the internet demonstates that the game is a rich source for statistical analysis.  Dave Rusin of Northern Illinois University and Lou Scheffer a researcher at the Howard Hughes Medical Institute (which I first heard about in Tim Hartford's book Adapt) have both written good analyses of the game from a statistical perspective, but it is the rigorous analysis at DataGenetics by Nick Berry which truly demonstrates just how deeply one can dig into the statistics of the game. When I defended the game back in December, I highlighted the pedagogical aspects of play in Candy Land.  It is a wonderful game for teaching young people how to play games, and also aids in educating young players that not all victories come from "being better" than your opponent which helps to teach good sportsmanship.

What I only briefly mentioned in that post, was that Candy Land is a great role playing game as well.  Back in December I stated that one of the joys of playing the game with my daughter's History and Mystery was that it engaged their imagination's in storytelling.  I'm quite surprised that I didn't associate this with role playing and role playing games in that article, even though I described the way my daughters play the game as follows:

Rather than the goal of the game being to "go home" as is written in the rules, Mystery and History are on a journey to have tea at Hello Kitty's house.  To add to the immersion, they have placed Lego Duplo "cat legos" on the board at both the home and peanut brittle house squares.  The home square represents Hello Kitty's house and the peanut brittle house is the domicile of Hello Kitty's apocryphal twin sister "Boxie." 

Re-reading the post made me realize how much like a role playing game session that sounds, but my daughters go even further than might be alluded to in the above description.  History and Mystery also engage in dialogue with the Duplo cats and have conversations with Hello Kitty and Boxie when they reach their destinations.  In fact, it is more important to Mystery that her "Ginger Man" reach the Peanut Brittle square than winning the game.  What's more is that they use the first person singular "I" when they refer to their gingerbread man pawn.  The girls are completely immersed in the fictional world of Candy Land.  Not only that, but they have expanded the fantasy world to include their own imaginary components.

As a parent it is a real joy to watch my daughters engage in this kind of imaginative play.  They also role play when they dress up in their Iron Man and Captain America costumes, when they play with their Legos and cars as well as with various stuffed animals and dolls.  They even do some role playing when they borrow my D&D and Star Wars miniatures.  It's quite magnificent to watch, and it's truly amazing to see how well Candy Land creates a Salen/Zimmerman/Huizinga "magic circle" as well.  It demonstrates it so well that like Zimmerman in his defense of the magic circle, I find criticisms like that by Darryl Woodford a little pendantic, overly literal, and odd.  What is most interesting in this demonstration is that I get to see how the "magic circle" of play that my daughters have created during a game of Candy Land extend beyond the spaces on the board itself, but that the imaginary land in which they are playing includes implied spaces in the illustrations and their own imagined Candy Land environment.  This imagining only extends until they stop playing the game.  Once the game stops, they are no longer in Candy Land and they have already had their tea parties.  They are ready to begin engaging with the real world and their foray's into "Elfland" (to borrow a phrase from Lord Dunsany) are finished and without the trauma or life changes that accompany most fictional representations of fantastic journeys.  The magic circle allows them to explore Wonderland without the risk of the Red Queen chopping off their heads.  It's a wonder to see.

I wish that I was the first person to describe Candy Land as a role playing game, but James Ernest in Family Games: The 100 Best -- and I'm sure countless others -- have beat me to it. As he described his play with his daughter Nora:

When I got "stuck on a gooey gumdrop," Nora would move her pawn back to that space and help me get unstuck.  This completely surprised me, because as a grown-up I assumed that a race game is unfriendly.  She would move back to her own space after helping me, but she always helped.  And she expected this kind of socially responsible behavior out of her parents as well....
Anyone who thinks he has seen all of Candy Land ought to play it again with a child.
Candy Land may not be the pinnacle of role playing game systems, but it seems clear to me that my own "maturity as a gamer" is what got in the way of my enjoyment of this game for many years.  Playing it with my daughters is a joy, and I will rue the day when Candy Land no longer creates a magic circle where my daughters are imagining a realistic milieu.  I hope that when that day comes, games like Pokemon Jr., A Faery's Tale, RPG Kids, and even D&D will be able to create one to replace the one that was lost.  There is a part of me that thinks it is a tragedy when adults believe that spending some time wandering the fields of Elfland is a waste of time or silly.

Tuesday, August 23, 2011

Twin Suns Entertainment and the Fourth Generation of RPGs

In 1993, Mike Pondsmith of R. Talsorian Games provided an answer regarding what he thought the "Future of Gaming" would be.  Pondsmith is a designer who has often been ahead of his time conceptually, and this was no exception.

His answer to the question was interesting.  It wasn't a "new game that would change the future of RPGs!" or "The greatest roleplaying game ever!"  Those are marketing-speak used to promote existing games -- some of them quite good -- but they aren't the future of gaming.

According to Pondsmith, "a revolution in roleplaying games is coming.  It's sneaking up on us on little flat feet, but it's coming."  What was this revolution going to be?  It was going to be what Pondsmith termed the 4th Generation game. 

First Generation Games were the original games that descended from wargames.

Second Generation Games were more systems based and about sophisticated mechanics. 

The Third Generation was about genre.

Each of these generations provided the community with excellent games.

But the Fourth Generation wasn't about design, mechanics, or genre, it was about POPULAR CULTURE.

Fourth Generation games would "generate crossmarketing" be "recognized as legitimate media" and would become a part of the general cultural background.  They would be games designed to do this, either through the use of public education or expanding media. 

Pondsmith provided more criteria, and I will blog about 4th Generation Games here on my Cinerati blog soon, but it is an inspiring read.  And I think that Pondsmith was spot on in his analysis, just DECADES ahead of his time.

We can already see designers and companies attempting to move into the Fourth Generation. 

These games are all evidence that the revolution is happening.
Role Playing Games are finding their way back into popular culture, and without the need of scandal to fuel the surge.




My partners and I created Twin Suns Entertainment to be a part of this Revolution.  It is our goal to work with the other companies to expand gaming communities and to promote the hobby by making the best games we can make.

Join us as we attempt to join the companies named above -- and others -- in creating the Fourth Generation of role playing games.

Thursday, May 13, 2010

Green Ronin, Mutants and Masterminds, and DC Adventures

I have to admit that I was a little less than excited when I first heard that Green Ronin was releasing a DC Superheroes role playing game using their Mutants and Masterminds rules set. Mayfair's DC Heroes role playing game is my all-time favorite superhero system, and I loved the first edition of Mutants and Masterminds because it reflected so many design influences from that great game. The first edition of M&M was quick and streamlined and used "acting values, opposing values, and effects" to calculate power costs in a way very reminiscent of Greg Gorden's remarkable DC Heroes system. At the time, I was a fairly regular visitor to the Green Ronin boards and eagerly read discussions about a revised 2nd edition.

I quickly soured on those 2nd edition conversations as the system seemed to be migrating away from a DC Heroes influenced system into a Hero/Champions influenced system. Champions is a great game, but it can also intimidate new gamers and has certain exploits that hard core Hero gamers like to use. These kinds of exploits were being inserted into M&M and I wasn't as pleased as I had hoped. The game transformed from rules light to Champions light, and that was a step backwards in my opinion.

I still purchased all of the products. For all that I didn't like the mechanics of the game, the campaign advice and writing of Green Ronin products is among the best in the industry and I gladly support them. I merely had an "anti-granular" rules nag in the back of my mind every time I opened a text.

So when I read that Green Ronin was doing DC ala M&M, I have to admit that my fear was that it would be DC "Champions Light" and lack a fast and easy system that might appeal to new players -- one of the key reasons to acquire a license in the first place. This was particularly upsetting given Green Ronin's recently demonstrated commitment neophyte friendly games like their amazing Dragon Age and it's AGE System. In fact, I would love to see a DC AGE game.

My fears were somewhat allayed yesterday when I read a press release that Green Ronin was releasing a 3rd edition of Mutants and Masterminds. The key quote for me was "We worked to simplify some elements of the system and fix known issues, while retaining the flexibility and fast-paced play fans have enjoyed." If only they can accomplish what DC Heroes did so well, and M&M 2nd failed to do as well as M&M 1st, and present a system where Batman and Superman are able to adventure together in a manner where both are effective.

Whether I am ecstatic or not about the mechanics one thing is certain, I will be buying DC Adventures on day 1.

Tuesday, December 22, 2009

Green Ronin's Dragon Age RPG is Worth a Look


When Green Ronin announced they would be releasing a Dragon Age role playing game based on the BioWare computer and console game of the same name, I was initially skeptical about the endeavor. BioWare and Green Ronin are both held in high esteem by fans due to the consistent high quality of their products, but Dragon Age still seemed like less than a stellar idea by Green Ronin.

If there is one genre where the role playing game market is over saturated, it is in the Fantasy themed role playing game market. There isn't much room within the existing gaming marketplace for another Fantasy themed rpg, and the loyalty of consumers within the existing games' market share is pretty solid. Old school D&D players have games like Castles and Crusades and OSRIC. Mainstream Fantasy Gamers have the new Dungeons and Dragons and Pathfinder role playing games. Gamers who want things fast, furious, and fun have Savage Worlds and the excellent Hellfrost setting. Fantasy Flight Games introduced the Warhammer Fantasy Roleplay 3rd Edition game this year to seduce board and card gamers into the rpg hobby.

That brief list only scratches the surface of products available for the Fantasy fan. In fact, it leaves out a game that Green Ronin released this past March. Their Song of Fire and Ice game is a Fantasy RPG based on the popular series of novels by George R.R. Martin. I found it truly surprising that Green Ronin would attempt to release two Fantasy themed RPGs in the same year. It should be noted that these are full role playing games, each with their own mechanics, and not campaign settings for existing gaming properties. If these were setting books, I would be much less surprised than I am by the release of two complete role playing games within the same year. This struck me as potentially counter productive, and that dividing the game design resources at Green Ronin might affect the game quality.

This was all true before I purchased the pdf from RPGNOW and GM'd a session with my gaming group this past weekend. I read through the rule books last week and prepared myself to run my group through the adventure. As I did so, I was struck by how simple -- yet robust -- the Dragon Age RPG system is. The basic mechanics are easy to teach and learn. All actions, for which there is a possibility of failure, are decided by a simple mechanic. The player rolls three six sided die (one of a different color than the others) and adds them together. The player then adds this total to one of their statistics (for example: Communication) which have ratings of -2 to +4, if the statistic has an applicable focus the player adds 2 more to this total. This number is compared to a difficulty rating ranging from 7 (routine) to 21 (nigh impossible). If the total is equal to or greater than the number, the action succeeds. If the action is successful, then the player looks at the different colored die -- called the Dragon Die. The higher the total of that die, the more successful the action.

I was impressed by a couple of things in this system. I am very fond of the fact that the game uses a simple roll of three six sided dice. Most people, even non-gamers, have three of these lying around their house. Second, the mechanic is easy to remember, yet has enough depth that it is useful in structuring narrative results without being completely dependent on the sum of the total. A character needing a total of 11 on a check, who rolls 11 can still be extremely successful if their Dragon Die result is a 6. This means that quality successes come more frequently than they might otherwise come if a normal die distribution were used to determine "level of success."

Let's see an example of an action and include the probability of success.

Torvald the Hunter is tracking a wild boar through the forest. It hasn't rained in a few days, so the ground is neither more or less receptive of tracks than on a normal day. Torvald is about an hour behind the boar, so the Game Master decides that this is a Challenging activity -- so it has a target number of 13. Torvald is no more perceptive than the average person (his Perception is +1), but he is trained in the art of Tracking (and will add +2 to this roll). Taking the Target Number of 13 and subtracting Torvald's bonuses, we see that he will need a 10 or better to succeed on this action. Looking at the chart below, we can see that this gives him a 62.50% chance of success.



Torvald's player rolls his three dice and gets one 2, one 2, and a 6 on his Dragon Die. His roll totals 10. Adding his bonuses for statistic and focus his total is 13, which is enough for a success. Rolling a six on his Dragon Die means that this is a remarkable success and the GM rules that Torvald is able to predict the boar's movements and move ahead of it making the hunt easier. Had one of the two's been the Dragon Die and the six a regular die, Torvald would still be successful in following the beast but that success wouldn't be as great.

Quick, easy, and it feeds a narrative spirit. The entire game is based on this simple mechanic, and in knowing just this much you could jump into a game easily. You would even be able to navigate the slightly more complex combat system.

The combat system works like any other task, except you need to keep track of when you roll doubles. If any two of your dice have the same value, and you succeeded at the action, you are allowed to spend a number of "stunt points" equal to your Dragon Die on creating interesting combat effects. These effects range from making a second attack to tripping your foe. I am in love with this mechanic. One of the difficulties in any system is getting your players to explain their character's attacks in an exciting and narrative style. Some players are naturally resistant to doing anything other than rolling and stating damage, but this isn't the real cause of the difficulty. The difficulty typically stems from a player describing an exciting action (for example: "Torvald trips Estvan with his Boar Spear") only to have that action fail when the result of the action is rolled. Most systems require attempts at tripping etc. -- the narrative effects -- to be described before the attempt, like visualization exercises. If the action fails, this can create narrative disappointments and lead to players giving up on trying to describe combat excitingly. By shifting the declaration of narrative effects (with real bonuses rather than being mere descriptors), the stunt mechanic makes combats more exciting than many other game systems.

The elegant mechanic design is obviously aimed at bringing gamers over from one medium, Console/PC gaming, into the medium of table top role playing, and I think it is an excellent attempt. Dungeons and Dragons and Warhammer Fantasy Roleplay are attempting to appeal to the same market, but they are doing so by using design techniques from Console/PC/Card Game media. D&D and WFRP3 use "exception based" game design hoping that by emulating the style of other games, they will appeal to those gamers. I think that it will work, but I think what Green Ronin is doing will work as well -- and I think it will work for recruiting gamers who would otherwise be intimidated by the massive amount of rules most RPGs require players to learn.

Green Ronin's Dragon Age RPG is a "Red Box" for a new generation of gamers. The old D&D Red Box introduced an entire generation of gamers to a new hobby by simplifying and explaining a difficult game. Something that isn't attempted often enough in the current market. Chris Pramas remembers what it was about the Red Box that enticed the 80s generation of gamers, and he has brought those elements to a new generation of gamers with Dragon Age Set 1. It's a great Basic Set.