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.
Monday, July 7, 2008
Wednesday, June 25, 2008
D&D: 4E is not OGL
A couple posts ago I was talking about 4th edition D&D. I decided to go check on the 4E SRD and learned something interesting: 4th edition is not released under the Open Gaming License (OGL)!
(Standard disclaimer: The following is how I understand these things work. But I'm not a lawyer or copyright expert, and so I guess that means I'm largely speaking out of my ass on this. Just be aware of the sort of material that comes from most people's asses.)
Default state: You cannot copyright or trademark game rules or mechanics, per se. You could probably patent them if they are new ideas, as they are a process (but please don't, because such patents would suck). And you might be able to trademark certain specific words or phrases used in the game description. Or course, applying for a patent or registering a trademark costs money.
However, though the rules or mechanics themselves are not copyright-able, any particular instantiation of the rules in writing is covered by copyright as soon as it is written.
So all this means you could technically take any (non-patented) game rules, read them and put them aside, and then completely rewrite the same mechanic in your own words. This would be a lot of work though--especially for something as large as D&D. (And if someone did take offense from any resulting similarities, could you really afford to defend it in court?)
3E and OGL: But then along came Wizards of the Coast's Open Gaming License. As long as you adhere to the OGL rules--which mainly involve keeping the OGL itself attached to the resulting work--you are free to copy verbatim, redistribute, add to, or change any game rules (or other content) released as Open Gaming Content under the OGL.
Wizards then released the majority of the core D&D rulebooks as a System Reference Document (SRD) under this OGL. (The SRD didn't include certain flavor text and product identity--such as certain names, deities, some monsters, or how to create or advance characters.) So people could do practically whatever they wanted with the text of all these SRD rules (provided they followed the OGL in doing so).
In addition, there was a d20 System Trademark License (STL) and d20 System Guide (which are no longer easily available from their site). Together, these specified how you could use the d20 logo to claim that your game was d20 compatible. Generally, this meant you could not redefine any of the standard conditions or special abilities of d20, do anything indecent, or describe how to create or advance a character.
Note how the OGL and STL are separate licenses. You can take the SRD and make a stand-alone game (including how to create characters); you just can't claim it's still d20 and use the d20 logo if you do.
4E and GSL: Now things work differently with 4E, which is neither OGL or d20. Instead, there's the Gaming System License (GSL). (This was released just last week.) This is more like the the STL of 3E: it describes what you need to do to create a 4E-compatible game or supplement. If you follow these rules, you get to use their special D&D logo and the many D&D-specific terms, as laid out in the new SRD. Note that this new SRD no longer contains all the rules, as it did for 3E; instead, it's largely just a list of terms. In short, it's all the phrases you'd need to be able to describe D&D characters, abilities, and monsters in the context of a game supplement--but you'd need the D&D core books to look up all the rules and definitions for them.
Also, the GSL applies only to the production of books: hardcover, softcover, or digital (PDF). It specifically excludes software and websites. Another interesting rule is that if a company switches any part of one of their product lines from OGL to 4E, they need to switch all of it over.
So, what's this change mean? The major ramification is that the 4E rules will not be freely available. I can honestly see why Wizards did this. I mean, I never bought the 3.5 books because I could use online or downloadable versions of the SRD, which were actually faster to use for quick reference. And I was planning to do the same for 4E. Just excluding character creation and advancement rules wasn't enough to ensure sales of the core rulebooks.
It also means that software products--such as all those little character generating apps and online RPG tools that understand D&D characters--could get in trouble for making 4E versions. Something generic like a character with 6 abilities scored between 3 and 18+ isn't going to be a problem. But you're probably going to want to have your software list all the various possible standard powers for the different 4E classes. But this is copyrighted product identity (as specifically listed in the new SRD); using it could be seen as creating a derivative work--and you have no license now to grant you a special dispensation to break copyright. So this could suck. I guess Wizards is planning to release some DMing software, but (unless some later license grants these rights), you're not going to have any legal alternatives.
Another concern is the fan websites that post their character details and game histories. Technically, these are derivative works too. I doubt Wizards would go after such fan material, though. In addition, they're already planning to release a separate license for fan websites to cover this.
The thing that pisses me off the most though is that they're releasing all this new license stuff under the wizards.com/d20 URI. It's not d20! d20 is history as far as Wizards is concerned (since they've pulled all links to their d20 STL and System Guide.
OGL is still here though, and we'll always have the 3.5 SRD floating around. That's some consolation, I suppose. (Another bonus for Drudge, which will still be OGL!) But it looks like publishers that want to stay on the D&D bandwagon will have to abandon OGL. That probably won't be a major stumbling block for them, though, since most are in the business of producing compatible product identity material of their own. The new GSL still lets them do that.
Anyway, check out the licenses for yourself: http://wizards.com/d20. This "plain English" version of the GSL from ENWorld is handy too.
(Standard disclaimer: The following is how I understand these things work. But I'm not a lawyer or copyright expert, and so I guess that means I'm largely speaking out of my ass on this. Just be aware of the sort of material that comes from most people's asses.)
Default state: You cannot copyright or trademark game rules or mechanics, per se. You could probably patent them if they are new ideas, as they are a process (but please don't, because such patents would suck). And you might be able to trademark certain specific words or phrases used in the game description. Or course, applying for a patent or registering a trademark costs money.
However, though the rules or mechanics themselves are not copyright-able, any particular instantiation of the rules in writing is covered by copyright as soon as it is written.
So all this means you could technically take any (non-patented) game rules, read them and put them aside, and then completely rewrite the same mechanic in your own words. This would be a lot of work though--especially for something as large as D&D. (And if someone did take offense from any resulting similarities, could you really afford to defend it in court?)
3E and OGL: But then along came Wizards of the Coast's Open Gaming License. As long as you adhere to the OGL rules--which mainly involve keeping the OGL itself attached to the resulting work--you are free to copy verbatim, redistribute, add to, or change any game rules (or other content) released as Open Gaming Content under the OGL.
Wizards then released the majority of the core D&D rulebooks as a System Reference Document (SRD) under this OGL. (The SRD didn't include certain flavor text and product identity--such as certain names, deities, some monsters, or how to create or advance characters.) So people could do practically whatever they wanted with the text of all these SRD rules (provided they followed the OGL in doing so).
In addition, there was a d20 System Trademark License (STL) and d20 System Guide (which are no longer easily available from their site). Together, these specified how you could use the d20 logo to claim that your game was d20 compatible. Generally, this meant you could not redefine any of the standard conditions or special abilities of d20, do anything indecent, or describe how to create or advance a character.
Note how the OGL and STL are separate licenses. You can take the SRD and make a stand-alone game (including how to create characters); you just can't claim it's still d20 and use the d20 logo if you do.
4E and GSL: Now things work differently with 4E, which is neither OGL or d20. Instead, there's the Gaming System License (GSL). (This was released just last week.) This is more like the the STL of 3E: it describes what you need to do to create a 4E-compatible game or supplement. If you follow these rules, you get to use their special D&D logo and the many D&D-specific terms, as laid out in the new SRD. Note that this new SRD no longer contains all the rules, as it did for 3E; instead, it's largely just a list of terms. In short, it's all the phrases you'd need to be able to describe D&D characters, abilities, and monsters in the context of a game supplement--but you'd need the D&D core books to look up all the rules and definitions for them.
Also, the GSL applies only to the production of books: hardcover, softcover, or digital (PDF). It specifically excludes software and websites. Another interesting rule is that if a company switches any part of one of their product lines from OGL to 4E, they need to switch all of it over.
So, what's this change mean? The major ramification is that the 4E rules will not be freely available. I can honestly see why Wizards did this. I mean, I never bought the 3.5 books because I could use online or downloadable versions of the SRD, which were actually faster to use for quick reference. And I was planning to do the same for 4E. Just excluding character creation and advancement rules wasn't enough to ensure sales of the core rulebooks.
It also means that software products--such as all those little character generating apps and online RPG tools that understand D&D characters--could get in trouble for making 4E versions. Something generic like a character with 6 abilities scored between 3 and 18+ isn't going to be a problem. But you're probably going to want to have your software list all the various possible standard powers for the different 4E classes. But this is copyrighted product identity (as specifically listed in the new SRD); using it could be seen as creating a derivative work--and you have no license now to grant you a special dispensation to break copyright. So this could suck. I guess Wizards is planning to release some DMing software, but (unless some later license grants these rights), you're not going to have any legal alternatives.
Another concern is the fan websites that post their character details and game histories. Technically, these are derivative works too. I doubt Wizards would go after such fan material, though. In addition, they're already planning to release a separate license for fan websites to cover this.
The thing that pisses me off the most though is that they're releasing all this new license stuff under the wizards.com/d20 URI. It's not d20! d20 is history as far as Wizards is concerned (since they've pulled all links to their d20 STL and System Guide.
OGL is still here though, and we'll always have the 3.5 SRD floating around. That's some consolation, I suppose. (Another bonus for Drudge, which will still be OGL!) But it looks like publishers that want to stay on the D&D bandwagon will have to abandon OGL. That probably won't be a major stumbling block for them, though, since most are in the business of producing compatible product identity material of their own. The new GSL still lets them do that.
Anyway, check out the licenses for yourself: http://wizards.com/d20. This "plain English" version of the GSL from ENWorld is handy too.
Tuesday, June 24, 2008
D&D: Omri
Omri (S.) tried the assault on the goblin holdout again. It went very well, partly because the goblins couldn't roll worth a damn. (I don't usually use my yellow d20 for this reason, but it needed some love.) Omri was also well shielded and buffed with spells--she took out each foe with a single blow and wasn't even scratched in return! I remembered to consider NPC morale, and had a couple goblins surrender after witnessing the wholesale slaughter of their comrades by this suddenly-appearing avenging goddess. This turned out nicely, as the party was able to pump them for info but then had to spend a sleep spell and some rope to tie them up when they were done. (My original idea had been to use speak with dead if necessary.)
On gaming tools, that "battlegrid" overlay and chess pieces combo is working great. Beer and nuts made for nice DMing companions! I also didn't have my computer this time, which freed up some table space and made things a little more casual. It just meant I needed to copy down all the pertinent notes in the corner of the whiteboard before we started. I might try to do that again, though I have more info necessary for our next encounter: NPCs spell-lists and such.
On gaming tools, that "battlegrid" overlay and chess pieces combo is working great. Beer and nuts made for nice DMing companions! I also didn't have my computer this time, which freed up some table space and made things a little more casual. It just meant I needed to copy down all the pertinent notes in the corner of the whiteboard before we started. I might try to do that again, though I have more info necessary for our next encounter: NPCs spell-lists and such.
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Picking up the Scattered Pieces
Well, this past couple months have been a bit scattered as I work on various projects:
• D&D: S. and I played some on Omri's line this weekend. I spent a day hacking B.'s OpenRPG XML tree to streamline play on Dragonwars. And last night I put in a bit of dungeon crawling on Tellurian Tales--though nothing major to report there yet.
I also got to check out the new 4E books at Borders. I only had time to flip through the PHB, but I was pretty happy with what I saw. Interesting decision to cut alignment down to LG, G, N (unaligned), E, and CE. The new gods seem cool. A lot of things like skills have been nicely simplified (often mirroring changes I've made in Drudge), but things are a bit more complicated with characters in other areas, as there are so many powers to choose from at each level now. I think it was a nice idea to turn a lot of the spells into character powers for spellcasters, except for rituals which take too long to be cast in combat. Still, with all the other stuff I have going on right now, I probably won't buy the books for a while. (But the SRD is probably out there somewhere.... Oh, foul temptation!)
• Zludge/Drudge: I've been rereading the Fudge SRD straight through, just to make sure I've covered everything I should and to pull any missed good ideas for Zludge. I also combined the 3dF of Fluffy and the 4dF of Zludge Prime into a single 3dF progression for both systems. Zludge is getting more streamlined, and I'm quite happy with it on paper. I still haven't had a chance to playtest it much yet, of course.
I've also been checking out diceless games, and I've been hacking out some co-GMing rules. Hopefully those details will make it up here soon.
• Lite Gaming: Reading Fudge's magic system got me thinking about my "non-Scrabble" magic system and so I pulled that out again late last night.
• Inspiriation: I went ahead and bought the Iron Kingdoms World Guide off eBay. So far, it's made for nice bathroom reading. I plan to work their history into my general Tellurian history document; doesn't look like it will be too painful.
• IN Research: I've also finally gotten back into my IN research by reviewing my two big spiral sketchbooks of notes, writing up a Table of Contents/Summary for each.
Anyway, this is just an overview. A lot of these projects will turn into links as more of the details get posted.
• D&D: S. and I played some on Omri's line this weekend. I spent a day hacking B.'s OpenRPG XML tree to streamline play on Dragonwars. And last night I put in a bit of dungeon crawling on Tellurian Tales--though nothing major to report there yet.
I also got to check out the new 4E books at Borders. I only had time to flip through the PHB, but I was pretty happy with what I saw. Interesting decision to cut alignment down to LG, G, N (unaligned), E, and CE. The new gods seem cool. A lot of things like skills have been nicely simplified (often mirroring changes I've made in Drudge), but things are a bit more complicated with characters in other areas, as there are so many powers to choose from at each level now. I think it was a nice idea to turn a lot of the spells into character powers for spellcasters, except for rituals which take too long to be cast in combat. Still, with all the other stuff I have going on right now, I probably won't buy the books for a while. (But the SRD is probably out there somewhere.... Oh, foul temptation!)
• Zludge/Drudge: I've been rereading the Fudge SRD straight through, just to make sure I've covered everything I should and to pull any missed good ideas for Zludge. I also combined the 3dF of Fluffy and the 4dF of Zludge Prime into a single 3dF progression for both systems. Zludge is getting more streamlined, and I'm quite happy with it on paper. I still haven't had a chance to playtest it much yet, of course.
I've also been checking out diceless games, and I've been hacking out some co-GMing rules. Hopefully those details will make it up here soon.
• Lite Gaming: Reading Fudge's magic system got me thinking about my "non-Scrabble" magic system and so I pulled that out again late last night.
• Inspiriation: I went ahead and bought the Iron Kingdoms World Guide off eBay. So far, it's made for nice bathroom reading. I plan to work their history into my general Tellurian history document; doesn't look like it will be too painful.
• IN Research: I've also finally gotten back into my IN research by reviewing my two big spiral sketchbooks of notes, writing up a Table of Contents/Summary for each.
Anyway, this is just an overview. A lot of these projects will turn into links as more of the details get posted.
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