Monday, August 12, 2013

Roleplaying Systems & Storytelling

I'm going to start off this post by making some broad generalizations about people in the roleplaying game community.

1) We like telling collaborative stories with our friends.
2) We like playing boardgames with our friends.
3) We often want to do both 1) and 2) at the same time with the same people.

Fortunately, roleplaying game systems allow us to do just that. But not every story is equally well told by every RPG system. If your group is anything like ours you've run into what we've come to call the "limits of a system." As Jeremy mentions in his last post, it can be difficult to play Captain Malcolm Reynolds in a team of specialists using a game system like Pathfinder. The d20 System and its descendants all have a "roll-high" mechanic that determine outcomes based on whether or not a player can surpass a target number (Difficulty Class or DC). This encourages players to build specialized characters with a high single stat in order to bypass that DC so that they can feel like they're more successful.

The concept of a generalist character is limited by the fact that the d20 system, mechanically, heavily favors specialists builds. But my argument is that this is not a inherent flaw with the game system itself. I think that this is a problem that results from the dissonance created when a game system doesn't align with the type of story trying to be told. For example, if I want to tell a gritty, super lethal, cyberpunk intrigue set in a dystopian future I wouldn't use the Pathfinder or d20 Systems. HP and AC are great abstractions but don't perfectly capture the feeling of intense laser gun shoot outs or seat-of-the-pants hover car chases. I'd probably use Shadowrun or Paranoia (depending on how much hilarious backstabbing I wanted) because those game systems were designed with that setting and story structure in mind.

A roleplaying game system really shines when it is used to tell the stories that it was originally designed for. Dread is a great example. It's an incredibly effective storytelling system for how simple the rules are. 95% of the mechanics revolve around a Jenga tower. In order for your character to accomplish difficult tasks, your player pulls a block out of the tower. If the tower falls down, your character dies (or is otherwise removed from the game). You can also elect to intentionally knock down the tower which represents your character going out in a blaze of glory. That's pretty much it. Dread is a great system to tell a horror and suspense themed story because the mechanics support the slow building of tension that is so critical to the telling of a compelling suspense thriller. With each successful act there is an increasingly likelihood that the next act will result in both failure and lethality because the tower becomes more and more unstable. When the tower falls and someone dies, tension is released and the tower is rebuilt, only to come crashing down again at another dramatic peak.

As great as Dread is for horror, it's terrible for a pulpy, sword-and-sorcery type game. Dread assumes that most of the protagonists die by the end of the story. There's very little chance for epic greatness when your character is literally one action away from death at all times. If I want to tell a story about Conan the Barbarian, I want a system that assumes that the players win, forgives mistakes, and allows recovery from streaks of bad luck. I also don't want a system that has too many rules for elements outside the scope of the story I want to tell. I don't need to know how to handle acceleration and vector based turns or how much damage my character would take from orbital bombardment. What I do need is a system that allows me to tell a story where my character cuts the head off of a dragon and wears its skin for a cloak.

Now there are exceptions to this, of course. James Jacobs' Unspeakable Futures and  F. Wesley Schneider's Mass Effect/Pathfinder mashup are a couple of examples of how the Pathfinder/d20 system can be adapted to genres beyond Sword and Sorcery. The key word there is adapt. Game rules will never perfectly capture what it's actually like to do the things we talk about in stories. It's all about verisimilitude. And ultimately it's a matter of group consensus that will determine which RPG system you end up using. Whatever is the most fun.

Monday, August 5, 2013

Stat numbers and the nature of a hero, or, Do You Really Need That 18?

Most of the gamers I've ever met have tried, at some point, to stat up their favorite heroes and villains from books, tv, or other games. The problem with this is that heroes, in fiction, are generally pretty good at everything. Protagonists tend to be strong, fast, healthy, smart, perceptive, and charismatic. That's why reading about their adventures makes for good escapist fantasy. But it's easy to throw up your hands and say “you can't make [that hero] in D&D, the point buy numbers are too low.”

But are we setting the bar too high?

I'm going out on a limb and guessing that anyone reading a blog called “Kill it with Dice” is probably fairly familiar with the Firefly universe.

On the Serenity, it's easy to pick out who has the highest intelligence (Simon), charisma (Inara), dexterity (River), wisdom (Shepard Book) or strength (Jayne) but it's not so easy to stat up Malcolm Reynolds or Zoe Washburn, the leaders. They're good at everything. But the important thing to recognize is that they are not as good at anything as the crew's resident specialists (that's why the specialists are hired in the first place).

Mal and Zoe are the kind of people who, in an rpg, have a 13 or 14 in most of their stats. They won't hit with every bullet or succeed on every check, but that's part of what makes watching them so much fun.

Now consider the kind of people who have 18s. Since we're already discussing the Firefly universe, consider Mr. Universe (maxed int), or River (maxed dex). Or how about this guy? Who's more interesting to watch in that clip? The guy with 18 str and 16 con, or the guy with a 14 in both of those, but with some int to boot?

People with 18s are some dysfunctional, odd people. When I see a character with an 18 in a stat, I wonder what other stats and personality factors they're giving up for that level of specialization. I'm always interested to see whether the player will use the idea that their character is better in their chosen field than 99% of the human population in their role-playing.

It's generally accepted in tabletop rpgs that the PCs are heroic specialists, people who are amazingly good at what they do. Most parties are built with an eye toward “balance” and an assumption that each character will be remarkable at what they do and pretty terrible at everything else. When someone brings a charismatic fighter or a strong sorcerer to the table, eyebrows are raised. Mechanically, there's no reason to put any points into those stats.

But I'd like to throw this out there: maybe characters don't need to be specialists, and maybe specialists don't need to be the pinnacle of human possibility. Unless your game is the kind of party vs GM stat-fest where you really do need to squeeze every last +1 out of every line on your character sheet, it's probably worth it to build the character that you want to play. I've often found myself making a character and thinking “it's too bad the build doesn't have room for a positive int modifier... it would be fun if this guy was kind of smart.”

It's interesting to remember that a lot of the heroes that we love to watch or read about aren't the smartest, fastest, or strongest out there.

What do you think? Is it viable to play Malcolm Reynolds in your game? Is there room is modern fantasy role-playing for a generalist with a primary stat less than 16?

Saturday, July 6, 2013

New Girl at the Table

 Danielle is a new player in a game with Anthony and Jeremy.
 
 I'm the one that got away—almost.

    I never got involved in roleplaying games when I was a teenager, though it would have been right up my alley.  Obsessed with fantasy since I was a kid, I gobbled up every book on wizards and dragons that I could find.  Then, when I was 13 and looking through the bargain bin at my local library's yard sale, a huge event for a sleepy rural town, I scored bigtime.  I found Dragons of Autumn Twilight by Margaret Weis &Tracy Hickman.  From the first scene where the guards burst into the inn, I was hooked.  I devoured it, finding everything a tween could hope for, a band of unlikely heroes, magic, dragons and bad guys aplenty, dungeons and mysteries, all waiting for me to discover them.   Adding to the appeal of the series, it was suitably, tantalizingly racy.  I remember this scene with an elf bathing in the moonlight...  Anyway, I wanted more.

   I learned gradually that there was not just three or twelve books set in the Dragonlance universe, but over 190 volumes.  It vaguely occurred to me that these were interrelated, and I had some notion that the people involved in writing the series all knew each other, but it took me a long time to put it together that the books were based on a series of Dungeons & Dragons campaigns.  The Dungeons & Dragons rulebook was more expensive and daunting than pulp paperbacks, and my teenage self wanted instant gratification, so I was surprisingly slow on the uptake, even when one of my high school friends showed me dungeon maps he had drawn up in math class (putting his graph paper to good use).  To me, fantasy was something that happened on the page, and I was a huge fan, and I sympathized with the characters and came along for the ride.  Aside from choose-your-own-adventures, though, I would always be a passenger, and the people who wrote and participated in such stories were impossibly far removed from me.

   Fast forward to this year.  My appreciation for stories has deepened and matured, and that gulf between me and the exalted class of magicians and storytellers has narrowed to a gap I might easily cross in one step.  I find myself thinking, “I would have done it this way,” or “that villain is more interesting than the heroes,” and watching from the wings, itching to try out each character's part.  So when Jeremy invited me to a game he was starting I was thrilled, not just because it's great to watch his face light up when he's doing something he loves, but also at the opportunity to share a fantasy world as a group experience and participate in a living, breathing story.   I've come to roleplaying the long way around, but it is just as satisfying for me to manhandle and steamroller the GM's encounters, to laugh at the alchemist chef's antics and flee in terror from giant scorpions that will kill us at Level 1, to learn the seductive nature of powergaming and the delicate balance of roleplaying.  I'm new to roleplaying and the Pathfinder system, but I am not new to fantasy, and it's a pleasure to discover the mechanics behind the stories that have always fascinated me.  At some point we were all new players, and as That New Player, I'd like to say thanks to the people who stop what they are doing long enough to explain things to us at the table. 

Tuesday, July 2, 2013

5 Questions That Will Help You Make a Better Character


1) Why are you an Adventurer?       

Of all of the ways to earn a living in the fantasy world, adventuring probably has the greatest potential for both risk and reward. Sure, that pile of gold coins is enough to set you up for the rest of your life. And your kid's life. And your kid's kid's life. Too bad there's a dragon in between you and it. Your character should have a reason for adventuring beyond simple greed. Maybe you have an altruistic streak. Or maybe adventuring is a last resort. Figure it out so the next time your character is paralyzed neck deep in ghouls you'll know exactly what brought you there.


2) Why are you working with your fellow party members?

This goes along with 1) but is important enough to be it's own Question. While it's not very important that all the characters in the party necessarily like each other, it is crucial that they get along well enough to work together. There are certain roleplaying tropes out there that seem immensely appealing to play but in reality can be difficult work into a cohesive party. You know the ones. The gruff dwarf who hates everyone, the sly thief who will steal just about anything, the Chaotic Evil servant of the Blood God who, well… wants to kill everything. There's a metagame reason why all of your characters are adventuring together. It's because you're all (nominally) friends at the table and have decided to tell a collaborative story. But if you're playing a character with an abrasive personality ultimately the onus is on you to figure out why the other party members don't just kick your annoying butt to the curb.


3) What are your long term goals?       

This is probably also tied in with 1). Your character probably doesn't intend to be an Adventurer for the rest of his or her life. They probably have aspirations beyond an inglorious death in the middle of a swamp infested with dire rats. Maybe they have grandiose dreams of taking down the Tarrasque. Or maybe they're simply content to settle down and retire after buying a roadside inn with all of their loot. In any case, knowing where your character is headed makes it easier to make roleplaying decisions on the fly.


4) What are you passionate about?   

Passionate people are interesting. They're usually the main characters in stories because we find them interesting. You can generally get a good sense about a person based on what elicits strong emotional responses from them. What are the things that they love? What are the things that they hate? And to what degree do they feel for these things? Answering these questions sets you down a path towards more questions like: Why is your character so strongly compelled to stab [that NPC]? Does he remind you of someone from an event in your past? Is the response tied to anger, jealousy, self-loathing, or some other strong emotion? It's a bit of work to navigate through these sorts of questions but I promise that the result is worth it. You'll have a deeper understanding of who your character is and what he or she would do in a given situation.


5) What are you afraid of?

More than just a strong emotional response, fear is a back door into someone's head. Fear goes beyond love or hate. It's a base instinct for self preservation. Figuring out what your character is afraid of and why can be hugely rewarding to you as a roleplayer. You might not want to imagine your character with weaknesses. That makes sense. If you're imagining a heroic adventurer in a fantasy world, why would you make that character afraid of anything? Because it's fun. Say the half-orc wizard was once a slave, for example. He hated it and will do anything to avoid captivity. So when the Gnoll slavers ambush the party he goes crazy. He starts exploding everything left and right, not caring who else gets caught in the crossfire so long as the Gnolls don't get him again. Having your character afraid of something, however minor, sets up the potential for hugely engaging roleplaying situations.

Friday, June 28, 2013

Optimize Your Roleplaying #5: Collaborative Character Design


     Roleplaying games are collaborative endeavors from start to finish. While a GM can plan a campaign or a session alone, ultimately he needs players to run through that story. The story doesn't just consist of the encounters GM sets up but also how the players resolve those encounters. Both the GM and the players are working together to tell an epic story that everyone can be a part of. The more collaborative the story telling experience, the more fun everyone has at the table.

     I think that this type of collaboration has a place at character generation as well. Normally, in my group, character creation is a very individual process. A GM announces the type of game that he wants to run, details the setting, and lists criteria that he'd like the players to follow. Then the players go off on their own and write up a character in the way they think best. Almost all the inter-player discussion that happens revolves around balancing party mechanics and the interaction of abilities, spells, and the like. A couple of weeks later, we all sit down at the table, proudly placing our fine-tuned character sheets down only to be stopped dead by the dread question, "So how do your characters know each other?"

     But cooperating with fellow players during character creation holds rewards beyond simple party balance. The opportunity we're missing here, is to incorporate elements of other PCs' backstories into the write up of our own PCs. Instead of a mad scramble to figure out how a motley crew of adventurers would immediately get along come the first session of a campaign, we could be hammering out backstory and working out the exact details of our characters' pasts with one another. What's more is that we're missing the opportunity to craft a deeper and more engaging story even before the adventure has begun.

     I think ideally, the first session of every campaign should be character creation. We would all sit down at the table and work out what classes and races we wanted to play. Then we’d determine whether or not our characters had any sort of shared backstory then work out that backstory as needed. I think as an individual, the average roleplaying gamer has a strong sense of what he wants his character to be. So when two or more players work together to create a shared background for their characters, it can become a tricky little thought exercise to mesh two strong ideas of character together.

     I think getting into the habit of having these thought exercises with your friends can be a fun way to foster creativity when coming up with PC backstory and motivations. After all, you can’t think of everything. And bouncing ideas off of one another can end up creating more compelling backgrounds than one player could have alone.

     The other benefit from these exercises is that while working with another player in order to come up with a shared background is that you and your fellow player are investing the time and thought to become intimately familiar with your characters. You already know what they’ll do and how they’ll act in a given situation.  The fact that you’ve spent so much time thinking about where these characters are from and what they’ve done together has given you a solid basis from which to build a compelling personality.

     So go forth! Collaborate! Generate! Roleplay!