September 2010

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A few weeks ago I started contemplating the idea of having much more abstract rules for character creation. But what do I mean by abstract in this case? “Abstract” for me means having a player create a character less by filling out a character sheet, but more about writing out some description of the character and running with it.

Abstract Dice Image

Abstract Dice Image - from Clipart.com

When it comes right down to it, your typical party of PCs doesn’t really need much to describe it. Sure, most games use character sheets to note scores, skills, and stuff for each character as reminders of how to describe such things, but do we really need it?

What if we could simply take a character concept and describe a few basic things:

  1. How does your character appear to the others? (A brief paragraph that you can read or hand to a player to answer this essential question.)
  2. How does your character see him or herself? (Another brief paragraph that is more for the player than anyone else.)
  3. How does your character behave around other people? (What is the character’s personality like? Are there any behavioral triggers that produce an emotional response?)
  4. What is your character good at? (A list of the top 5 things the character does well.)
  5. What is your character bad at? (A list of the top 5 things the character does poorly.)
  6. What does your character own? (A list of the “stuff” your character has currently on his or her person.)

Now… Some may not like that this approach takes a lot of writing. I know many people who think writing is evil, difficult, and to be avoided at all costs. So it could probably be boiled down to a set of lists.

Some of these qualities would change over time, so you’d still need a character sheet to write things down on.

And the only thing missing is a way to resolve actions and/or damage in combat. If you boil #4 and #5 down to simple lists of common skills or actions (i.e. Swordsmanship, Acrobatics, Jumping, etc…) you could use a single die and modify it…

So let’s say you get, in your top 5 “good” actions – an Amazing, an Excellent, two Goods, and an OK. Your “Amazing” action would get you your base die + 4 dice. Your “Excellent” would get you your base + 3, etc. Or perhaps it’s just the base die + 4, 3, 2, 1… Though people like to roll lots of dice sometimes, so who knows…

Same on the other side… A “Horrible”, “Poor”, etc… Maybe we don’t really need this and just go with the base die for anything not explicitly called out in the “good” actions. Naked roll.

And it’s just roll vs. roll. Each character would have 5 “hits” before unconsciousness and a coup-de-grace hit after that kills them. Each time an action resolves not in favor of the PC, it counts against a “hit”. And they heal a “hit” per “day” in the game.

This is beginning to sound suspiciously like the old Vampire game with its dots. :)

Are there any games out there that already work this way? Or have you played with more abstract roleplaying concepts in the past? Let’s start a conversation! I’d be interested to see where things end up…

–Fitz

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When I reviewed Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 1 back in October 2009, I felt it was a monumental and worthwhile compilation of game material from around the blogosphere. Jonathan Jacobs somehow managed to do everything from curating the articles to having the book printed and available. The result was a book that managed to provide players and gamemasters, both new and old, more inspiration than you could shake a stick at.

With Open Game Table: The Anthology of Roleplaying Game Blogs, Volume 2 (OGTv2), Jacobs managed to get much more help with nearly every part of the process – from nominating material to editing, art, and so on. He even managed to get sponsors to help foot the bill to pay for part of the publishing effort so it wasn’t all out of his wallet.

To avoid any misconceptions, I helped with a couple of parts of the process of OGTv2. I worked as a peer reviewer and contributed some funds to help get the book printed. But even with my help and the help of many other folks, I suspect Jonathan put in the lion’s share of the work on this book.

That said, this book is simply astounding from the description of the daily gaming convention on the web in the foreward from RPG industry veteran Justin Achili to Trent Colwell’s hilarious article – “The Tale of Jacques: A Study in Ignominious RPG Death” – in which poor Jack’s character drowns in spectacular fashion teaching everyone to make sure the rope is tied off before you jump into a torrential river of death… I think there’s something for everyone stuffed into this 158 page volume…

→ Read More at Game Knight Reviews here

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Yahoo! The Summer 2010 issue of Kobold Quarterly is overflowing with chewy gaming goodness. And if you’re just in the mood for some amazing art, cover to cover is full of spectacular full color and black and white art, starting with “The Paladin’s Treasure” on the front cover. We all knew Paladins were adventuring for something other than the mythical dragon hoard… but don’t tell that to the dragon!

Just in time for Gen Con this summer, the Kobolds were busy bringing theory and practice together to provide inspiration for gamemasters and players alike. But if you’re looking for loot, there’s plenty of that too. As Wolfgang Baur, Kobold-in-Chief, explains in his Editorial – generosity is not an optional quality for good leaders. Viking jarls knew better than to not treat their berserker hordes to good meals, handfuls of gold, and public recognition for great deeds. Wolfgang and his own talented horde do that in each issue of Kobold Quarterly, so I doubt his audience will turn on him any time soon…

I was intrigued in this issue by the wide array of articles – from a detailed description of how to play an Aasimar (angel avatars used to fight evil in mortal realms) from Kolja Raven Liquette to an intriguing ecology article from R. William Thomposon about the Tengu I had no idea were as civilized as they seem to be. The Tengu have intrigued me ever since college when we ran into a few in a session, but now I might have to play one as an NPC!

→ Read More at Game Knight Reviews here...

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PC Therapy?

A concept came up in discussion a couple of weeks ago about how to resolve inter-party issues. We’re not going to try it ourselves, but I wanted to write about it a bit to share it and ponder the idea a bit.

It’s simple really…

For each other character in the group, a player will write down in a few sentences what their character thinks of them. So if you have four PCs in a group, character A will write about B, C, and D. Character B will write about A, C, and D, and so on.

And if you really want to make things interesting, you can also ask for feedback on what the players think about their character and the others in the group.

The GM would then gather these little summaries and… then what?

That’s really where the idea stopped. What would the GM do with these little snippets of information? Would they distribute them to the players after sanitizing the text a bit to protect the players? Perhaps come up with the top 3-5 things for each character and distribute that?

But how does that information help the player? Once a character is created, it’s tough to change their personality or how they behave towards other PCs or NPCs.

Would this technique be more useful to a group just starting out or a group of more experienced roleplayers?

I think in our case, this technique would be very interesting, but ultimately self destructive. I’m not sure any of us would be prepared for what might come to the surface.

Any thoughts?

–Fitz

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