16 December 2011

Ninjas & Nerf Swords

I was browsing through /r/rpg and I came across this thread asking for a simple resolution system that uses Nerf weapons instead of dice or some other randomizer. The twist? The mechanic can't be to actually fight with the weapons.

The person asking the question also presented what they wanted in the way of character stats:
I'm thinking of three stats - Magic, Cunning, and Brawn. I'm not sure what the three stats actually do at this point, but I'm thinking characters get to assign a 3, a 2, and a 1 to the three stats, prioritizing however they want to. Then, for each point in their stat, they can throw in something like an aspect of fate. So it looks like this:

Sarkar Dark-Eater Elven Warlock Magic: 3 Summoning, Brain-Eating, Creepy Dark Eyes Cunning: 2 Lying, Insulting Brawn: 1 Gut-Tearing
Being the person that I am, I couldn't resist taking a stab at this challenge. I whipped up this simple game in about 20 minutes.

Ninjas & Nerf Swords

Character Creation

Characters are defined by 3 stats: Magic, Cunning, and Brawn. They have 6 character points to distribute among the 3 stats. For each point they have in a stat they can apply one Aspect related to it. They can tag these Aspects for bonuses during play.
Ex: If a character has 3 Brawn then their Aspects might be Bulging Muscles, Built like a Brick House and Ox-like.

Aspects as Powers

Players may choose to define one or more of their Aspects as powers. If they do so the Aspects may not be tagged as described later in these rules. Instead the player defines the nature of the power. This could be something like raising the dead or being a "totally bad-ass backhanded axe-cleave that beheads any monster". A player may activate each of their powers only once per scene (as defined by the GM).

Resolution

Whenever there is need for resolution the GM decides on the difficulty. Based on the difficulty the GM selects an object to pitch at one of the players. The harder the difficulty the smaller the item and the crappier the pitch can be. The challenging player must hit the thrown object with their Nerf weapon. If a caster is using a Nerf gun place the target farther away from them. Players get a number of attempts to hit the target equal to the relevant stat. An assortment of different sized whiffle balls and stuffed animals would likely be best for this. You may also wish to play outside or in a large space free of things that could be broken.

Tagging Aspects

During any challenge that a player is involved in they may declare one of their Aspects relevant. This is called tagging. When they do so they can alter one thing about the difficulty of the challenge. For example, they may make the target bigger or demand that the GM pitch underhand. Alternatively, they can be granted 1 additional pitch/shot. Once an Aspect has been tagged it may not be tagged again until a new scene (as defined by the GM) has begun.

Character Health

Characters do not have health points. Instead, anytime they would take damage reduce one of their stats by 1. The reduced stat should reflect the kind of damage they took (Magical, Psychic/Emotional/Social, Physical). The player may avoid this damage by pounding back a beer (or some performing an embarrassing task if they are under age). If a stat would be reduced to 0 the character falls unconscious and may be revived by tagging a healing Aspect or a friendly NPC in a subsequent scene. If it falls below 0 the player should be ridiculed and forced to create a new character with a smaller, less fearsome weapon.

GM Challenge Rule

If the majority players believe that one of the GM's rulings is "bogus" they may select a champion to challenge the GM to a duel. The first to score 3 clean hits with a nerf weapon is declared the winner and a new rule is codified into the game. A player may not use a challenge to overturn an existing rule created in this manner.

The Anti-Power Rule

The GM may reduce the effectiveness of a power at any time for a single usage if it would cause narrative problems (such as gut-tearing the BBEG). When the GM does so they must give the affected player a +1 temporary stat bonus. This does not grant an additional Aspect. It is removed at the end of the scene. Players may challenge these rulings on an individual basis by challenging the GM (as above).

Sarkar Dark-Eater, Elven Warlock

Magic: 3
Cunning: 2
Brawn: 1

Tag Aspects: Creepy Dark Eyes, Lying, Insulting
Power Aspects:
  1. Summoning - Summons a 1/1/1 demonic familiar to aid him for the remainder of the scene.
  2. Brain-Eating - May consume the brain of a foe to restore 1 point in any stat. May learn one memory from the eaten brain.
  3. Gut-Tearing - May designate a single previous attack by either himself or his familiar as "Gut-Tearing". This retroactively kills the target.


11 December 2011

Alvaro C. Vargas, Space Grifter

When I’m not busy slacking off from writing blog posts I tend to spend my time as a moderator for a role playing community known as r/RPG. I spent the last couple of weeks making daily updates to something I called the “Play by Poll Experiment” on this community.

The experiment I had for r/RPG was to do something similar to a Quest Thread. A Quest is essentially a text adventure done over a messageboard or forum with one person leading the narrative and the rest arguing and/or voting for the main character to make actions. In my incarnation I created a survey form using Google Docs that contained an update to the story and a number of actions that the character could take. I would then post an update in around 24 hours with a new set of questions and a continuation of the plot based on the votes. I did this for a total of 14 updates with moderate popularity. The full story, sans unsuccessful options, can be read here.

What comes next is a bit of a post-mortem on the play by poll experiment, so you may want to read through the above link before continuing.

On Setting Selection


At the very beginning of the Play by Poll Experiment (hereafter referred to as PbPE) I put up a poll where people could vote on a setting tagline and a few character options. The taglines were a little tongue in cheek with options such as “in space, where nobody can hear you scream” or “in a land of rainbows and unicorns and man-eating giants” and I got a pretty good mix of votes among them. Space came out as the winner, but I couldn’t help but notice that there was a major drop off on interest once people realized their setting choice didn’t win. think the problem here was that I offered too many options and ended up splitting the vote. This ended up with a setting winning a majority when a minority of voters overall selected it. It would be too much work to setup a transferrable vote option to alleviate this, so I think the best option would be to provide fewer choices.

If I were to do this again I wouldn’t allow for more than 3 setting choices or I would go in the other direction with voters selecting multiple elements which get combined into something of my choice.

On Character Creation


The biggest problem with character creation was that I put it on the same poll as the setting selection. This meant that people had to select from options that wouldn’t necessarily fit with the setting they chose. There are two ways I can avoid this happening on a future poll. A) I could have the character creation on a second page with options determined by the setting selection or B) I could do a separate poll after the first had concluded for the character creation. I think B is the better option as it means I don’t have to create a bunch of options that will never be relevant.

I also think that the character creation I offered was too limited in scope. It consisted of selecting a race, sex, and tagline for the character. Unlike with the setting selection, I think voters were happy with the results of this section, but I think it could have been more engaging. The limited scope was partially due to trying to make the options somewhat generic and I think that was a mistake. I also found that as we progressed through the adventure there was call for a random factor. I’ll discuss this more in the next section but it boils down to me needing more things defined about the character in advance.

On Chance and Mechanics


Most of the games of this nature that I have seen before (Quests, for example) didn’t have any element of chance to them. They were mostly just pieces of guided fiction. I really wanted to capture the feeling of a group of people playing an old adventure book together, like Lone Wolf or Fighting Fantasy. This meant that there needed to an element of chance. Voters needed to be able to select from different options and hope that their character would be successful. I could have decided for myself, but I feel that takes something away from the experience.

I tried 3 different randomizers during the course of the game. The first was a simple coin flip. I asked the voters to vote on the result being heads or tails and if they were right they would get a positive reaction from their action. I didn’t really like this so for the next one I tasked voters for choosing a number from 1-3 and the % breakdown of the votes would be the chance of success. This actually worked rather well, although it resulted in rather poor odds. The third try was much the same as the last, but instead of using numbers I asked voters to pick who they thought would win in a fight and provided three options. I think this was more fun, but suffered from the same issues.

If I were to run another game like this I would have the voters select skills or attributes for their protagonist which I would then grant a percentage value. I would then use that percentage on all relevant challenges that came up for the odds of success. This means I don’t have to add a question that breaks immersion of the story and it becomes something related to the character instead of some outside force.

On the Update Schedule


I updated the adventure every 24 hours, give or take a few hours on certain days. I actually didn’t mind the pace, although I felt like I was letting people down when I was busy when the 24 hour mark came along (mostly on weekends). The problem with this pace is that it ended up losing people. Not everyone visits r/RPG on a daily basis, which is easy to forget when you are as involved with the community as I am. This meant I had a steady loss of voters as the adventure progressed because people would lose interest if they missed an update. I think a slower schedule might improve this.

I do worry that reducing the update frequency might cause the story to move too slowly. I think that updating every other day is probably the slowest you could go with something like this, at least at r/RPG which tends to be faster moving than an ordinary forum. The other thing I noticed is that votes tend to drop off at around 18 hours after the update. This is very much related to the nature of the community as the topic will drop from view rather quickly, meaning people won’t see it. It will be interesting to see how having if having it around an extra day will actually affect the number of votes it gets.

On the Narrative


I had a lot of fun writing a few paragraphs for this every day. I wouldn’t exactly call it writing I am proud of, but it wasn’t so poor that I would be ashamed of it either. I think it was very representative of role playing in that without the context of the back and forth between myself (the GM) and the voters (the player) it wouldn’t be particularly entertaining. The fun really comes from trying to adapt the story to what the voters/players have selected and the fun for the voters comes from seeing how their choices affect the narrative. It doesn’t need the writing to be of high quality, it just needs to be good enough to get the idea across.

About

Web Analytics