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Showing posts with label Modiphius Entertainment. Show all posts
Showing posts with label Modiphius Entertainment. Show all posts

Wednesday, August 26, 2020

Thoughts On GMing, Part 2--2d20 and Conan

In the last post, I talked about the idea of limiting the GM's freedom of action as a way to engage the GM in play.  When I was writing that post, I had a number of games in mind, but primarily I was thinking of Modiphius's Conan: Adventures in an Age Undreamed Of.  Conan is interesting in at least two ways--one as a particularly strong implementation of Modiphius's "2d20" system (though it's worth mentioning that fellow 2d20 games Star Trek Adventures and Infinity are both excellent and worth consideration on their own merits), and thus shows off the ways that 2d20 pulls off the creative constraints on the GM.  The other is the way that Conan engages with and emulates genre material, especially problematic genre material, but that's going to have to wait for another post. 

Before getting into Conan and the 2d20 system, I want to give a shout out to the Complex Games Apologist and his Youtube channel.  He has a very interesting channel that discusses a variety of ttrpg topics, but relevant to this post he was the one that convinced me to give the 2d20 system a shot with his series on Star Trek Adventures.  I was skeptical/uninterested in Modiphius's products prior to watching his videos, as I was strongly in the 90s-era mode of licensed property + "universal" game engine adapted to that property equals forgettable shovelware. Modiphius's stuff is anything but shovelware--it's some of the best, most thoughtful licensed adaptations I've seen.  I wouldn't have checked out these games without CGA's prompting and showcasing, and his game analysis, and especially his analysis of the 2d20 games, is some of the best out there.  Check out his stuff.   

So, let's look at Conan.  There's a lot of interesting design in this game--I love the "zones" system for handling distances and the battle space, for one, as well as the very genre-savvy set of mental attacks that include things like brandishing the severed head of your enemies to intimidate your remaining foes.  But the real heart of the 2d20 system, in my view, is found in two things--scene framing, and the push-pull of Momentum and Doom.  These two elements, working together, both constrain the GM's freedom of action in a way that increases player buy-in, while providing the GM with an "mini-game" that keeps him or her engaged in the play experience, all the while still allowing the GM to be a GM and express his or her creative and narrative freedom.

As to the first element, Conan instructs the GM to think about the game narratively in terms of a series of set-piece scenes.  It's the job of the GM to frame those scenes, and the GM is basically given unlimited discretion in this framing.  A key component of this framing is to provide the scene with a series of what you might call in video game terms "interactive elements"--different things that can be triggered or activated by different players in the scene.  The most obvious form of interactive elements are NPCs, but Conan also includes like terrain effects and other sorts of non-living elements as part of the tool-box for the GM to be included in a scene.  [Here, it's worth mentioning Infinity's "psyops" or social interaction rules that provide a very robust platform for running non-combat encounters in a way that doesn't just turn into an unstructured/freeform pure roleplaying experience.]  Once the GM frames the scene, the players and their characters are let loose into that space, and the action begins.

There are a number of games that focus on scene framing and scene elements.  7th Sea 2nd Edition was the first one of these I encountered, and my understanding is that FATE works this way as well.  But the key thing is that once the scene is framed by the GM, once it is "released into the wild" as it were, the GM is constrained in the manner in which he or she can manipulate or change the parameters of the scene.  In other words, once the GM sets up the scene and puts the pieces in place, he or she is now bound by the rules of the scene and is truly "playing the game," albeit with a different palate of options than the other participants.

The game that the GM is playing is defined in terms of the GM's Doom pool.  In an abstract sense, these pools are a quantized version of the "hard moves" of the PbtA games, as the GM spends points out of his or her pool to either boost the actions of the NPC antagonists, or to activate elements of the scene in a way that makes the players' lives harder.  So, the GM can, for example, introduce enemy reinforcements into the scene, but only by spending points out of the pool.  Likewise, the GM could activate an environmental element in a scene (say, the trees in a forest catching on fire) by spending points out of the pool.  The things the GM can do via Doom are, like PbtA hard moves, broad enough as to allow the GM to basically do anything he or she might want to do in a particular situation, but always constrained by the number of points that are in the pool that could power the GM's ideas.  Moreover, the pool system is transparent--the players know how many points are in each of the pools at any time, and all of the spends are constrained by the rules, facilitating player buy-in.

Even better, the source of the Doom pool is the actions of the players themselves.  The basic dice mechanic in 2d20 is that you roll a series of d20s (and, as the name implies, the default is 2), and try to roll under a fixed target number based on your attributes and skills on each die to get a series of successes.  Any "extra" successes can either be spent immediately to generate some bonus effect, or can be banked for future use.  In the case of the players, the bank is called Momentum, and can be used for, among other things, buying more dice on particular tests.  This creates a feedback loop--more dice spent on tests means more successes, which can mean more Momentum to be spent later to generate more successes.  But the players can also engage in "deficit spending" by giving the GM Doom points instead of spending Momentum on a 1-for-1 basis.  So, the players can buy the chance to do some big cool thing, or buy a chance to set up some cool thing down the line, by handing the GM the tools to make their lives harder at some point in the future.  And the Momentum pool usually starts at zero at the beginning of a scene, so the players are likely to "jumpstart" their efforts by buying Doom, especially early on in the scene.

This back and forth creates a natural escalation effect.  The players doing something cool usually requires the players to give the GM the tools to up the stakes and match the efforts of the players.  But, because this is embedded in a very transparent mechanical framework, it doesn't feel like the GM is screwing over the players or just "treadmilling" the adventure to keep things interesting.  The GM is playing the game "by the book" and according to the rules, and I think this aids in getting player buy-in.  And I think the constraints make it more fun for the GM, who gets to throw things at the players with more abandon, knowing that the players have some degree of mechanical control over the escalation.  If the players decide to wipe out the henchmen by loading up the Doom pool, the GM shouldn't feel bad about turning around and spending that Doom to cause more henchmen to appear, or making the bridge collapse under the players--after all, the players handed the GM the stick with which to club them.

The GM section of the Conan corebook goes out of its way to emphasize that Doom is not an adversarial tool, pitting the GM against the players.  That's true in a macro sense, as I think Conan is ultimately a game with a strong narrativist agenda, focused very tightly on the players and the GM working together to recreate the feel of the original Conan stories by Howard.  But in the context of a particular action scene, there is a sense in which the GM and the players are adversaries, and I think that's a good thing.  GM/Player adversarial play is usually seen as a problem because, as I mention in the previous post, it is by definition not a fair fight.  If the GM can just press the "I win" button at any time, then a competitive relationship between players and GM is ultimately no fun for anyone.  But if you give the GM rules and limitations, all set out transparently for all involved, then adversarial play can work, and can be fun for everyone involved.  After all, competitive board games are fun even though the participants are adversaries, or at least they can be.

This structure works particularly well in the specific context of a game that is trying to emulate the Howard stories.  I am in the process of reading these stories now, and the two things that jump out at me about them is (1) how scene-based they are, with cuts from set-piece to set-piece; and (2) how many setbacks and reversals they contain.  A GM who pours on the Doom and puts the characters under strong pressure in a scene, and then cuts away to another scene is staying well within the genre emulation dimensions of the game, so the narrative agenda and the mechanics support each other.

Ultimately, the real benefit for me of the 2d20 system set forth in Conan is that it allows the GM to feel like he or she is still playing a game, while also still getting to be a GM.  Yes, the GM is a story-teller, but he or she is also a player, and can feel free to push the Doom pool all the way to the redline, and thus correspondingly push the PCs to the redline.  Limiting the GM's freedom of action via the amount of Doom in the pool also takes away a big part of the sense of obligation on the part of GMs to dictate the play experience.  If you are getting burned out as a GM with the "story concierge" experience I mentioned in the previous post, then I think Conan or the other 2d20 games provides a nice antidote.   

Friday, November 1, 2019

40 Characters before 2020, #2--Conan, Adventures in an Age Undreamed Of

So, 13th Age in Glorantha is next on the list, but I've had a really rough day today and so I am going to audible to Conan: Adventures in an Age Undreamed Of by Modiphius Entertainment.  I stayed away from Modiphius's stuff until very recently, on the assumption that (1) they basically do exclusively licensed products, and licensed RPGs are usually bad, and (2) they use a house system, which when combined with licensed products is a particularly strong warning sign.  But I was completely wrong--Modiphius's 2d20 system in general, and Conan and Star Trek Adventures are great, and I have become a big Modiphius fan of late.  I am probably going to write reviews of both games, but for purposes of this particular post the real benefit of both games is that they favor a random lifepath generation system, which is about the maximum I can handle tonight.

So, Conan, swords and sorcery.  We are on even number posts, so this character is a woman. Let's go.

Step One:  HomelandConan is all about the Hyborian Age of the Howard stories, so the first step is to determine which of the Hyborian kingdoms and lands you character is from.  Rolling 2d20, I get a 19--Argos, which is a Greece-expy.  Argos gives my character a Talent--Sea Raider, which reduces the difficulty of Sailing and swimming tests in home waters by one.  I also speak the "Argossean" language.

Step Two:  Attributes.  Conan has seven attributes--Agility, Awareness (i.e. perception), Brawn, Coordination, Intelligence, Personality, and Willpower.  All attributes start at 7, and are modified by two "attribute aspects."  Rolling randomly, I get a 3 ("Acute and Aware") and 15 ("Dexterous")--I think I'm heading toward some kind of spy/thief/scout type.

Each attribute aspect provides two "mandatory attributes," and between the two aspects, one attribute gets boosted by +3, one by +1, and the rest by +2.  So, "Acute and Aware" has Awareness and Intelligence, and "Dexterous" has Agility and Coordination.  I'm going to make Awareness my +3 and Intelligence my +1, leaving Agility and Coordination at +2.  Each aspect also provides two optional attributes, and one of those gets a +1.  "Acute and Aware" has Agility and Coordination, and "Dexterous" has Brawn and Willpower.  I'm going to go with Agility for the first and Willpower for the second.  This results in the following ability scores:

  • Agility-10; Awareness-10; Brawn-7; Coordination-9; Intelligence-8; Personality-7; Willpower-8.
Step Three: Caste.  Caste provided two Talents, a +1 Expertise and Focus to a Skill (Expertise is the normal skill level, Focus is the number you have to roll under [low rolls are good in 2d20] to get a bonus success), a starting social standing, and determines which table you roll on for the next step.

I rolled a 6, for "Farmer."  That gives me the Homesteader (reduce the Difficulty of Survival checks in Argos by one) and Subject (when in Argos, reduce the Upkeep [i.e. the money I have to pay in between adventures] by one) Talents.  I also get +1/+1 to the Animal Handling Skill.  Finally, I get a Social Standing of 1.

Step Four:  Story.  As a Farmer, I roll on the Farmer Stories table for what happened to my young farm girl in her earlier years.  I rolled a 14 for "Meager Soup and Angry Eyes"--basically things were lousy, life in the village was tense and unpleasant, I made enemies by poaching/stealing extra food.  Pretty good reason to leave and become an adventurer, I think.

This also provides a Trait, in this case "Traitor," which can be used as a key to recover Fortune Points.

Step Five:  Archetype.  This is basically the loose equivalent of character class.  I rolled a 19, and got "witch/shaman."  Hmmm, maybe the villagers got mad because I turned to "forbidden techniques" to feed my family, or were jealous of my powers.  I like that.

Archetype provides a +2/+2 in a "career skill" (Persuade in this case), a Career Talent for that skill (Force of Presence--one extra die of damage on mental attacks, which is a big (and cool) part of Conan), +1/+1 to four other skills (Alchemy, Counsel, Healing, and Lore), +1/+1 to two of three pre-selected skills (I'll go with Sorcery and Thievery, as opposed to more Animal Handling), and a bunch of gear (a knife, a leather jacket, an alchemist bag, a healer bag, a library, and a horse or donkey).  Taking all of that together, my skills are now:
  • Thievery-+1/+1, Alchemy +1/+1, Healing +1/+1, Lore +1/+1, Animal Handling +1/+1, Counsel +1/+1, Persuade +2/+2, Sorcery +1/+1
Step Six: Nature.  Nature is your core personality type.  I rolled a 1, for "Cautious," which fits in with what I thinking about with her so far--it's not paranoia if her neighbors really are out to get her.

Cautious provides +1 to Willpower, +1/+1 to Lore, Parry, and Stealth, +1/+1 to two others (I'll go Animal Handling and Sailing, as opposed to Athletics), and a Talent with one of the above Skills.  I'm going to go with the "Living Shadow" talent for Stealth, that grants bonus Momentum (a currency generated by successful tests) on Stealth tests when trying to remain unseen. 

Attributes and Skills are now:
  • Agility-10; Awareness-10; Brawn-7; Coordination-9; Intelligence-8; Personality-7; Willpower-9.
  • Stealth +1/+1, Thievery-+1/+1, Parry +1/+1, Sailing +1/+1, Alchemy +1/+1, Healing +1/+1, Lore +2/+2, Animal Handling +2/+2, Counsel +1/+1, Persuade +2/+2, Sorcery +1/+1
Step Seven: Education.  The name here is pretty self-explanatory--how you learned what you learned.  I rolled a 10, for "Family Footsteps."  Witch-ing is a familiar affair, and I learned what I learned from mom, before the village turned on us (and killed mom?  Maybe).

Family Footsteps provide +1/+1 to Discipline, Resistance, and my career skill (Persaude).  It also provides +1/+1 to two of three Skills (here I'll do Society and Survival, as opposed to more Animal Handling).  I also get a Talent for one of those Skills, and I'm going to go for Courageous for Discipline, which lets me re-roll one die on a Discipline test, and gives me one point of Courage Soak (basically mental armor).  Since I am going to be dealing with magic and stuff, having that Soak seems useful.  I also get a family trinket, and I will go with a necklace with a wooden charm carved by my mother.  

So, the new Skills are:
  • Stealth +1/+1, Survival +1/+1, Thievery-+1/+1, Resistance +1/+1, Parry +1/+1, Sailing +1/+1, Alchemy +1/+1, Healing +1/+1, Lore +2/+2, Animal Handling +2/+2, Counsel +1/+1, Persuade +3/+3, Society +1/+1, Discipline +1/+1, Sorcery +1/+1

Step Eight:  War Story.  War Story is an encounter with danger or conflict that set your adventurer on her way.  I rolled an 11 for "Shipwrecked."  Maybe we were trying to flee our village and their bigotry, and our boat ran aground--geez, our lady can't catch a break.  Anyway, that adds +1/+1 to Athletics and Sailing, giving a skill list of:

  • Stealth +1/+1, Survival +1/+1, Thievery +1/+1, Athletics +1/+1, Resistance +1/+1, Parry +1/+1, Sailing +2/+2, Alchemy +1/+1, Healing +1/+1, Lore +2/+2, Animal Handling +2/+2, Counsel +1/+1, Persuade +3/+3, Society +1/+1, Discipline +1/+1, Sorcery +1/+1
Step Nine:  Finishing Touches.  First, you get to add two points to attributes.  I'm tempted to put both in Personality to really help my Persuade (which is tied to Personality), but I think I am going to go with 1 in Personality and 1 for Intelligence to help out with Alchemy and Healing.  This results in:
  • Agility-10; Awareness-10; Brawn-7; Coordination-9; Intelligence-9; Personality-8; Willpower-9.
You also get three points to Skills.  I would think she needs at least one weapon skill, but I have a way around that, so I'm going to go with +1/+1 to Acrobatics to give some defense against ranged attacks.  I could go all-in on Sorcery and trade in a bunch of those talents for spells, but I think instead I'm going to be a "white witch" and focus on Alchemy, I'm going to add the other two to Alchemy.  Final skills:
  • Acrobatics +1/+1, Stealth +1/+1, Survival +1/+1, Thievery +1/+1, Athletics +1/+1, Resistance +1/+1, Parry +1/+1, Sailing +2/+2, Alchemy +3/+3, Healing +1/+1, Lore +2/+2, Animal Handling +2/+2, Counsel +1/+1, Persuade +3/+3, Society +1/+1, Discipline +1/+1, Sorcery +1/+1.
I get a bonus talent, and I am going to go with Alchemist, which lets me re-roll one d20 on every Alchemist test, and lets me use Alchemy as the attack skill when using alchemical weapons.  Bombs away!

Finally, I get a bonus language (I'll go with Aquilonian, Conan's once and future kingdom).  I also get a personal belonging (17--a necklace of animal teeth and bones), a garment (9--"furs and pelts with threads of a quality befitting your station"), two weapons ("a broad-headed axe. . . ripped from the hand of a brigand you slew" and "a whip . . .decorated with polished stones").  

Step Ten:  Final Calculations.  Vigor and Resolve are sort of like physical and mental HP, respectively.  Vigor is Brawn+Resistance (for 8); Resolve is Willpower+Discipline (for 10).  My starting Gold is equal to Personality+Society (for 9).  

I also get a Melee damage bonus of 0 (because my Brawn is less than 9), a Ranged damage bonus of 2 dice (for an Awareness of 10) and a Mental damage bonus of 0 (for the 8 Personality).  

Now I need a name, an age, and a personality, and an appearance.  Since she is from the Greece-equivalent, I think I am going to go with Cassandra, a name I have always liked.  I think Cassandra is young, but has seen some shit, so I'll go with 20.  Looks-wise, I'm going to go Greek-inspired, very dark hair and eyes, on the short side (maybe 5'2" or so), with long hair that often covers her face to make her look a little mysterious.

Personality-wise, Cassandra is basically good-hearted, but is also a hustler, and a suspicious person as a result of her rough early experiences.  She's a charmer, or wants to be, but is a little too eager and too blunt to be a full-on con artist.  Despite her propensity for schemes, she really does know a ton about herbs and potions and charms, and has a wicked aim with her more damaging concoctions.  

Final Cassandra Character Sheet
Name:  Cassandra
Age: 20
Appearance:  Dark, long hair (often in her face), dark eyes, short
Personality:  Suspicious, charming but intense, a hustler
Archetype:  Witch
Homeland: Argos
Trait:  Traitor

Agility:  10, Acrobatics +1/+1, Stealth +1/+1
Awareness: 10,  Survival +1/+1, Thievery +1/+1
Brawn: 7, Athletics +1/+1, Resistance +1/+1
Coordination: 9, Parry +1/+1, Sailing +2/+2 
Intelligence: 9, Alchemy +3/+3, Healing +1/+1, Lore +2/+2
Personality: 8, Animal Handling +2/+2, Counsel +1/+1, Persuade +3/+3, Society +1/+1 
Willpower: 9, Discipline +1/+1, Sorcery +1/+1

Talents:  Sea Raider, Homesteader, Subject, Force of Presence, Living Shadow, Courageous, Alchemist
Languages:  Argossean, Aquilonia
Vigor: 8
Resolve: 10
Soak: Armor 1 (Leather Jacket; Torso/Arms), Courage 1
Bonus Damage: Melee 0, Ranged 2, Mental 0
Fortune Points: 3
Gold: 9