Naming moves

This week, I’ve been taking another crack at my Mage: the Ascension port. In particular, I’ve tried to get something done with the move names.

See, I use the same basic moves for all my WoD ports, or near enough – I figure that what a person can accomplish without superpowers in the World of Darkness is pretty consistent. But since each game has a very different tone and focus, I try to make the names of the moves imply it. Asking a player to roll to show your teeth feels very different than telling them to roll to swear holy retribution, even when the mechanics are exactly the same.

Here is the same list of moves for Werewolf:

  1. Melee attack (Strength): Rend and tear
  2. Feats of strength (Strength): Perform a mighty feat
  3. Ranged attack (Dexterity): Take aim
  4. Feats of speed (Dexterity): Seize an opportunity
  5. Overcome injuries (Stamina): Relentlessly push on
  6. Diplomacy (Charisma): Deal honourably
  7. Manipulation (Manipulation): Cunningly manipulate
  8. Intimidation (Manipulation): Show your teeth
  9. Seduction (Appearance): Rely on animal magnetism
  10. Style (Appearance): Prowl fearlessly
  11. Knowledge (Intelligence): Display your wisdom
  12. Technology/Craft (Intelligence): Use the tools of man
  13. Perception (Perception): Sniff the air
  14. Self-control (Wits): Stay in control
  15. Pathfinding (Wits): Follow a trail

And for Mummy:

  1. Melee attack (Strength): Smite the wicked
  2. Feats of strength (Strength): Strain your mighty thews
  3. Ranged attack (Dexterity): Let fly your vengeance
  4. Feats of speed (Dexterity): Seize the moment
  5. Overcome injuries (Stamina): Relentlessly push on
  6. Diplomacy (Charisma): Preach the truth
  7. Manipulation (Manipulation): Engage in intrigue
  8. Intimidation (Manipulation): Swear holy retribution
  9. Seduction (Appearance): Beguile with your beauty
  10. Style (Appearance): Appear haughty and regal
  11. Knowledge (Intelligence): Display wisdom and learning
  12. Technology/Craft (Intelligence): Practice artifice and craft
  13. Perception (Perception): See beneath the surface
  14. Self-control (Wits): Master your soul
  15. Pathfinding (Wits): Make the journey

You get the idea. Werewolf is about pre-medieval tribal warriors who live half their lives as animals. So their move names are meant to invoke a primal, savage feel. Mummy, meanwhile, is a little more civilised, but still ancient – it’s faintly Biblical, about proud warrior kings and wise prophets trying to walk the righteous path.

And then we have Mage, which I keep trying and failing to come up with something similarly flavourful for. I think a large part of the problem is that it’s harder to come up with a distinct theme for mages. Each Tradition effectively inhabits a genre all of its own, and there’s just not much overlap between a serene Akashic warrior-philosopher and an angry Virtual Adept anarchistic hacker.

This is my attempt for this week:

  1. Melee attack (Strength): Fight for your beliefs
  2. Feats of strength (Strength): Push your limits
  3. Ranged attack (Dexterity): Strike from afar
  4. Feats of speed (Dexterity): Act with swift purpose
  5. Overcome injuries (Stamina): Endure the cost
  6. Diplomacy (Charisma): Speak for those with ears to hear
  7. Manipulation (Manipulation): Shape the narrative
  8. Intimidation (Manipulation): Make them fear your power
  9. Seduction (Appearance): Weave a sensual enchantment
  10. Style (Appearance): Come and go as you will
  11. Knowledge (Intelligence): Recall esoteric truths
  12. Technology/Craft (Intelligence): Place things in their proper alignment
  13. Perception (Perception): Spot the subtle signs
  14. Self-control (Wits): Master your inner turmoil
  15. Pathfinding (Wits): Blaze a trail

I dunno. It’s a little better than my last effort, I think. Still not sure about some of them, especially the technology one and the diplomacy one.

The seductive nature of Exalted

An unusually useless week, this one. I ended up spending a lot of it trying to figure out Exalted 3E. Which, to be sure, is something I kind of feel like I ought to do, because Exalted is another one of those games that I spent a lot of years absolutely obsessed with – buying every supplement, trying to internalise the intended style of play, lecturing people on the lore. Like most things, I ultimately had to realise that it had some serious flaws, but still… it’s definitely the shiniest game I’ve ever seen.

To summarise something very complicated, Exalted is a game set in a world that combines wuxia, anime, sword & sorcery and ancient myth, full of larger-than-life heroes, bizarre spirits, exotic cultures, and characters with names like “the Lover Clad in the Raiment of Tears.” It’s at once over the top and oddly gritty and rooted in practical realities – which is a contradiction that a lot of people have tried to figure out how to deal with.

The system for Exalted has, over the course of its three editions, been seen as very frustrating to play. I think the best way I’ve ever heard someone describe it was, “a game of cinematic action, played in slow motion.” There are always a thousand nitpicky rules to apply, most of them for things that probably aren’t even going to have any practical difference – when you’re rolling 20 dice to attack, having a -1 penalty is unlikely to matter, but that doesn’t stop the rules from demanding that you apply it.

With of course the high-minded declaration that “well, if you think any rule is too bothersome, just ignore it!” Yeah, great, thanks. The problem is, the rules in a system all fit together, and there are consequences in unexpected places when you just throw one out. To change one part of a system, you have to go over the whole system and modify it to work without that part… and once you’re doing that, you start to feel like you might as well write your own rule system from scratch.

(and yes, I have tried writing a port of Exalted. It’s… still very much a work in progress, let’s say)

So what about the third edition, in my esteemed opinion? Well… it fixes a few things that needed fixing, but those things add even more complexity. The two major systems that I’ve read up on are combat and social influence, and I actually really like the idea behind them, but I still have no idea how they play in practice.

For combat, attacks are divided into withering and decisive. Successful withering attacks let you build up a pool of damage dice while reducing the dice in your opponent’s pool, which you can then deliver with a successful decisive attack – effectively, you fence-fence-fence, going back and forth, until one of you manage to gain the advantage and deliver an actual bleeding wound. That, given how punishing injury is in this system, might well mean the end of the fight. Which does make more sense than how it worked back in second edition, where combat just tended to last until the first time someone landed a successful blow, at which point the other person usually turned into a fine red mist.

Social influence, meanwhile, is… genuinely kind of impressive in theory. The fundamental premise is that in order to talk someone into doing something, you must either offer a tempting bribe, deliver a credible threat, or play on one of the mark’s existing beliefs or hang-ups (called intimacies in this system). Intimacies come in different strength, and how large a favour you can get the target to do for you depends on how strong an intimacy you can piggy-back it on. So basically, you can only make someone do something that is, to some extent, in character for them to do. “So, I understand that Lord Smiling Crane is no particular friend of yours? I just so happen to have a plan that would humiliate him…”

To tailor your argument correctly, you of course have to know what a mark’s intimacies are, which can be found out with a special roll. However, this roll, too, has to be supported by what is actually going on in the game – for instance, you can see two people talking, and roll to find out if they have any strong feelings regarding each other, but you can’t discover their sentiments about something entirely unrelated without seeing how they interact with it at least as a concept.

You can create intimacies in people, again with a roll, but those are limited – an intimacy that is not supported by a previously existing intimacy is always going to be of the weakest order, so you can’t just custom-make a strong conviction that will be convenient to you. It’s more like, you can chat someone up for a while, share a few laughs, buy them a drink, and then roll to create a weak intimacy of friendship for you in them. Then you can use that one to get them to do you a small favour, since you’re getting along so well… but again, a minor intimacy is only good for a minor favour.

Now, I actually think this all sounds pretty good. It seems to simulate a way of talking people around that I can see happening. It makes smooth talkers potentially very dangerous, but it requires them to be clever and figure out the right strings to pull. And that’s actually very exciting for me, because if it actually works in practice, then this might just be the first functional social system I’ve ever run across.

I’ll believe it when I see it at my table, though.

Fiddling with Talents

This week, I have been working on my Dark Heresy port. I’ve decided that I’m mostly satisfied with how the rules work, but they need to be easier to look up. Since the system is so based on slight upgrades to existing abilities, it leads to a lot of flipping back and forth through files to figure out what a character is even capable of. That won’t do.

The approach I decided on is to make each player’s character sheet less of a copy-paste from the rules and more something you build up according to the rules. That way, you can ignore all the rules that don’t affect that particular player, and concentrate on what applies to them, personally.

So I’ve been writing the basic moves up like this:

When you show healthy paranoia, roll +Perception. 10-14, you achieve a Minor Success. 15-19, you achieve a Basic Success. 20+, you achieve a Major Success.
• Minor Success: if you are in some sense in danger at the moment, you sense an eerie feeling of menace, but no details of the nature of the threat.
• Basic Success: the same, but if you are in fact in danger, the GM also gives you a hint as to how and why.
• Major Success: you learn precisely what the danger is.
• Absolute Success: you not only learn what danger is threatening you, but also the most promising way of avoiding it.
Examples: Stopping to smell the air, glancing behind you, thinking back on what danger signs you might have missed.

Then a player will start out with a move that looks like this:

When you show healthy paranoia, roll +Perception. 10-14, if you are in some sense in danger at the moment, you sense an eerie feeling of menace, but no details of the nature of the threat. 15-19, the same, but if you are in fact in danger, the GM also gives you a hint as to how and why. 20+, you learn precisely what the danger is.

Examples: Stopping to smell the air, glancing behind you, thinking back on what danger signs you might have missed.

Then, if that player takes the Awareness (Known) Talent (which bumps up the results of a successful move to show healthy paranoia), the move gets altered to this:

When you show healthy paranoia, roll +Perception. 10-14, if you are in some sense in danger at the moment, you sense an eerie feeling of menace, and the GM also gives you a hint as to how and why. 15+, the same, but you learn precisely what the danger is.

Examples: Stopping to smell the air, glancing behind you, thinking back on what danger signs you might have missed.

And if the player further takes the Awareness (Trained) Talent, which adds an additional result on a roll of 20+, the move again gets rewritten to this:

When you show healthy paranoia, roll +Perception. 10-14, if you are in some sense in danger at the moment, you sense an eerie feeling of menace, and the GM also gives you a hint as to how and why. 15-19, the same, but you learn precisely what the danger is. 20+, you not only learn what danger is threatening you, but also the most promising way of avoiding it.

Examples: Stopping to smell the air, glancing behind you, thinking back on what danger signs you might have missed.

You see what I mean. At every turn, the player’s sheet only contains the information that will apply to that player themself. This would absolutely not work if we were still using pen and paper like some sort of savages, but of course these are modern times and everything is stored in easily edited .txt files.

I do worry that this will make it more troublesome for the players to choose new Talents, since now the information on what a move actually does and the information on how it is altered by a Talent will exist in two different places. But I’ll see what happens when I have a chance to run a session with the new PDF.

Honour to the Administratum

This week, my players ended up exploring the byzantine bureaucracy of the Imperium of Man. Maybe it’s fitting, then, that most of my thinking this week has been about bookkeeping.

Character bookkeeping, I mean. It’s not an especially sexy topic, but it’s something that really makes a difference for how easy it is to run a roleplaying session. You want to be able to tell, at a glance, just what rules apply to a character – what their abilities are, what modifiers are affecting them, what they can and can’t do. Because having to stop all the time and flip through the rulebook is freaking annoying.

One of the charms of Powered by the Apocalypse style games is that they seek to make bookkeeping easy. Rules are kept as modular as possible, so that you usually just deal with one paragraph of text at the time, not three or four different ones that are spread throughout the book. When that isn’t possible, information is often repeated so that it appears everywhere it needs to be, even if that means adding to the page count. It’s part of what makes these games so smooth to run.

As I’ve mentioned before, when porting Dark Heresy I eventually had to admit that I couldn’t make it quite that nice. I’ve tried my hardest to not make rules depend on other rules that depend on still other rules, but it’s still a big, sprawling, messy game set in a big, sprawling, messy world.

For example, one thing that I struggled with in today’s session was constantly having to adjust the options available for fighting for the particular weapon the players were using. You see, my rules for ranged combat go like this:

When you unleash the fire and fury, roll +Ballistic Skill. 10-14, choose 1 option below. You may spend Righteous Fury to choose additional options, 1 for each Righteous Fury spent. Each option can only be chosen once. 15-19, choose 2 options. 20+, choose 2 option, and hold Righteous Fury.

  • You manage to disengage from melee and get onto at least a range of reach to the nearest enemy.
  • You hit a single enemy within range of your weapon and inflict weapon damage on them.
  • You inflict 1 damage on an enemy Horde within range of your weapon.
  • A single enemy who has you within range of their weapon does not hit you and inflict weapon damage on you.
  • An enemy Horde who has you within range of their weapons does not hit you and inflict weapon damage on you.
  • You are not forced to retreat or to take or stay in cover.
  • You cause a single enemy within range of your weapon to find or stay in cover.
  • You establish overwatch; the first single enemy within range of your weapon to leave cover (including to fire a shot of their own) takes 1d10 damage, reduced by Armour.
  • You do not need to reduce your Ammo by 1. This can not be chosen for an Ammo-S weapon.

Examples: Firing a lasgun, throwing a knife, sniping from ambush.

But when you’re wielding a weapon with the Blast tag (such as the frag grenades my players were flinging around), the following extra rules apply:

When you unleash the fire and fury with a weapon with the blast tag, you may also choose the following options:

  • You inflict 1d10 damage on an enemy Horde within range of your weapon.
  • You hit every character in a group standing closely together (such as enemies engaged in melee, allies covering each other’s sides, etc) within range of your weapon and inflict weapon damage on them.

However, when you unleash the fire and fury with a weapon with the blast tag, you may not choose the following options:

  • You hit a single enemy within range of your weapon and inflict weapon damage on them.
  • You cause a single enemy within range of your weapon to find or stay in cover.
  • You establish overwatch; the first single enemy within range of your weapon to leave cover (including to fire a shot of their own) takes 1d10 damage, reduced by Armour.

So while I can normally just copy-paste in the list of a player’s options as they succeed at something, neat as you please… here I have to edit the whole thing on the fly every time (okay, so after the first time I guess I should have saved the edited list, but I didn’t think of that at the time). And there seems to be no easy solution to it, beyond writing up the full list of options for every single weapon in the book… and that seems a little much even for PbtA.

And then there are all the things that players can do, which are adjusted when they take certain Advances, and the things they implicitly can’t do because there are other Advances that allow you to do those things… It’s a lot.

I think maybe I should restructure the port into a more traditional format. Man, Warhammer 40,000 fights back hard against being PbtA-ified! Possibly it thinks that it’s heretical or something…