Showing posts with label testing. Show all posts
Showing posts with label testing. Show all posts

Monday, August 15, 2011

Resurrection (again)

I've been busy this past year finishing up my PhD work. There were few gaming thoughts to report during that time. That work is all behind me now, though, so hopefully I'll get back into things here.

In the past year, I've been working on zilch some more. It has split into two components now: a very lite simple nearly-boardgame core and then a number of cleanly modular optional rules to turn it into more of a lite RPG system. The core portion is pretty much done, though it hasn't been tested much yet. The RPG portion is fairly well sketched out but still largely in pieces.

Last month, B. and I sat down one night after a couple beers and whipped up a quick session. We only made it through a couple combats, but things went fairly smoothly there. I was also trying a card-based dungeon generation idea I had (which is also still largely in pieces). An hour or so wasn't enough to tell whether either zilch or the generation system are any good, but at least they didn't seem obvious broken. (We did have to fix the default zilch character generation rules a bit, though.)

B. and I have also been playing D&D by email. I've found this works out quite well. It takes about 1 hour per round/email. I always group his characters together in the initiative order (which is fine, as they only differ by +1 anyway). Once B. decides what Lacane and Gwulf are doing, the rest of the round is in my hands. The only thing I need to do is actually sit down and do this more often!

I have a couple stray backlog details I've been meaning to report, which I'll post soon. Then I'll report on some of my more recent endeavors.

Wednesday, June 9, 2010

Zilch's first alpha test

Just finished the first Zilch play-test. Played with B. online using OpenRPG, so it doesn't quite capture the full experience, but it probably tested the mechanics well enough.

B. created a character named Max, a human cleric (Death) / fighter: 11♦ 9♥ 10♣ 6♠. Max knows 1 rune (since we were focusing on the combat system): E.

To provide a little backdrop, I used my rough-draft/in-progress fantasy-western setting, Columbia. Max is trying to break into the underground bloodsport competitions in New York City. He approaches a tavern keeper at the Frog and Bean to sponsor him in the local tavern fights, which Max has heard is the first step into the illegal bloodsports.

As an audition, Max spars with the Frog and Bean's bouncer, Anders. This was a basic trading of blows, with Max's magic saving the day, bringing Anders to his knees.

The first fight of the actual competition didn't go quite so well, though it was very close. Max managed to blind his opponent with some kicked sand, though Max was caught in a flailing grapple in the same move. Although Max escaped the eventual pin, he lost consciousness before he could deal the last 2HPs of damage to his opponent.


The fights were a bit tedious... but then such turn-based trading of blows usually is. Overall, things were pretty balanced--Max held his own and dodged well enough, considering his paltry 6♠ was up against some 10 and 11 ♣. The Threatened mechanic worked pretty nicely, I think (as an alternative to numeric penalties).

B had some good minor suggestions, such as call stance and draw a domino, but don't actually reveal all the dominoes until everyone has called their stance. Also considered some sort of cleave/extra attack option for the fighter.

As GM, I often found myself waiting for B. to roll... when no roll was required! The dominoes were already on the table. With practice, the mental math will probably go a little faster.

While it probably went about 2x as fast as an equivalent D&D combat, it still had the same tedious turn-based feel. I guess that can be a good thing or bad, depending on your game preferences. I think my part of my DMing angst comes from a need to generally work on my DMing skills, rather than the underlying gaming system.

We'll see where Zilch goes from here...

Tuesday, June 9, 2009

Fluffy: Alpha-testing notes 1

The recent God's Dogs game went pretty well. Observations:
  • Combat can be pretty deadly when damage is based on degree of success: one good blow and it's all over. (While not actually physical combat, the contest of wills with Castigation is basically the same mechanic.) So maybe tone back how DoS determines damage? (At least with the static defense factor mechanic I'm currently considering, ordinary combat will only have a 3dF range of variability, rather than 6dF, which will limit the possible DoS.) I'm going to wait to decide on this though, because actually the only combat was of +2 vs -1, so it should not be surprising that 3 dmg was dealt. I perhaps should have made the demon a 0, rather than -1....
  • There are surprisingly few rolls with this kind of story-based roleplaying. It's weird after coming off D&D, where the object is to get into the next battle so you can start rolling again. Half the rolls didn't really need any variation on them. Checking is certainly a good idea (and one I need to get more comfortable with as GM--but it's just so exciting to hit a chance to roll!), and I wouldn't mind eventually trying fully diceless.
  • The skill set was pretty good--even in only the few rolls made, it was a pretty evenly used: Speed, Will, Social, Magic, Knowledge.
  • What I still see a strong need for is some roleplaying character aids. The "Extras" section of Fluffy is still unwritten. What I'd like to see here is a more objective and point-based way to earn plot points. I'm going to have a closer look at Fate 3.0/Spirit of the Century's aspects and True20's Blue Rose's conviction mechanic.
  • I need to get God's Dogs and Fluffy finished so I really know how the magic and combat systems work!
  • Fluffy certainly needs more testing.

Monday, July 7, 2008

Dynamo/Fluffy: Lily and Will

Last weekend, S. and I tried out Dynamo, which is a mechanic I've been working on for co-GMing. It's still rather tenuous at the moment, but we tried alpha testing it anyway.

For the gaming system, we used Fluffy, which also needs some testing.

Dynamo (pre-game): On Saturday, while strolling around town, we hashed out the general setting, which was basically film noir, but with slightly updated fashion and Hong Kong action style gunfights and vaguely Lovecraft-like occult powers at work in the background.

On Sunday, we came up with a list of motifs: scenes and elements that captured our desired genre and tone. Our list:

-obscure dying last words
-"damsel" in distress
-all a lie?
-PI gets roughed up
-PI gets dragged in by the cops
-PI offered a bribe
+a dusty, ominous tome
-connection to the decadent element and/or seedier part of town
-tangible evidence of evil (but evidence lost by end of tale)
+a disturbing figurine
+a shoot out
-the good bad guy
+betrayal
-no penalty for shooting a pistol in each hand
-an extra gun somewhere

The +s are those motifs we've used so far (see below). The last couple are almost aspect-like--an idea I want to work on more. It'd be nice to have "themes": general/story aspects you could invoke for a plot point. So, here, any character could spend a plot point to fire two guns without a penalty or to whip out another gun.

Fluffy (char creation): +6 attribute points to spend across 8 attributes. 1 attribute point can be traded in for 4 skill points. A skill or attribute can be reduced to raise another. Later, once the game has started, you can spend a plot point to add a rank in an unbought skill (+1) or to add quirk/hook and invoke it. (We haven't used this last rule yet though.)

LILY McNESSA (S.'s character)
Combat +2
Health: +1
STR: +0
DEX: +1
PERC: +0
KNOW: +0
APPL: +2
SOC: +0
[S.'s didn't bother buying specific skills.]

--Honor (sees things through)
--Doesn't smoke or drink, but has a Tootsie-Pop addiction.
--Weirdness/occult magnet.

Equipment: Beretta, boots, switch-blade, pentacle.

Background: Boxing gym father (died of heart-attack). Catholic maternal grandmother. Apprenticed to a detective, who was bumped off and she had to solve the case of his murder. Owns her own agency now.

WILL STANTON (my character)
Combat: +1 (Guns +3, Brawling -1, Defense +1)
Health: +1
STR: +0
DEX: +0
PERC: +0 (Taste/smell +1)
KNOW: +2 (Occult +4, Languages +3)
APPLIED: +0 (Forgery/docs +1)
SOCIAL: +0 (Disguise +2, Read Person +1)
[1 extra skill point left, which converts to an extra plot point.]

Quirks/Hooks:
--Not respected in occult field (too young; methods too hands-on)
--Needs glasses to read
--Protector of innocent

Equipment: pistol (auto) in shoulder holster, derringer.

Background: Works as office clerk for Lily, both to pay the bills and because occult occurrences seem to follow her.

Dynamo (the game): We then came up with an initial conflict/inciting incident: a job to recover a strange box. This quickly turned into the first scene, with S. taking the lead in narration.

We didn't pause to do the story sketching phase of Dynamo: determine possible conclusion(s) and map out a few NPCs and waypoint scenes along the way. It seemed obvious at first: the story ends when we solve the case. But, though it seems like it might have taken some of the mystery out of things, having a few waypoints added to the motif and character hooks list probably would have helped. Doing so still would have left all the specific details that need to be adlibbed.

We then traded the limelight/narrative control (represented by a large silver coin) after each scene. Scenes seemed to be naturally delimit themselves, and generally corresponded with locations (as I suspected they would).

Here's how the story progressed:

Stolen item job: box, with gold corners and inlay. [S]
--Client: officious/fastidious business man, paying 3x normal rate
--Stolen by hood/crime lord: Citizen Frank Valenti
--Lily knows one of Frank's men from father's gym: Rocko.
Go see Rocko [Z]
--Uncooperative; knows nothing of Frank's "ivory" interests
--Fresh pink scars on hands
--Suggests we talk to Richard Ontario, Frank's art dealer
Break into R.O.'s office [Z]
--Past the lobby security guard by using fire escape
--Odd shrunken head in desk drawer
--Frank's file of purchased: mummified infant+cat, cabinet of curiosities, grotesque Venus-like statue, death-mask of Mata Hari.
--Current file: large cargo (6'x6'x4') coming in from Ivory Coast.
--Invite to Frank's party.

About this point, we took a break. This was tiring work coming up with the whole story on the fly.

Dynamo discoveries: GMs probably won't want to keep the limelight, as I first thought--it's a lot of pressure. And so it should probably regularly pass back and forth in turn (unless someone wants to pay to keep it).

Also, there's probably no need to spend plot points to contribute to the story as a player. The narrating GM should still be able to deny a contribution, but we found that any input was welcome, as the narrating GM was usually willing to grasp at any straw. S. did a great job of contribution, producing most of the items in Frank's file of purchased artifacts. She also was always conscious of placing a good solid lead into the next scene, providing both the connection to Rocko and the party invite. Overall, we largely ignored the exchange of plot point chips in relation to narration control.

The incorporation mechanic worked well. For example, in the Rocko scene, I threw in the "ivory" comment and Rocko's scars in the hopes that this would come to mean something later. "ivory" became "Ivory Coast" in the next scene, and S. built on it again later (see below). This is now becoming a clear thread.

The original idea was to work in a motif whenever possible in order to earn a plot point. However, S. suggested placing the motifs into a hat and drawing one out each scene and then having to work it in. We ended up rolling a die to pick randomly--but with the same result. This was a good idea, as the added constraint actually made scene construction easier, rather than harder.

After our break, we returned to the game:

To Frank's party [S]
--Check out his museum, seeing most of his artifacts.
--See box... but Frank walks in with Rocko [betrayed!]
--Escorted out, back to party
Rival gang arrives (Oscar Calzone) and start shooting up the place [shoot out] [Z]
--Dash back to museum room in confusion [S.'s contribution]
Museum room again [S]
--Box is gone... but do find a [dusty tome]
--Will recognizes it as containing African hieroglyphs, from Ivory Coast region.
--Slip out the French windows with book while shootout rages and alarms blare.


Fluffy discoveries: We never actually rolled the dice during the whole session. I almost asked for a roll to pick the lock of R.O.'s office, but I wasn't really prepared to handle a failure, and in any case, a Good Applied(lockpicking) skill should have been sufficient for Lily to just check (Take 0) on the roll anyway. This suggests that Dynamo might work best with diceless games (though rolling is certainly possible for those who miss it).

Overall, a very fun session with some good design feedback.

Wednesday, April 23, 2008

Drudge: Ailithorn (vol 1)

Well, I just "played" a bit of Ailithorn: Demon Hunter (a Tellurian tale), which is finally posted. I say "played" since, for this line, my focus has been a bit more on the writing (at least at this point) than the gaming. Also, Drudge is still currently in pieces, so I can't even say this is alpha testing. My second character--Sophie--isn't even fully rolled up yet.

That said, of the handful of attack rolls I have made so far, I have the following to note:
1) My black Fudge dice seem to roll low more often than they roll high.
2) Burning an aspect for a repeat roll (getting the same result again) sucks.
3) I may need to go back to drawing board (again) on converting D&D HD to Drudge, or at least give it a bit more thought. In D&D, that mane should have taken (on average) 1.5 crossbow hits. In Drudge, it will consistently take 3 one-handed hits. (Actually, more, since I wasn't bothering with its natural armor. Oops, and I also see now I forgot its Acidic Cloud death-throes, though I happened to get the general dissolving spirit right.)
4) Related to 3, I do miss that thrill of getting in a good solid hit for more damage. Though there's less rolling without damage rolls, Drudge is currently a bit more slogging in nature.

Nothing I want to change yet; just things to keep in mind.

Saturday, April 12, 2008

Huffy: Testing notes

Huffy is a hiking version of Fluff(y), and served about as well. We only had a couple rolls for the combat scene.

The supplies needed include: a pen and scrap of paper (which got a little damp in a light shower), 3dF (small) in a transparent (medicine) bottle, 5 blue chips (plot points), 2 white chips (to mark light injury), and 3 red chips (for heavy injury). All this fits in a few pockets without much trouble.

Our hiking path didn't include too many road crossings, which is good. Your Huffy player party should include someone who can walk and chew gum at the same time to keep an eye on everyone, especially at intersections. S. does this well.

I found that combining hiking and gaming means the gaming goes a little slow as there are pauses to enjoy the scenery, and some of scenery is a bit of a blur because I was deep in thought on gaming. But I tend to think of gaming whenever I hike, so it wasn't that much different! By combining the two activities, you can focus more on one whenever the other hits a bit of a boring lull.


I felt that the biggest problem we encountered--which is larger than just some broken Huffy mechanic--is how to steer the story when we're making it up as we go. I'm still used to D&D, where time seems to divide roughly into 50% combat/strategy, 30% adventuring/dungeon crawling/narration, and 20% town/roleplay/interaction. (Well, that's recently in my Omri campaign. In Dragon Wars, it's probably closer to 65/20/15. In another campaign I play in, it's closer to 80/15/5.) In this context, the main challenge is to come up with dramatic battles and tricky dungeons puzzles (though, yes, it should all still be in the pursuit of some interesting goal).

But lately I'm trying to shift this time division to about 10% combat, 50% narration, and 40% interaction. But this means there needs to be a lot more story ready to go! Yet at the same time, I'm trying to play short, lite-weight campaigns that don't require more than 20 minutes advanced planning.

So what are some possible mechanisms to use here? I still think Instant Game does a great job of quickly giving you a campaign setting--the world and the basic conflict of the story. What I was missing yesterday was more of the story details that then flesh out that conflict.

I did include S. in more explicit story planning at the outset. This means we spent as much time planning as actually playing though. But S. seemed to enjoy being able to shape the world and the story as well as just her character. But once we were into the playing, I felt that the pressure is really on the GM to come up with the next encounter.

Another idea I had was to make a list of story elements before we started that we could then try to work in. Again, S. contributed to the list, which included things such as: feral hordes, a high speed chase, a fight on a narrow archway, a knife fight, spitting in someone's face in defiance, slippin' someone a micky, a foretelling. This did help a bit. I'm already foreshadowing the feral hordes. The knife fight didn't quite come through, but it did suggest the fight between the 3 men. We did a bit of foretelling too (though it's hard to prophesy when you have no clear plan beyond the next encounter!)

All of three of these--Instant Game's setting and opposition, player contribution to the world, and a list of potential story elements--helped. But all three of them require pre-game prep. Is there any generative thing we could do to foster play-time plot generation? And I'm not talking just rolling up another combat encounter here--though the idea of a random table could be used (which the story element list already hints at). In the spirit of Zludge, it'd be nice to stay away from reference tables during play-time.

Hmm... something to ponder more. It's also nice to see my RPG interests coming back around to my IN work!

Thursday, April 10, 2008

Fluff: Testing notes

Based on the Rye adventure, here were a few conclusions regarding Fluff:
  • For such a lite-weight system, skills should default to Okay. New characters should get maybe two +1s to spend, though they could still drop one skill to up another.
  • The death spiral is too deadly. That is, after a first hit, further hits become more likely. And because, without magical healing, it takes so long to heal from wounds, the game either stalls while the character lays up for a couple weeks, or else death becomes increasingly more likely. It'd be better to tone back the "realism" in the interest of keeping gameplay moving.
  • The 3dF (though we were faking it with 3d6) and skill granularity were fine.
  • The plot points were nice, and should be used more for player story control, especially for things like filling out character equipment/details on the fly.
  • The combat system needs to be clarified. I described the damage levels and the combat mechanic, but left it largely to GM fiat on how the two related. It'd ease gameplay if this was properly defined.
  • The player was skeptical about having her wounds "reopen" on a bad roll, especially when they didn't seem that bad the first time around.

I'm currently working these changes into the rules. The system has been renamed to Fluffy.

We're also thinking about a similar play-while-hiking version (Huffy), an RPG play context inspired partly by Sherpa. Huffy would probably have a scene-based form of combat, to focus even more on story over mechanics.